eFootball GP Farming Guide: How to Earn GP Without Spending
By John Ganang 23 August 2026, 12:00 WIB
GP is eFootball's free currency, earned by playing rather than paying, and it comes from four repeatable places: the daily Login Bonus, the Match Pass that fills as you finish matches, Objectives, and releasing players you do not need. It signs anyone on the Standard Player List, plus managers.
The uncomfortable truth about GP is that most players earn plenty of it and spend it badly. Konami caps your balance at 999,999,999, which nobody reaches, yet the same players who complain about being short on signings are sitting on six figures of GP while chasing Coin-only banners. GP is not the weak currency; it is the currency with the least discipline attached to it. This guide covers where GP actually comes from, what it can and cannot sign, which GP costs Konami has quietly deleted from the game, and the order to spend it in so a free squad stops being a collection of loose ends.
What is GP in eFootball?
GP is the in-game currency you earn by playing. Konami's own Dream Team overview describes it as a currency "that can be used to sign players and managers" and that "can be acquired by meeting certain conditions in-game." It is separate from eFootball Coins and from eFootball Points, and it is the only one of the three you can generate indefinitely without opening a store page.
That distinction matters more than it sounds, because the three currencies do not compete for the same shelf. Coins buy access to the Special Player List and its limited banners. GP buys breadth: any player on the Standard Player List, any manager, and the squad depth that keeps you competitive in events while you wait for a banner worth spending on. If the difference between the two still feels blurry, our eFootball Coins vs GP explainer lays out the split in full, and this guide assumes it from here.
One property shapes everything else: GP carries over. When Konami shipped the v4.0.0 season update, its official carryover notice listed GP alongside Coins, Points, Nominating Contracts, Chance Deals, Training Programs and Standard Player Tickets as assets that transfer into the new version, with GP explicitly capped at 999,999,999. Your balance is not a seasonal resource that expires if unspent, so hoarding costs you nothing except the matches you lost with a thinner squad.
Where does GP actually come from?
Four sources, all of them repeatable. Konami names three of them directly in its Dream Team guidance: the Login Bonus, claimable once a day; the Match Pass, which pays out simply for completing matches; and Objectives, which reward you for clearing specified challenges. The fourth is releasing players you will never field.
The Login Bonus is the one that costs nothing but attention. It resets daily, it stacks in streaks, and missing days is the single most common reason a returning player's balance looks thin. Version v6.0.0 made this easier to keep on top of by adding a function that lets you check the Login Bonus from inside Missions, so it no longer depends on you noticing a pop-up at launch.
The Match Pass rewards completion rather than victory, which changes how you should think about a losing streak. Konami notes that Friend Match counts toward it too, so the pass keeps filling during casual games with people you know. Because the pass pays on matches finished, quitting out of a bad game is a real cost rather than a neutral escape, and that alone is worth changing a habit over.
Objectives are the highest-density source and the easiest to leave on the table. They sit in a menu, they expire on their own schedules, and they routinely reward you for things you were going to do anyway. Checking them before you queue rather than after you finish is the difference between playing five matches that count for three objectives and playing five matches that count for none.
Releasing players is the source everyone forgets. Konami confirmed in the v4.0.0 notice that even players who become unavailable through licence changes still earn you GP and items when released, which tells you the release value is attached to the card rather than to its usability. A reserve list full of duplicate Standard players is a GP balance you have not collected yet.
Beyond those four, Dream Team's Season structure adds Challenge Events against other users and Tour Events against the AI, and campaign rewards during a new-season push are usually where the largest single payouts of the year live. Those amounts move every season, so treat them as opportunistic rather than as something to budget around. Our guide to the best ways to earn Coins and GP covers the wider earning routine across both currencies if you want the full daily loop rather than the GP half of it.
How much GP does a normal week actually produce?
Enough to sign several Standard players and a manager, provided the routine is boring and consistent. The reliable income is the daily Login Bonus, a Match Pass that fills across whatever matches you were playing anyway, and whatever Objectives you clear alongside them. Nothing here requires skill; it requires showing up.
Exact payouts shift with each Season and campaign, and Konami does not publish a fixed GP rate card, so any guide quoting precise weekly totals is quoting a snapshot rather than a rule. What stays stable is the shape of the income. Two of your four sources are attendance-based, one is completion-based, and one is inventory-based, which means the players who out-earn everyone are not the ones winning more matches but the ones logging in daily, finishing what they start, and clearing out their reserves.
That shape has a practical consequence for anyone returning after a break. Your first session back is worth more spent on the Objectives menu and a reserve cleanout than on ranked matches, because those two produce a lump sum immediately while match income accrues slowly. Get the balance up first, then spend it, then go play the games you actually came back for.
What can you actually sign with GP?
Anyone on the Standard Player List, and managers. Konami describes the Standard Player List as the place you "can sign any player of your choice" using filters to find them, and it recommends new players start there with their welcome rewards. Managers come from the Manager List, chosen by Coaching Affinity for the tactics you want to run.
What GP does not do is open the Special Player List, where the Epic, Legendary, Trending and Highlight cards live. Those arrive through Coins, through Nominating Contracts that let you pick a named player from a curated list, through Chance Deals that hand you a random player from a themed box, or through Standard Player Tickets earned as event rewards. Konami's own card table draws the line clearly: Standard cards are based on a player's current-season performance, while the premium tiers celebrate specific historic seasons or standout recent matches and carry higher progression ceilings. If you want the full breakdown of which tier does what, our eFootball player card types guide covers Epic, Legendary, Highlight and the rest side by side.
The manager purchase is where GP is most underrated. A manager with high proficiency for your chosen Team Playstyle changes how the whole squad behaves, and Konami is explicit that tactics work better when the manager's affinity matches the playstyle you selected in Game Plan. That is a squad-wide upgrade bought with a currency you generate for free, which makes it a far better first big spend than a fourth striker.
Which GP costs has Konami removed?
Two significant ones, and both changed how much GP a squad needs to run. Contract durations are gone, so players you signed no longer expire and no longer need renewing. And since the v4.0.0 update, resetting Player Progression no longer costs GP at all, which turned a recurring tax into a free experiment.
The contract change is the larger of the two historically. eFootball used to run on Contract Renewal items measured in days, and keeping a good squad on the pitch meant a permanent background drain. Konami removed contract duration entirely, applying it retroactively so that even players whose contracts had already lapsed became usable again, and converted the leftover renewal items into Chance Deals. Every unit of GP that used to go toward keeping your existing eleven playable now goes toward making it better.
The Progression reset change matters more than its size suggests, because it removes a reason to be cautious. Progression Points become available as a player levels up, and you spend them to shape his stats. When resets cost GP, the rational move was to auto-allocate and never touch it again. With the cost gone, you can rebuild a player around a new formation or a new role as often as you like, which means a Standard player you signed with GP six months ago can be re-tuned into whatever your current tactic needs instead of being released.
Taken together, these two changes explain why GP feels more plentiful than it did in earlier versions even though the earning routine has not fundamentally changed. The sinks were removed rather than the taps opened.
Is there a limit on how much GP you can hold?
Yes. Konami's official carryover documentation lists GP with a maximum of 999,999,999, and that balance transfers intact when the game rolls into a new annual version. In practice the cap is theoretical, but the carryover is not, and it is the single fact that should shape your spending temperament.
Because GP survives the version change, there is no end-of-season deadline forcing you to dump your balance on players you half-want. This is the opposite of how limited-time event currencies behave, and players coming from other football or gacha titles frequently assume a use-it-or-lose-it rule that does not exist here. Sitting on a balance through a quiet stretch of the Season and deploying it when a new Standard roster lands after a data update is a legitimate strategy, not a wasted opportunity.
The caveat runs the other way, though. GP you never spend has bought you nothing, and a squad that loses events it could have won is paying an invisible price for that patience. The right posture is a working balance you spend freely on depth and managers, plus a reserve you hold for the moments a new season's data update refreshes the Standard pool with players who were previously unavailable.
What is the best order to spend GP?
Manager first, then the two or three positions where your starting eleven is genuinely weakest, then depth for the event formats you actually play, and only then anything speculative. Squad-wide multipliers beat individual upgrades, and a manager whose Coaching Affinity matches your Team Playstyle is the only squad-wide multiplier GP can buy.
After the manager, resist the pull toward attackers. New squads almost always overspend at the top of the pitch, because a striker's contribution is visible and a defensive midfielder's is not, and then lose matches in the middle third where nobody was signed. Fill the positions your formation depends on structurally before the ones your highlights come from.
Depth is the third priority, and its value depends entirely on which events you play. Tour Events against the AI and Challenge Events against other users make different demands on a squad, and a Season theme frequently rewards fielding players who fit it. Signing three adequate Standard players who match a Season's theme often clears more event milestones than one better player who does not, and those milestones pay in the currencies and contracts that eventually reach the Special Player List.
Speculative spending comes last, and it should be genuinely last. Standard players are always available, filters make finding them trivial, and the list refreshes with real-world performance data. Nothing on it is going anywhere, which means there is never a reason to panic-sign from it. The one thing worth breaking that rule for is a data update that adds players who were not previously in the pool, which is exactly the moment the reserve balance from the previous section earns its keep.
The mistake underneath most bad GP spending is treating it as a lesser version of Coins and therefore spending it carelessly. GP is not a consolation currency; it is the only currency in eFootball whose supply you control. If you want a fuller picture of where the paid side fits alongside it, our explainer on what eFootball Coins are used for covers what the premium currency does that GP cannot, and the eFootball beginner's guide to player cards, Coins and squads is the right starting point if you are still assembling a first Dream Team.
Common questions about earning GP in eFootball
Does GP reset when a new eFootball version launches? No. Konami's official carryover notice for the annual season update lists GP among the assets that transfer, along with Coins, Points, Nominating Contracts, Chance Deals and Training Programs. Your balance survives the version change intact.
Can I sign Epic or Legendary players with GP? No. GP covers the Standard Player List and the Manager List. Epic, Legendary, Trending and Highlight cards come from the Special Player List and from Nominating Contracts, Chance Deals and Standard Player Tickets rather than from a straight GP purchase.
Do I still lose GP renewing contracts? No. Konami removed contract duration from players, and the change applied retroactively to players whose contracts had already expired. There is no renewal cost to budget for anymore.
Is releasing players worth the GP? For genuine duplicates and for cards that have become unavailable, yes. Konami confirmed that unavailable players still earn GP and items on release. For anything you might re-tune later, remember that Progression resets are free now, so a player you cannot use in your current formation is not necessarily a player you should release.
Does winning matches pay more GP than losing them? Results affect competitive rewards, but the Match Pass pays on matches completed rather than won, and the Login Bonus does not care about results at all. That is why attendance out-earns skill for the free portion of the economy.
If your squad needs Coins rather than GP for a Special Player List banner and you would rather not wait for the next campaign, the eFootball top-up listings from verified sellers show what is currently stocked, with each listing stating its delivery method and scope before you commit.
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