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Ultimate Gauntlet 2 has 10 objectives, but you need any eight to unlock its group reward. The reward is untradeable Future Stars Julio César Enciso, Future Stars Brajan Gruda and cosmetic items. The fastest low-risk approach is to alternate two eligible squads, score in every match, and turn winning streaks into Perfect Round, Double Perfect and Triple Perfect progress. If you need to leave two objectives unfinished, Triple Perfect and Score in 14 are the usual lower-stress choices unless you consistently sweep rounds.

Ultimate Gauntlet 2 at a glance

This is a non-repeatable FC 27 Ultimate Team objective group built around separate matches and two-match rounds. A round consists of two games. The event locks the squad you used for that round, so you must have another eligible squad ready before entering the next round. Starting XI and bench players are included in the lock, even substitutes who never appear on the pitch.

Progress is cumulative across the group. A match can advance several objectives at once: scoring in a new match moves both Score in counters, while a win also contributes to the win totals and, when paired with a second win in the same round, to the Perfect objectives.

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Every task and its reward

Task Exact requirement Reward
Score 1 Score one goal Future Stars Finn Jeltsch item; the detailed guide lists it as a loan, so verify the item type in-game
Win 1 Win one match Gamechanger Evolution
Score in 4 Score in four separate matches 3x 75+ Gold Players Pack and Future Stars Regular Badge Evolution
Win 3 Win three matches 7x 75+ Gold Players Pack
Win 5 Win five matches 7x 77+ Gold Players Pack
Perfect Round Win both matches in one round 7x 81+ Gold Players Pack
Double Perfect Win both matches in a round twice 5x 82+ Gold Players Pack
Triple Perfect Win both matches in a round three times 3x 84+ Gold Players Pack
Score in 10 Score in 10 separate matches 7x 80+ Gold Players Pack
Score in 14 Score in 14 separate matches 7x 80+ Gold Players Pack

The group reward is separate from the individual task rewards. At completion, it contains untradeable Future Stars Julio César Enciso (85-rated CAM with ST++) and Future Stars Brajan Gruda (84-rated CAM with RM++, CM++ and RW++), plus cosmetic items.

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Prepare squads before entering

Build two complete line-ups

Make two competitive squads with different starting elevens and benches. Because the lock applies to the bench as well as the starting XI, sharing even an unused substitute can prevent the second squad from being accepted. Keep the line-ups saved and ready so you can switch immediately after a round.

The event description is the authority for the current lock period. If it says a squad remains unavailable long enough to overlap more than two rounds, prepare a third complete squad rather than discovering the restriction after a win.

Use the strongest squad for the hardest run

Assign your better-balanced squad to the round in which you are most likely to win both games. A perfect round is all-or-nothing: winning one game and losing the other still gives the ordinary win progress but does not complete a Perfect Round. Put your more reliable defenders and substitutes in the squad you expect to use for the first perfect attempt.

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Check the objective page first

Open Ultimate Team’s Objectives area and expand Ultimate Gauntlet 2 before playing. Note the current counters and the reward state. This gives you a baseline for diagnosing a counter that appears not to move later.

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Efficient completion route

  1. Enter with squad A and score once. The first goal completes Score 1 and, because it is in a new match, starts the separate-match counters. Do not deliberately chase a high goal total; one goal is enough for each match-based scoring objective.
  2. Play for the win after securing a goal. A single match can count toward Score in 4, Score in 10 or Score in 14, Win 1, Win 3 and Win 5. Protect the result rather than taking unnecessary risks once the scoring requirement is satisfied.
  3. Finish both games in the round if the matchup is manageable. Two wins in that round complete Perfect Round. The same wins also add two to the ordinary win total.
  4. Switch to squad B for the next round. Do not edit or reuse locked players. Enter the next pair with the alternate full squad and again score at least once in each game.
  5. Repeat the strongest pattern for Double Perfect and Triple Perfect. Two completed perfect rounds satisfy Double Perfect; three completed perfect rounds satisfy Triple Perfect. Stop pursuing a perfect run when the risk would cost a win or a scoring-match count you still need.
  6. Track separate matches, not goals. Scoring five times in one match advances a Score in counter by one. To reach 10 or 14, you need goals in 10 or 14 different matches.
  7. Claim each completed item as it appears. In Objectives, open the Ultimate Gauntlet 2 group, claim individual rewards, and claim the group reward when the completion meter reaches the required eight tasks.

How Perfect Round, Double Perfect and Triple Perfect work

Perfect Round

A round has exactly two matches. Winning both games in that same round completes one Perfect Round. The wins do not need a particular scoreline; the requirement is the result in each of the two games.

Double Perfect

Double Perfect requires two separate rounds in which you win both matches. A 2–0 result in one round and a 1–1/1–0 split in another does not qualify, because only the first round is perfect. The two qualifying rounds can be played with alternating squads as the lock requires.

Triple Perfect

Triple Perfect requires three rounds with two wins in each round, for six wins across those perfect rounds. It is the most win-consistency-dependent objective in the group. Treat it as an optional target unless you can maintain results while also scoring in new matches.

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Which two tasks should you skip?

The event’s completion condition lets you leave two tasks unfinished. There is no universal best pair; choose according to your win rate, available time and squad depth. The table compares the practical trade-offs.

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Skip plan Time investment Win consistency needed Squad depth Reward sacrificed
Triple Perfect + Score in 14 Lower: no need for three flawless rounds or fourteen scoring matches Moderate; you still need the five-win baseline and at least one perfect round if completing the other tasks Two squads normally sufficient; check the event lock description 3x 84+ Gold Players Pack and 7x 80+ Gold Players Pack
Score in 10 + Score in 14 Lower for players who regularly sweep rounds but do not want a long scoring-match grind High, because perfect objectives and win totals must carry the eight-task total Two or more squads depending on the lock Two 7x 80+ Gold Players Packs
A different pair chosen late Variable; useful when your counters reveal an unexpected strength Depends on which objectives are already complete Depends on how many perfect rounds you pursue The two individual rewards attached to the unfinished tasks

The first plan is the safer default for a player who wants a lower-stress eight-task finish. The second makes sense for someone who reliably wins both games in a round and would rather avoid extending the event to fourteen scoring matches. Decide after checking your counters, not before playing, because ordinary wins and scoring matches may already have completed most of the easier objectives.

Why a Score in 10 or Score in 14 counter may appear stuck

It counts matches, not goals

The counter increases once for a match in which you score. A five-goal performance still contributes one match. If you are at 10/14, you need four additional matches with at least one goal in each, not four additional goals in one game.

The matches must be separate

Repeated goals in an already-counted match cannot create another increment. Keep a simple tally of match results while you play: mark one scoring match after each final whistle, then compare that tally with the in-game counter.

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Confirm the objective after the match

Electronic Arts’ FC 27 Football Ultimate Team for Beginners article, dated 25 September 2026, advises opening Objectives whenever the game shows “Objective Complete.” Use that habit after every match. Open the Ultimate Gauntlet 2 group and check whether the individual objective and the group meter changed before starting another game.

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Check whether you actually scored

A match only qualifies when your team records a goal. A match abandoned before the result is registered, or one in which you never scored, cannot be counted as a completed scoring match. The objective description, rather than the number of attempts, determines progress.

Use the displayed value as the source of truth

If your own tally and the game disagree, record the next match carefully: note the score, finish the match normally, return to Objectives and refresh the group. This isolates whether the issue is a counting misunderstanding or a delayed display. Do not assume that a larger goal margin should produce a larger counter increase.

Claiming the individual and group rewards

  1. From the Ultimate Team main menu, open Objectives.
  2. Select the Ultimate Gauntlet 2 group and review each completed task.
  3. Claim each individual reward as soon as its task is marked complete.
  4. When eight tasks are complete, claim the group reward containing Enciso, Gruda and the cosmetic items.

The Companion App can also be used for claims. Before closing FC 27, leave Ultimate Team; then sign in to the Companion App, open FC Hub and claim available rewards. If a reward is not visible, return to the game and verify the objective status in the main Objectives page.

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Planning around the player rewards

Finn Jeltsch

The listed Finn Jeltsch item is an 85-rated centre-back with 82 PAC, 48 SHO, 70 PAS, 75 DRI, 86 DEF and 83 PHY. The detailed listing identifies it as a loan item, so check the in-game reward tile before relying on permanent squad availability.

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Julio César Enciso

The group reward includes an 85-rated Future Stars Enciso with CAM as his listed position and ST++ as an alternate position designation.

Brajan Gruda

The second player is an 84-rated Future Stars Gruda listed at CAM, with RM++, CM++ and RW++ alternate position designations. These position labels matter when you decide which squad to place them in after claiming the group reward.

Common mistakes that waste matches

  • Reusing a locked substitute: the lock includes unused bench players, not just the eleven who started.
  • Chasing goals instead of match counts: extra goals in one game do not accelerate Score in 10 or Score in 14.
  • Assuming one perfect game is enough: Perfect Round requires both games in the same round; Double and Triple require that two and three times.
  • Forcing a perfect run after a bad first result: once a round is no longer perfect, protect the ordinary win and scoring progress rather than risking the match for a requirement that can no longer be completed in that round.
  • Waiting to claim everything: unclaimed rewards make it harder to tell whether a counter moved and can hide the group completion state.
  • Planning from a stale squad: verify the current event description for lock duration and eligibility before assuming two squads will cover the whole event.

A practical match-by-match checklist

  • Before the round: confirm the active squad is not locked and that its bench shares no players with the alternate squad.
  • During the match: score at least once, then manage the result according to your win priority.
  • After the match: note whether it was a scoring match and a win; check Objectives if a task should have completed.
  • After the second match: record whether both games were wins, then switch to the other complete squad.
  • At any point: compare your counters with the task descriptions, especially the separate-match wording on Score in 4, Score in 10 and Score in 14.
  • At eight completed tasks: claim the group reward immediately rather than continuing for an unnecessary ninth or tenth task.

Bottom line

Score once in every match you play, prioritize wins, and alternate complete squads between two-match rounds. Let ordinary scoring and win objectives accumulate naturally, convert reliable runs into perfect rounds, and reserve your two skips for the objectives that demand the most time or consistency. For most players that means leaving Triple Perfect and Score in 14 unfinished; players who dominate both games in a round may instead skip both long scoring counters.

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