FPL Chip Strategy Guide: When to Play Each Chip
FPL Chip Strategy Guide: When to Play Each Chip
Every FPL manager gets eight chips per season — two of each type, one for each half of the campaign. The first set must be used before GW19, and a fresh set unlocks at GW20. Using them at the right time can swing your season by hundreds of thousands of rank places. Using them at the wrong time wastes their potential entirely.
This guide covers what each chip does, when to play it, and the common mistakes that cost managers points every season.
The Eight FPL Chips (2025/26)
Since the 2024/25 season, FPL gives you two full sets of chips — one for each half of the season. Any unused chips from the first half do not carry over.
| Chip | What It Does | Per Half | Total |
|---|---|---|---|
| Wildcard (WC) | Unlimited free transfers for one gameweek. New team is permanent. | 1 | 2 |
| Free Hit (FH) | Unlimited transfers for one gameweek. Team reverts after. | 1 | 2 |
| Bench Boost (BB) | All 15 players score points (bench included). | 1 | 2 |
| Triple Captain (TC) | Captain earns 3x points instead of 2x. | 1 | 2 |
First half: GW1-19 (deadline before GW19 kicks off)
Second half: GW20-38 (chips refresh automatically)
Wildcard Strategy
The Wildcard is the most powerful chip in FPL. It lets you completely rebuild your squad with unlimited transfers, and your new team carries forward permanently.
When to Play Your Wildcard
First-half Wildcard (GW1-19):
- After GW4-6 when the season picture becomes clearer. Early-season form, injuries, and fixture swings give you enough data to build a strong squad.
- When you have 3+ transfers you want to make. If your team needs only 1-2 changes, take the hits instead and save the Wildcard.
- Before a major fixture swing — when several teams shift from hard to easy runs simultaneously.
Second-half Wildcard (GW20-38):
- Before a Double Gameweek (DGW) to load up on players with two fixtures.
- When the second half fixture swings create clear value changes.
- In the run-in (GW30-35) to set up for the final stretch and maximise Bench Boost/Triple Captain later.
Wildcard Mistakes to Avoid
- Playing it too early (GW1-2). You don't have enough data. Knee-jerk reactions to one bad week waste your most valuable chip.
- Playing it too late (GW18-19). You lose flexibility. If the plan goes wrong, you have no way to fix it before the second Wildcard activates.
- Building for one gameweek. Your Wildcard team needs to work for the next 6-8 weeks minimum, not just the upcoming weekend.
Free Hit Strategy
The Free Hit gives you unlimited transfers for a single gameweek, but your original team returns afterwards. It's designed for unusual gameweeks where your regular squad doesn't work. With two Free Hits per season, you can cover both halves.
When to Play Your Free Hit
Best scenarios:
- Blank Gameweeks (BGWs): When FA Cup fixtures cause several Premier League matches to be postponed. If 5+ of your players don't have a match, Free Hit lets you field a full XI of players who are actually playing.
- Double Gameweeks with awkward fixtures: When a DGW features teams you don't want to own long-term, Free Hit lets you target them for one week without committing transfers.
The golden rule: Use your Free Hit in the gameweek where the gap between your current team and an optimal team is largest. That's almost always a Blank Gameweek. With two available per season, aim for one BGW in each half.
Free Hit Mistakes to Avoid
- Using it for a "normal" gameweek. If most of your players have fixtures, the Free Hit gain is minimal. Save it for when you'd otherwise field 6-7 players.
- Forgetting your team reverts. Plan your regular team around the Free Hit. If you take hits before a Free Hit, those players revert too — wasted points.
- Chasing last week's points. Free Hit squads should be built for the specific fixtures ahead, not loaded with players who scored big last week.
Bench Boost Strategy
Bench Boost scores all 15 of your players instead of just 11. The value depends entirely on having a strong bench that's actually playing.
When to Play Your Bench Boost
Best scenario: During a Double Gameweek, after using your Wildcard to build a squad of 15 players who all have two fixtures.
This combination — Wildcard then Bench Boost — is the single highest-ceiling chip strategy in FPL. With 15 players each playing twice, you're effectively scoring from 30 player-appearances instead of the usual 11.
Requirements for a good Bench Boost:
- All 15 players have a fixture (ideally a double)
- Your bench players are genuine starters for their clubs (not 4.0m fodder)
- No blank gameweek conflicts
Bench Boost Expected Value
A typical Bench Boost in a Double Gameweek adds 15-25 points over a normal gameweek. In a single gameweek, the expected gain drops to 8-14 points. That's why DGWs are worth waiting for.
| Scenario | Expected Extra Points |
|---|---|
| DGW with 4 strong bench players | 15-25 pts |
| Single GW with 4 strong bench players | 8-14 pts |
| Single GW with 4 weak bench players | 4-8 pts |
Bench Boost Mistakes to Avoid
- Playing it with a weak bench. If your bench is 4.0m enablers who barely play, Bench Boost adds 2-6 points. Not worth it.
- Playing it in a single gameweek. Unless every DGW is gone, wait. The ceiling is significantly higher in doubles.
- Not accounting for rotation. In DGWs, managers with games on Tuesday and Saturday often rotate. A bench player who gets benched in both fixtures scores 0 from your Bench Boost.
Triple Captain Strategy
Triple Captain gives your captain 3x points instead of 2x. The extra value is exactly one additional copy of your captain's raw points.
When to Play Your Triple Captain
Best scenario: When your captain has a Double Gameweek, especially against two weak defences.
The maths is simple: if your captain scores 10 raw points, Triple Captain adds 10 extra (30 total instead of 20). In a DGW where the captain could score 15-20 raw points, that's 15-20 extra points from one chip.
Ideal Triple Captain targets:
- Premium attackers (Haaland, Salah-tier) in a DGW against bottom-half defences
- Penalty takers with two home games
- Players with high bonus point potential (consistent BPS earners — see our bonus points guide)
Triple Captain Expected Value
| Scenario | Captain Raw Pts | Normal (2x) | TC (3x) | TC Gain |
|---|---|---|---|---|
| DGW, two good fixtures | 14 | 28 | 42 | +14 |
| DGW, one good fixture | 8 | 16 | 24 | +8 |
| Single GW, great fixture | 10 | 20 | 30 | +10 |
| Single GW, average fixture | 5 | 10 | 15 | +5 |
Triple Captain Mistakes to Avoid
- Using it on a whim. "Salah is playing Burnley" isn't enough. Wait for a DGW with favourable fixtures unless you're certain a single-GW opportunity is exceptional.
- Using it on a player who might be rotated. In DGWs, even premium players occasionally rest one game. Triple Captain on a player who plays 60 minutes total is a disaster.
- Saving it too long. Don't hold Triple Captain until GW38 hoping for the perfect moment. A good DGW opportunity in GW28-34 is better than a mediocre one in GW37.
Chip Planning: The Season Template
With two sets of chips, top managers plan each half of the season independently. The specifics depend on when Blank and Double Gameweeks fall, but the framework is consistent.
Typical Chip Timeline
First Half (GW1-19):
| Period | Chip | Reasoning |
|---|---|---|
| GW4-8 | Wildcard | Restructure after early-season data |
| BGW (if any) | Free Hit | Field a full team when 5+ players blank |
| DGW (after WC) | Bench Boost | 15 players with double fixtures |
| DGW | Triple Captain | Premium captain with two easy games |
Second Half (GW20-38):
| Period | Chip | Reasoning |
|---|---|---|
| GW25-32 | Wildcard | Set up for DGW/BGW run-in |
| BGW (varies) | Free Hit | Cover the main blank in the second half |
| DGW (after WC) | Bench Boost | 15 DGW players — the highest-ceiling chip play |
| DGW | Triple Captain | Premium captain with two easy games |
The first half often has fewer BGWs/DGWs, so you may need to play chips in single gameweeks. Don't let first-half chips expire unused — a chip used in a decent single GW is better than one wasted.
Planning Tips
- Don't plan chips in isolation. The Wildcard → Bench Boost combo is more valuable than either chip alone. Plan them as a sequence. You can run this strategy in both halves.
- Watch the FPL calendar. FA Cup rounds typically cause BGWs/DGWs in GW25-35. Plan around these as soon as fixtures are confirmed.
- Don't let first-half chips expire. Any unused chips disappear at the GW19 deadline. If it's GW16 and you still have a Triple Captain, find the best remaining fixture and use it.
- Check your mini-league rivals. On our live leagues tracker, you can see which chips your rivals have left. If they've used their Bench Boost and you haven't, you have an advantage to deploy in the right DGW.
- Don't waste chips to catch up. Playing Triple Captain out of desperation because you're 30 points behind in your mini-league usually backfires. Play chips when the opportunity is best, not when panic sets in.
Track Chip Usage in Your Mini-League
Our live leagues tracker shows which chips each manager in your mini-league has remaining, which ones they've used (and when), and whether anyone is currently playing a chip this gameweek.
This information is crucial for chip strategy in competitive leagues. If your closest rival has already used their Bench Boost, you know their DGW ceiling is lower than yours — you can time your Bench Boost to create maximum separation.
Built by an FPL manager, for FPL managers. LiveFPL tracks live data during every Premier League match so you always know where you stand.