Guide
- Chips
FPL chips explained: how and when to use every chip
What the Wildcard, Free Hit, Bench Boost and Triple Captain each do, how they fit together, and the mistakes that cost the most. The short version: there's rarely one perfect week, only a few good ones.
Published · Rules checked for 2026/27
Four questions before you play any chip
- Is this week clearly better for this chip than the weeks you can already see ahead?
- Could a free transfer or two fix the same problem without spending a chip?
- How many gameweeks are left before this chip expires, at GW19 or GW38?
- Would you still play it this week if nobody else was?
If you can answer all four with confidence, you're probably ready. If one of them makes you hesitate, it's worth a closer look at the options below.
What each chip does
| Chip | What it does | When you can play it | Often used when |
|---|---|---|---|
| Wildcard | Unlimited free transfers for one gameweek. The new squad is permanent. | GW2 to GW19, then GW20 to GW38 | Three or more players need replacing, or the fixtures are about to turn |
| Free Hit | Unlimited free transfers for one gameweek. Your old squad comes back the week after. | GW2 to GW19, then GW20 to GW38 | Lots of teams blank or play twice, or your squad is short for just one week |
| Bench Boost | Points from all 15 players count, not just your starting 11. | GW1 to GW19, then GW20 to GW38 | All four bench players are likely to start, ideally twice |
| Triple Captain | Your captain's points are tripled instead of doubled. | GW1 to GW19, then GW20 to GW38 | A reliable premium player has a standout fixture, or two in one week |
Two sets a season, and why that matters
Until 2025/26, you had a single Free Hit, Bench Boost and Triple Captain for the whole season; only the Wildcard came in two halves. Many managers held those chips for months, waiting for the double gameweeks in spring.
Now there are two of each, and the first set disappears after GW19. That changes the maths. A chip held back for a perfect week in December is a chip you might not use at all, and there's another one waiting in January. A good week now is often worth more than a perfect week that might never come.
That doesn't mean playing chips as early as possible. It means the cost of waiting is real, and worth counting alongside the reasons to wait.
Chips that work well together
Chips are often stronger in pairs, because one can set up the other. Three common pairings, each with a catch:
- Wildcard, then Bench Boost. Use the Wildcard to build a squad where all 15 players start and have good fixtures, then boost the following week. The catch: it's tempting to pick bench players for that one week and live with them for months.
- Free Hit for a blank or a double. When many teams don't play, or some play twice, a Free Hit lets you field a full side for that week without rebuilding your squad around it. The catch: use it early and you may face a big blank later without one.
- Bench Boost in GW1, then an early Wildcard. Your bench is fully planned before a ball is kicked, so GW1 is one of the few weeks you know all 15 should play. An early Wildcard then fixes whatever pre-season got wrong. The catch: it commits you to Wildcarding early, whatever happens.
The chip mistakes that cost the most
- Using a chip to fix a panic. A bad week feels like a crisis. Usually it's one bad week. A Wildcard played the morning after a blank is often a response to the score, not the squad. If a free transfer or two would fix the real problem, that's often the better option.
- Chasing the crowd. When a million managers play the same chip on the same player, playing it too protects your rank but can't gain you much. Not playing it is a valid choice, as long as it's a choice and not a missed deadline.
- Saving a chip until it expires. The GW19 deadline is easy to forget in a busy December. Waiting for a better week only works if that week comes before the chip runs out.
- Building a worse team to suit a chip. Weakening your starting 11 to get a better bench, or bending your squad around one Triple Captain fixture, can cost more over the following weeks than the chip earns in one.
A guide to each chip
Each of these goes deeper on timing, with the options for and against:
- When to play your FPL Wildcard: is a full rebuild worth more than a few free transfers?
- When to use the FPL Free Hit: when is a one-week team worth more than a permanent change?
- When to play the FPL Bench Boost: when will your bench actually score?
- When to use the FPL Triple Captain: when is one player's ceiling worth chasing?
Chips sit alongside your free transfers, not instead of them. For the week-to-week decisions, see when to roll, when to act, and how much team value matters.
When it's genuinely close
You've checked the fixtures, counted the weeks to the deadline and ruled out the bad options. What's left is two good ones: this week or a later one, this chip or that one. That's a 50/50, and agonising over it costs more than it gains.
Make the call and enjoy the week. If you really can't, that's what the coin is for.
More guides
- When to play your FPL Wildcard
- When to use the FPL Free Hit
- When to play the FPL Bench Boost
- When to use the FPL Triple Captain
- When to roll, when to act, and how much team value matters
- The 50/50s that split FPL managers: GW1 to GW5 review
Sources
- Rules (Fantasy Premier League)
- What's happening with FPL chips in 2026/27 (Premier League)
- All you need to know about changes to FPL for 2026/27 (Premier League)
- Record number of FPL managers Bench Boost in Gameweek 1 (Premier League)
- Record number of Triple Captain chips played in Gameweek 3 (Premier League)
- How 'The Great and The Good' did in FPL Gameweek 4 (Fantasy Football Scout)
- Official FPL data: chip counts per gameweek.