FC 27 Witching Hour Evolution: Hex Shot or Hex Pass? Requirements, Upgrades and Best Picks

FC 27 Witching Hour Evolution: the free CM/CAM Evo to 81 OVR with a Level 3 choice between Hex Shot and Hex Pass. Requirements, upgrades and best picks.

Published By FUTWIZ

Correct as of 26 Oct 2026, 12:30 GMT (Europe/London)
A how-to for the free Witching Hour Evolution in EA Sports FC 27: who qualifies, how the Level 3 choice between Hex Shot and Hex Pass works, what your midfielder comes out as, and how to pick a card. You can check the full eligible-player list and per-card upgrade previews on the FUTWIZ Evolutions database; we don't print coin prices here.

Quick answer: a free CM/CAM upgrade to 81 OVR with a Level 3 spell choice

What is the FC 27 Witching Hour Evolution, who can enter, and which pathway should you pick?

Witching Hour is a free Evolution (0 Coins, 0 FC Points) for CM and CAM cards rated 80 or lower that do not play ST, with 85 Pace or less, 79 Long Shots or less, 78 Standing Tackle or less, 7 PlayStyles or fewer and no PlayStyles+. Across three levels and at least four matches (play 1, play 1, then win 2), it lifts your midfielder up to 81 OVR, boosts dribbling, stamina and short passing across the first two levels, and lets you choose between two spells at Level 3:

  • Option 1 (Hex Shot): boosts Positioning, Finishing, Shot Power and Long Shots, adds +1★ Weak Foot (up to 4★), and pairs with the Gamechanger PlayStyle named in EA's description (capped at 3 PlayStyles).
  • Option 2 (Hex Pass): boosts Vision, Crossing, Long Passing and Curve, adds +1★ Skill Moves (up to 4★), and pairs with the Incisive Pass PlayStyle named in EA's description (capped at 3 PlayStyles).
DetailWhat we knowSource
CostFree (0 Coins / 0 FC Points)FUTWIZ Daily Content
PositionCM or CAM (excluded position: ST)FUTWIZ Evolutions hub
Max Overall80 OVRFUTWIZ Evolutions hub
Stat limitsMax 85 Pace, Max 79 Long Shots, Max 78 Standing TackleFUTWIZ Evolutions hub
PlayStyle limitsMax 7 PlayStyles, Max 0 PlayStyles+FUTWIZ Evolutions hub
TasksLevel 1: Play 1 match; Level 2: Play 1 match; Level 3: Win 2 matches (at least 4 matches total)FUTWIZ Evolutions hub
Headline upgradesUp to 81 OVR at Level 1, plus your Level 3 choice of Hex Shot (shooting + Weak Foot up to 4★) or Hex Pass (passing + Skill Moves up to 4★)FUTWIZ Evolutions hub
Start-by windowHub shows 1 week to start, 2 weeks to finish; Daily Content unlock_before is Wednesday 4 November 2026 at 18:00 GMT (check in-game timer)FUTWIZ Daily Content

Witching Hour arrived in FUTWIZ's Daily Content for Monday 26 October 2026 from Sunday evening's 18:00 GMT drop. FUTWIZ's hub displays 1 week to start it and 2 weeks before it expires, and the feed's unlock_before timestamp points to Wednesday 4 November 2026 at 18:00 GMT. Always check the live countdown on the Evolution tile in game before you wait until the final evening to lock a player in.


Who can go in

The requirements

FUTWIZ lists eight entry requirements for Witching Hour:

  • Overall: Max 80
  • Position: CM or CAM
  • Excluded position: ST
  • Pace: Max 85
  • Long Shots: Max 79
  • Standing Tackle: Max 78
  • PlayStyles: Max 7
  • PlayStyles+: Max 0

The in-game description, as shown on the FUTWIZ Evolutions hub, reads: "Midnight is near and the midfield is yours. Pick your spell: Hex Shot for finishing power and Gamechanger, or Hex Pass for vision and Incisive Pass."

Those two in-game stat caps (79 Long Shots and 78 Standing Tackle) do the heavy lifting in filtering out cards. A pure defensive destroyer with 79+ Standing Tackle or a long-range specialist with 80+ Long Shots will be blocked even if their face Overall is 80 or below, and any midfielder who also holds ST as a primary or secondary position cannot enter.

Main position or alternate?

FUTWIZ's Witching Hour eligible list includes primary CMs and CAMs alongside cards whose main position is RM, RW, LM, LW, CDM, RB or CB because they carry CM or CAM as an alternate position. That indicates alternate-position midfielders count, provided none of their positions is ST. Before buying a card or building around an alternate-position pick, check that Ultimate Team offers the player on your in-game Evolution selection screen.


Every level's upgrades and the Level 3 choice

Full level-by-level breakdown

Every level requires you to play with your active Evolution player in Squad Battles on at least Semi-Pro difficulty, or in Rush, Rivals, Champions or Live Events. Here is the level table from the FUTWIZ Evolutions database, with each boost written as "up to +n, capped at x":

LevelUpgrades (and cap)Task
Level 1Overall up to +4 (capped at 81), Agility up to +4 (80), Reactions up to +5 (80), Dribbling up to +5 (81), Stamina up to +6 (84)Play 1 match
Level 2Short Passing up to +5 (82), Balance up to +4 (80), Ball Control up to +5 (82), Composure up to +5 (80)Play 1 match
Level 3: Option 1 (Hex Shot)Positioning up to +6 (81), Finishing up to +6 (80), Shot Power up to +6 (82), Long Shots up to +6 (80), PlayStyle (cap 3), Weak Foot +1★ (capped at 4★)Win 2 matches
Level 3: Option 2 (Hex Pass)Vision up to +6 (82), Crossing up to +6 (80), Long Passing up to +6 (82), Curve up to +6 (80), PlayStyle (cap 3), Skill Moves +1★ (capped at 4★)Win 2 matches

Two things stand out in that ladder:

  1. The Overall jump lands at Level 1. Your card reaches up to 81 OVR (along with its Agility, Reactions, Dribbling and Stamina boosts) after a single match.
  2. Four matches is the minimum, and also the maximum if you win both Level 3 games. Levels 1 and 2 only ask you to play one match each, while Level 3 requires two wins.

Watch out for the "Total Upgrades" summary box

If you open the Witching Hour page on the FUTWIZ Evolutions database, the Total Upgrades summary panel adds both Level 3 pathways together. As a result, the totals box displays both Skill Moves +1 (4★) and Weak Foot +1 (4★), plus both the shooting and passing upgrades.

In practice, your card only claims one Level 3 option:

  • Pick Option 1 (Hex Shot) and you get the four shooting boosts, the Weak Foot upgrade (up to 4★) and that branch's PlayStyle, with no boost to Vision, Crossing, Long Passing, Curve or Skill Moves.
  • Pick Option 2 (Hex Pass) and you get the four passing boosts, the Skill Moves upgrade (up to 4★) and that branch's PlayStyle, with no boost to Positioning, Finishing, Shot Power, Long Shots or Weak Foot.

How the stat caps and Level 3 PlayStyles work

On our reading of FUTWIZ's upgrade table, each attribute boost is up to the figure shown and stops at its individual cap, while a stat that already starts above a cap keeps its existing value rather than dropping. For example, an 80-rated card with 83 Short Passing already sits above Level 2's 82 Short Passing cap, whereas a 77-rated midfielder with 76 Short Passing gains the full +5 to reach 81. We haven't verified every cap edge case in game, so preview your card on the Evolution screen before confirming.

For the Level 3 PlayStyles, EA's description names Gamechanger for Hex Shot and Incisive Pass for Hex Pass. On the FUTWIZ level table, both Level 3 branches display a standard PlayStyle (cap 3) line rather than a PlayStyle+ badge. Check the Level 3 preview screen in game to confirm that Gamechanger and Incisive Pass are the exact standard PlayStyles awarded on each branch, whether a card that already holds three or more base PlayStyles misses out on the new badge, and that locking in one Level 3 pathway permanently closes off the other for that player.


Hex Shot or Hex Pass: which spell should you pick?

We don't use coin prices or invented meta scores to tell you which branch is better. Instead, match the Level 3 choice to where your midfielder plays on the pitch and what their base card lacks:

When to pick Option 1: Hex Shot

  • Best for: a CAM or an attacking box-to-box CM who arrives in and around the penalty area.
  • Why it helps: because Witching Hour blocks any card starting above 79 Long Shots, every eligible midfielder enters with modest shooting numbers. Hex Shot lifts Positioning (up to +6, cap 81), Finishing (up to +6, cap 80), Shot Power (up to +6, cap 82) and Long Shots (up to +6, cap 80), turning a pure link-up playmaker into a genuine goal threat from the edge of the box.
  • The star upgrade: adds +1★ Weak Foot (up to 4★) alongside the Gamechanger PlayStyle named in the description. If your CAM is already 4★ Skill Moves and 3★ Weak Foot, Hex Shot brings them to a balanced 4★ / 4★ profile for shooting on either side.

When to pick Option 2: Hex Pass

  • Best for: a deeper CM, a wide playmaker using a CM/CAM alternate position, or a central creator whose job is breaking lines rather than finishing moves.
  • Why it helps: pairs Level 2's Short Passing boost (up to +5, cap 82) with up to +6 in Vision (cap 82), Long Passing (cap 82), Crossing (cap 80) and Curve (cap 80), plus the Incisive Pass PlayStyle named in EA's description.
  • The star upgrade: adds +1★ Skill Moves (up to 4★). If your midfielder already has a 4★ Weak Foot (or even 5★ Weak Foot) but is stuck on 3★ Skill Moves, Hex Pass unlocks 4★ skill animations in tight midfield spaces.

Practical rule of thumb: look at your chosen player's current Skill Moves and Weak Foot stars on the FUTWIZ FC 27 Players database. If one sits at 3★ and the other is already 4★, picking the spell that upgrades the 3★ side gives you a 4★ / 4★ midfielder at the end of Level 3.


Who to put in Witching Hour

Example eligible players (FUTWIZ, 26 October)

These 14 cards appeared on FUTWIZ's Witching Hour eligible list on Monday 26 October. They illustrate both primary CMs/CAMs and alternate-position options, along with how each card's existing Skill Moves and Weak Foot stars point naturally towards Hex Shot or Hex Pass:

PlayerPrimary pos. (alts)OVRPACSHOPASDRIDEFPHYSM / WFNatural Level 3 fit
Le FeeCAM (CM, LM, LW)806472818269644★ / 3★Hex Shot (lifts 3★ WF to 4★ and boosts 72 SHO)
Angela SosaCM (CDM, RM, RW)807778848264774★ / 3★Hex Shot (PAS already 84; reaches 4★ / 4★)
GomezRM (CDM, CM, CAM)807579788075803★ / 3★Either branch (well-rounded 75+ across all six face stats)
HolseRW (CDM, RM, CM)808475808365743★ / 3★Either branch (near the 85 Pace ceiling at 84 PAC)
HahnCDM (RB, RM, CM)808275768175713★ / 3★Hex Pass for midfield tempo, or compare with Creep Inside at RB
MiyazawaCDM (CM, LM, LW)806359787674743★ / 3★Hex Pass (holding/deep playmaker profile)
Lee Kang InRW (RM, CM, CAM)807276818352634★ / 3★Hex Shot (already 4★ SM; gains 4★ WF and finishing)
DoanRM (RB, CM, CAM)807671778444644★ / 3★Hex Shot (reaches 4★ / 4★ and lifts 71 SHO)
KonstanteliasCAM (CM, LM, LW)798069768438634★ / 4★Either branch (already 4★ / 4★; gains +2 OVR to 81)
BaturinaCAM (CM, LM, LW)797672798362583★ / 4★Hex Pass (already 4★ WF; lifts 3★ SM to 4★)
TanikawaCAM (RM, CM, RW)797276767956663★ / 5★Hex Pass (already 5★ WF; lifts 3★ SM to reach 4★ SM / 5★ WF)
Oliver TorresCM (LM, CAM, LW)786872798065633★ / 4★Hex Pass (gains +3 OVR to 81 and reaches 4★ / 4★)
Sergi DarderCM (CDM, LM, CAM)786972807969733★ / 2★Hex Shot (lifts 2★ WF to 3★) or Hex Pass (for 4★ SM)
NusaLW (CM, LM, CAM)788573708542645★ / 3★Hex Shot (sits on the 85 Pace cap with 5★ SM; lifts WF to 4★)

These are examples from the database rather than a tier list. Notice how cleanly the star upgrades divide the list:

  • 4★ Skill Moves / 3★ Weak Foot cards (Le Fee, Angela Sosa, Lee Kang In, Doan) get a fourth Weak Foot star from Hex Shot.
  • 3★ Skill Moves / 4★ (or 5★) Weak Foot cards (Baturina, Tanikawa, Oliver Torres) get a fourth Skill Moves star from Hex Pass.
  • 78- and 79-rated midfielders (Konstantelias, Baturina, Tanikawa, Oliver Torres, Sergi Darder, Nusa) sit further below the 80 to 82 attribute caps than 80-rated cards, so they absorb more of the raw stat boosts across all three levels.

Use the league, club and nation filters on the FUTWIZ Evolutions database and test chemistry links in the FUTWIZ Squad Builder before locking your choice in.


Chaining Witching Hour: Middle Management, Clinical or Technical? and other Evos

Because several free and seasonal Evolutions overlap in the 74 to 85 OVR midfield bracket right now, it pays to check how Witching Hour interacts with them before you commit a card:

  • Chaining from Middle Management: The free Middle Management Evolution (whose start-by window closed on 22 October) took a CDM or CM rated 74 or lower up to 80 OVR, raising Long Shots to a cap of 76 and Standing Tackle to a cap of 77, with Pace capped at 75 (or up to its 83 entry limit) and PlayStyles capped at 3 with no PlayStyles+. On paper, a finished 80-rated Middle Management card that holds a CM or CAM position (and did not start above 79 Long Shots or 78 Standing Tackle, or carry ST) meets every number required for Witching Hour, whereas a CDM-only card without CM or CAM is excluded. Because FUTWIZ's table does not confirm whether Ultimate Team accepts an already-evolved item into Witching Hour, check your completed Middle Management player on the in-game Evolution screen first.
  • Chaining into Clinical or Technical?: Because Witching Hour finishes at 81 OVR and only adds a standard PlayStyle at Level 3 (leaving the card at 0 PlayStyles+), a completed Witching Hour midfielder still sits inside the paper requirements for the FC 27 Season 2 Evolutions PlayStyle+ path Clinical or Technical?, which takes any position up to 85 OVR with no PlayStyles+ and adds Finesse Shot+ or Technical+. Again, verify on the in-game Evolution screen whether your evolved midfielder is eligible.
  • Why Zoomaestro and Creep Inside cannot feed into Witching Hour: The free Zoomaestro Evolution (start-by Wednesday 28 October at 18:00 GMT) upgrades a slower CAM or CM (max 75 Pace) to 83 OVR, and the free full-back Evolution Creep Inside (LB or RB, max 80 OVR) upgrades to 82 OVR. Both finish above Witching Hour's 80 OVR entry limit. However, if you have a versatile utility player with both RB and CM on their card (such as Hahn or Teze), you can compare whether you prefer their 82 OVR full-back upgrade in Creep Inside or their 81 OVR midfield upgrade in Witching Hour.

How Witching Hour fits alongside Ultimate Scream

Witching Hour landed during week one of FC 27 Ultimate Scream, joining a busy slate of Halloween-themed Evolutions across Ultimate Team:

EvolutionPosition & max OVRHeadline upgradeUnlock route
Witching Hour (this guide)CM or CAM (not ST), Max 80 OVR+4 OVR (cap 81); Level 3 choice of Hex Shot (+1★ WF, shooting, Gamechanger) or Hex Pass (+1★ SM, passing, Incisive Pass)Free; start within 1 week (Wed 4 Nov, 18:00 GMT)
Center SpectreCM or CDM, Max 80 OVR+5 OVR (cap 81); Block and Pinged Pass PlayStyles (cap 3)Free; start within 1 week
Creep InsideLB or RB (not CB), Max 80 OVR+4 OVR (cap 82); passing, ball control and defending boosts; PlayStyles (cap 3)Free; start within 1 week
The Haunted WallMax 81 OVR, Max 85 Pace+8 OVR (cap 84); +1★ Weak Foot (cap 3); choice of Bruiser, Intercept or Anticipate (cap 4)Redeemed in the Ultimate Scream Token Store
Wicked WingerRM or RW, Max 82 OVR+15 OVR (cap 85); +1★ Skill Moves (cap 4); choice of Finesse Shot+, Quick Step+ or Technical+ (cap 1)Redeemed in the Ultimate Scream Token Store

One important distinction: while The Haunted Wall and Wicked Winger are confirmed in EA's Ultimate Scream announcement as Token Store Evolutions, EA did not name Witching Hour (or Center Spectre and Creep Inside) in its web post. Check your in-game Evolutions tab before assuming a Witching Hour card carries the Ultimate Scream promo rarity for Ghostly Gallery objectives or the 24 November Beaver Moon 99-stat boost.


Evolution rules that catch people out

If you are new to Evolutions or comparing several midfield paths at once, keep three standard EA Help rules in mind (covered in detail in our FC 27 Intro to Evolutions guide):

  • No SBC submissions mid-Evolution: While a card is enrolled in an active Evolution, you cannot submit it into any Squad Building Challenge.
  • Two separate clocks: Every Evolution has a start-by window (to enrol a player) and an expiry window (to complete all three levels and claim the upgrades). FUTWIZ's hub lists 1 week to start Witching Hour (with Daily Content pointing to Wednesday 4 November 2026 at 18:00 GMT) and 2 weeks before the Evolution expires.
  • Active squad requirement: Matches only progress your level task when the Evolution player is in your active squad in Squad Battles (minimum Semi-Pro difficulty), Rush, Rivals, Champions or Live Events.

Frequently asked questions

Is the FC 27 Witching Hour Evolution free?

Yes. FUTWIZ's Daily Content and Evolutions database list Witching Hour as completely free (0 Coins and 0 FC Points).

Should I pick Hex Shot or Hex Pass in Witching Hour?

Pick Hex Shot (Option 1) for a CAM or attacking CM who needs finishing power and +1★ Weak Foot (up to 4★), or pick Hex Pass (Option 2) for a deeper playmaker who needs Vision, Long Passing and +1★ Skill Moves (up to 4★). EA's description pairs Hex Shot with the Gamechanger PlayStyle and Hex Pass with Incisive Pass (both shown as a standard PlayStyle capped at 3 on FUTWIZ's level table). Check your player's current stars and preview both branches on the in-game Evolution screen before locking one in, as a card only receives one Level 3 pathway.

Does Witching Hour give both Weak Foot +1 and Skill Moves +1?

No, you only get one of the two. The summary box on the tracker adds both Level 3 pathways together, which makes it look as though the Evolution grants both star upgrades. In game, Hex Shot gives Weak Foot +1★ (cap 4★) and Hex Pass gives Skill Moves +1★ (cap 4★).

How many matches does Witching Hour take to complete?

At least four matches: play 1 match for Level 1, play 1 match for Level 2, and win 2 matches for Level 3 in Squad Battles on at least Semi-Pro difficulty (or Rush, Rivals, Champions or Live Events) with your Evolution player in the active squad.

When does the Witching Hour Evolution expire?

FUTWIZ's Evolutions hub shows 1 week to start and 2 weeks to finish, with Daily Content recording a start-by (unlock_before) deadline of Wednesday 4 November 2026 at 18:00 GMT. Check the live countdown on the Evolution tile in game to confirm the exact start and completion deadlines on your account.

Can I chain a Middle Management player into Witching Hour?

On paper, an 80-rated CM from Middle Management fits Witching Hour's stat caps, provided the game accepts an already-evolved card. Middle Management capped Overall at 80, Long Shots at 76 and Standing Tackle at 77, all within Witching Hour's limits (80 OVR, 79 Long Shots, 78 Standing Tackle). However, CDM-only cards without a CM or CAM position cannot enter, and you should verify on the in-game Evolution selection screen that your evolved player is offered.



Sources

  • FUTWIZ FC 27 Evolutions Database and Daily Content feed (Evolutions hub, Creep Inside, Center Spectre, The Haunted Wall, Wicked Winger, Clinical or Technical?, Middle Management, Zoomaestro and FC 27 Players, checked 26 October 2026): Witching Hour cost (0 Coins / 0 FC Points), unlock_before timestamp (Wednesday 4 November 2026 at 18:00 GMT), hub timers (1 week start / 2 weeks expiry), in-game description, entry requirements, level-by-level attribute upgrades and caps, Level 3 Option 1 (Hex Shot) and Option 2 (Hex Pass) breakdowns, and eligible player profiles.
  • EA Sports FC 27 official website, "Football Ultimate Team 27 - Ultimate Scream" (published 23 October 2026, checked 26 October 2026): confirms official Ultimate Scream Token Store Evolutions and campaign structure.
  • EA Help, "How EA SPORTS FC Ultimate Team Evolutions work": confirms standard rules on start-by vs completion timers, active squad match requirements, and SBC restrictions for in-progress Evolution items.

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FC 27 Witching Hour Evolution: Hex Shot or Hex Pass? Requirements, Upgrades and Best Picks | FUTWIZ