Player Fusion is one of the most useful eFootball Dream Team tools when you want to reuse development already invested in one player instead of starting from zero on another. The trap is treating Fusion as a “copy everything” button. KONAMI’s current Dream Team page makes a narrower promise: fusing a player allows the Experience Points and the Additional Player Skills to be passed on to another player. Those are the two elements explicitly named. A safe Fusion decision starts there, then uses the in-game preview and confirmation screen to verify the exact result before you commit an important card.
What is Player Fusion?
KONAMI places Player Fusion inside the Dream Team player-development toolbox alongside Level Training, Player Progression, Skill Training and Position Training. Its official description is concise: Fusion lets Experience Points and Additional Player Skills pass from a player to another player. That makes it a way to recycle specific development value. It is not described as cloning a card, copying its identity, or transferring every development system attached to it.
What officially transfers?
- Experience Points: XP is one of the two assets explicitly named in KONAMI’s Player Fusion description.
- Additional Player Skills: learned additional skills are the second element explicitly named.
- KONAMI does not say “all player data” or “all development,” so keep expectations limited to the named items unless the current in-game preview clearly shows more.
What about a player’s native skills?
The wording matters. KONAMI says Additional Player Skills. On the same Dream Team page, Skill Training Programs are described as adding a maximum of five Additional Skills to a player. Those learned additions are different from the base skills already inherent to a card. Fusion should therefore not be presented as a method for copying the complete native skill identity of one card onto another.
Does Position Proficiency transfer?
Position Training is documented as a separate system. Applicable players have an eligible Position Proficiency list, and Position Training Programs can increase proficiency for up to two positions at random under the current overview. Player Fusion’s description does not list Position Proficiency among the transferred items. That is not proof that every possible implementation path blocks it, but it means we do not have an official basis to promise a position transfer. If that is the reason you are considering Fusion, stop and verify the live Fusion preview before proceeding.
Do Boosters or Booster Slots transfer?
Boosters are also documented separately. Some players possess a Booster, and some cards have a Booster Slot that can hold an additional Booster. KONAMI’s Player Fusion description does not name either as transferred data. Do not sacrifice a valuable source card because you expect its Booster or Booster Slot to migrate. The target card has its own properties, and anything not shown clearly in the Fusion preview should be treated as unguaranteed.
Player Fusion is not Player Progression
Player Progression uses Progression Points earned as the player levels up to develop stats. KONAMI currently supports Auto Development and Manual Development and lets users reset Progression Points. Fusion, in contrast, is described around XP and Additional Player Skills. XP arriving on a target may help that player level up and therefore reach its own progression opportunities, but that does not mean the exact stat allocation you built on the source is copied as a ready-made progression template.
It is not the same as Skill Training either
A Skill Training Program is the system designed to add Additional Skills, up to the published maximum of five. Player Fusion reuses Additional Player Skills already attached to another player while also passing XP. If your only need is to teach a new card an extra skill and you do not have a suitable source, Skill Training is the direct development system. Fusion becomes especially interesting when an unused player already contains XP and extra skills that have value for a target you will actually play.
When does Fusion make sense?
Fusion is worth evaluating when the source has fallen out of your plans, its XP or Additional Skills are useful, and the target is a card you intend to keep using. That can reduce wasted development. The opposite case deserves caution: a rare source, a sentimental card, a player still needed for themed Events, or a card whose extra skills do not fit the target’s role. Saving some training time is not automatically worth giving up a card you still value.
- Low-priority source + useful extra skills + high-priority target is a strong case to inspect.
- Rare, event-useful or personally valuable source: slow down before confirming.
- If the source’s Additional Skills do not fit the target’s role, Fusion value can be poor even when the XP looks attractive.
- If the target is already near its level ceiling, scrutinize the preview rather than assuming all source XP will be equally valuable.
Important restriction: Unavailable Players
KONAMI’s September 17, 2026 notices for console/PC and mobile say that players made Unavailable because of licensing/content changes cannot be used in matches, have all functions other than Release disabled, and are not eligible for Player Fusion. The notices also state that only Standard Card Type players may be subject to the Unavailable list. This matters for planning: do not assume you can wait until a Standard player becomes unavailable and then use that card as Fusion material.
Where to check the Unavailable List
For PS5, PS4, Xbox, Steam and Xbox on PC, KONAMI directs users to [Extras] > [Support] > [Unavailable List]. On iOS and Android, the current notice uses [Extras] > [Support] > [Services and Info] > [Unavailable List]. If a licensing notice affects a Standard player you own, check the list in your current game instead of relying on an old community screenshot.
Safe checklist before you press Confirm
- Double-check which card is the source and which card is the target.
- Record the source’s Additional Skills that you actually want to preserve.
- Check the target’s current level so you can judge whether the XP shown is meaningful.
- Do not assume Position Proficiency, Boosters or a Progression Point allocation will transfer just because they are part of the source’s development.
- Read the live Fusion preview carefully; if the expected benefit is not shown, do not confirm.
- Keep cards that are still useful for Events or alternate squads instead of using them only to save training time.
- Check the Unavailable List when licensing notices affect Standard players.
- Prefer the current in-game confirmation over an old video when the interface or rules differ.
A practical decision example
Imagine you have an older card that has left your starting squad. You invested levels and several Additional Skills into it, then obtained a newer card you expect to use long term. Do not begin with “how much Overall will I gain?” because KONAMI does not define Fusion that way. Ask two better questions: how much useful XP does the current preview show for the target, and do the source’s Additional Skills actually support the new card’s role? If both answers are good and the confirmation screen matches your plan, Fusion has a clear purpose. If your real goal is to move a trained position or a Booster, the general official documentation does not promise that outcome.
What this guide deliberately does not invent
Community guides may publish XP-efficiency tables, matching rules or operation costs based on player testing. Those can be useful observations, but they are not a substitute for the current game screen unless KONAMI confirms the same rule. This guide does not invent a universal XP percentage, GP cost, same-player requirement or hidden multiplier because the official sources used here do not publish those figures as a current general rule.
How Fusion fits the whole development system
A clean mental model is: Level Training grants Experience Points; Player Progression spends points earned through leveling to shape stats; Skill Training adds Additional Skills; Position Training develops eligible positions; Player Fusion redirects Experience Points and Additional Player Skills from one player to another. Once each system has a distinct job in your head, it becomes much harder to burn a card or resource for the wrong reason.
Sources & references4
KONAMI — Dream Team / Develop Your Players: KONAMI — Let's Play eFootball / Dream Team overview: KONAMI — Regarding Unavailable Players and Managers (17 Sep 2026, console/PC): KONAMI — Regarding Unavailable Players and Managers (17 Sep 2026, mobile)