Guide
- Transfers
When to roll, when to act, and how much team value matters
Use this week's free transfer, save it, or take a hit? A practical guide, and an honest one: it's often closer than it feels.
Published · Rules checked for 2026/27
Five questions before you touch the transfer button
- Is anyone in my starting XI injured, suspended or out of the team?
- How many free transfers do I have, and am I already on five?
- Would the player I'm bringing in outscore the one going out over the next three to six gameweeks, not just this one?
- Is there news still to come, such as press conferences or a midweek European game, that could change the answer?
- Would rolling let me make a bigger, better fix next week?
If those questions point clearly one way, you have your answer. If they don't, read on.
How free transfers work
Every manager gets one free transfer per gameweek. If you don't use it, it rolls over to the next, and you can keep stacking them until you have five. Anything beyond your free transfers costs 4 points each, taken off that gameweek's score.
The Wildcard and Free Hit don't eat into your saved transfers. Play either with two banked and you'll still have two waiting the following week. That makes rolling before a chip less of a waste than it used to be.
The cap is the one hard limit to watch. Sit on five free transfers and don't use one, and next week's simply disappears.
When to roll
Rolling isn't doing nothing. A saved transfer is an option you're buying for next week, and options are worth more when things are uncertain. Rolling can be a good option when:
- Your team has no urgent problems. Everyone is fit, playing and has reasonable fixtures. A sideways move rarely earns back the transfer you spent on it.
- You want two moves next week. Some fixes need two transfers at once, such as moving money from one position to another to afford a premium.
- A fixture swing is coming. If a team's fixtures turn good in two weeks' time, banking a transfer now lets you jump on together, rather than early.
- A solid bench can cover an injury. If a starter is out for a week or two and your first substitute is a nailed-on player with a decent fixture, the automatic substitution covers him. You can then make the move for free next week, with two transfers to play with.
- The picture will be clearer next week. Injury news, a manager's press conference or a midweek cup tie can all change who's worth buying. Waiting costs nothing if your team is fine as it is.
When a transfer is often the better option
None of these are automatic, but each makes a strong case for using a transfer:
- A starter is injured or suspended for several weeks. One week out can often be covered by your bench. A long absence is different: every week he stays in your squad is a week of zeros, or of a bench player's points, and it ties up the money and the squad place.
- A player has lost his place. If he's been benched for a new signing or a manager's favourite, and it looks like more than a one-off, his price will usually follow his minutes down.
- Your bench can't cover the gaps. Two or three absences at once, or a bench of players who don't start, means you'll be short whatever happens.
- You're on five free transfers. Using one now means next week's free transfer isn't wasted.
When a hit is worth it, and when it isn't
A hit costs 4 points now. To be worth it, the new player has to outscore the old one by more than 4 over the time you'd otherwise have kept him. That's the whole calculation, and the key words are "over the time". Almost no transfer earns back 4 points in a single week reliably.
Be cautious with hits, even for injuries. Before taking one, check your bench. If a reliable substitute will come on for the injured player, rolling this week and making the transfer for free next week often comes out ahead of paying 4 points now. A hit is more likely to make sense when the problem lasts several weeks and your bench can't cover it, for example two starters out at once with no free transfers left. It's rarely worth it to chase one good fixture, last week's big score or a sideways move between two similar players.
| Option | Best when | Watch out for |
|---|---|---|
| Roll | Your team is healthy, your bench covers a short injury, news is still to come or you want two moves next week | Sitting on five and wasting one; rolling to avoid a decision you need to make |
| Free transfer | A player is injured, dropped or clearly worse than an option for the next few weeks | Sideways moves; buying last week's points; moving before team news |
| Take a hit | The gain lasts several weeks and your bench can't cover the problem | Paying 4 points when a solid bench would cover the week; one-week fixtures; chasing a haul; stacking hits week after week |
Team value, explained
Player prices move during the season, mostly with how many managers are buying or selling them. Popular players rise by up to £0.1m a day; heavily sold ones fall. Changes happen overnight, UK time.
You always buy at a player's current price. When you sell, you don't get the full rise: you keep half of it, rounded down to the nearest £0.1m. So a £0.1m rise earns you nothing, a £0.2m or £0.3m rise earns £0.1m, and a £0.4m rise earns £0.2m.
Take Maxim De Cuyper this season. He started at £4.5m and is now £5.0m:
- Bought at £4.5m before GW1: a £0.5m rise, half is £0.25m, rounded down to £0.2m. He sells for £4.7m.
- Bought at £4.6m before GW2: a £0.4m rise, half is £0.2m. He sells for £4.8m.
- Bought at £5.0m today: no rise yet. He sells for £5.0m.
Your team value is what your squad would sell for, plus anything in the bank. The more of it you have, the more you can spend on the next squad you build.
How much should team value sway you?
Less than it feels like it should, and less as the season goes on. Think of it as a sliding scale.
- Early in the season, prices move fastest and a few rises add up. If two transfers are genuinely level on points, picking the one that protects a rise, or catches one, is a sensible tie-breaker.
- From midseason, points come first. There are fewer weeks left to spend any extra money, and every week you keep the wrong player costs points.
- Keeping a bad player just to protect £0.1m rarely pays. If he's not playing or not scoring, the money is usually worth far less than the points you're losing.
Chips change the picture a little. A Wildcard lets you rebuild without hits, but you still sell everyone at their selling price, so it doesn't undo value you've lost. A Free Hit changes your team for one week only. At the next deadline your squad and bank come back, with any price changes to your own players that week included, while anything the Free Hit team's bank gained or lost is gone.
A simple decision flow
A rule of thumb, not a rulebook. Work down the list and stop at the first yes.
- Is a starter out for several weeks, with no bench player to cover him?Consider a transfer
- Are you already on five free transfers?Consider a transfer
- Is there a clear upgrade for the next three or more gameweeks?Consider a transfer
- None of the above?Probably roll
A hit is worth weighing up mainly when step 1 applies and you have no free transfers left. Even then, the new player has to outscore the old one by more than 4 points over the weeks ahead for it to pay off.
When it's genuinely close
You've ruled out the bad options. What's left is two transfers that look equally good, or a move and a roll that both make sense. That's a 50/50, and agonising over it costs more than it gains: an evening, some sleep, and very rarely any points.
Pick one and lock it in. If you really can't, that's what the coin is for.
More guides
- FPL chips explained: how and when to use every chip
- When to play the FPL Bench Boost
- When to use the FPL Free Hit
- When to use the FPL Triple Captain
- When to play your FPL Wildcard
- The 50/50s that split FPL managers: GW1 to GW5 review
- All guides and reviews
Sources
- Rules (Fantasy Premier League)
- FPL basics explained: How to make transfers (Premier League)
- FPL player price changes: how, why and when does it happen? (Premier League)
- All you need to know about changes to FPL for 2026/27 (Premier League)
- What's happening with FPL chips in 2026/27 (Premier League)
- Official FPL data: player prices, points and transfers.