Chips

FPL Chip Strategy: When to Play Every Chip

A complete guide to FPL chip strategy. Learn exactly when to play your Wildcard, Free Hit, Bench Boost and Triple Captain to squeeze maximum points from every chip.

By Onside··3 min read

The four chips and what they do

Chips are the single biggest swing tools in Fantasy Premier League. Used well they can earn 30-50 points in a single gameweek; used badly they are simply wasted. There are four chip types, and in the current format you receive two of each across the season — one usable in the first half, one in the second.

The Wildcard lets you make unlimited free transfers in a single gameweek, rebuilding your entire squad with no points hits. The Free Hit gives you a one-week temporary team that reverts to your previous squad the following gameweek — ideal for navigating a blank or double gameweek. The Bench Boost counts the points of all 15 players, not just your starting 11, for one gameweek. The Triple Captain triples your captain's score instead of doubling it.

The golden rule: chips earn their value in specific weeks

Most managers lose chip value by playing them reactively — burning a Wildcard after a bad gameweek, or a Triple Captain on a routine fixture. The elite approach is the opposite: hold each chip for the gameweek where its mechanic is structurally most valuable, even if that means carrying it for months.

Double gameweeks (when a team plays twice in one gameweek) and blank gameweeks (when fixtures are postponed for cup competitions) are the anchor points for chip planning. Bench Boost and Triple Captain are worth roughly double in a double gameweek because the underlying players have two chances to score. Free Hit is worth most in a blank gameweek when half your squad has no fixture. Plan your chips around the season's DGW/BGW calendar first, then fit everything else around them.

When to play each chip

Wildcard: play your first when your squad structure breaks down — typically around GW8-9 once early-season form and price changes have reshaped the player pool, or earlier if injuries gut your team. Save the second for the run-in, ideally to set up a Bench Boost or to attack a strong fixture swing.

Free Hit: reserve it for the biggest blank gameweek, when you would otherwise field only 6-8 players. It can also be used aggressively to load up on a single huge double gameweek without permanently wrecking your squad.

Bench Boost: only play it when all 15 of your players have a fixture and, ideally, several have doubles. Spend the prior gameweek using transfers to upgrade your bench so all 15 are genuine starters. A Bench Boost with two non-playing reserves throws away a third of its value.

Triple Captain: target a premium captain (a Haaland or Salah type) in a double gameweek against weak opposition. The ceiling is enormous — a triple-captained haul of 20+ becomes 60+.

Common chip mistakes to avoid

The most expensive mistake is playing a chip out of frustration. A red-arrow gameweek tempts managers to Wildcard immediately; resist unless your squad is genuinely broken. The second is playing Bench Boost or Triple Captain in a single gameweek when a double is coming weeks later — patience is almost always rewarded.

Also avoid leaving chips unused. Chips do not carry over between halves of the season in the current format, so an unplayed first-half chip is gone forever. Map a rough plan at the start of each half: which gameweek for each chip, with a fallback. Revisit it whenever the fixture schedule or the double/blank calendar firms up.

Frequently asked questions

How many chips do you get in FPL?

In the current format you get two of each chip — two Wildcards, two Free Hits, two Bench Boosts and two Triple Captains. One of each is available in the first half of the season and one in the second half. Chips do not roll over between the two halves.

Can you play two chips in the same gameweek?

No. You can only play one chip per gameweek. This is why chip planning matters — you cannot, for example, Bench Boost and Triple Captain the same double gameweek, so you must choose which mechanic captures more value that week.

When is the best gameweek to play Bench Boost?

The best Bench Boost gameweek is a double gameweek in which all 15 of your players have a fixture and as many as possible play twice. Spend the preceding gameweeks ensuring your bench is made up of nailed-on starters, not cheap non-playing enablers.

Should I save my Wildcard or play it early?

Play your first Wildcard when your squad structure has broken down — commonly around GW8-9, or sooner if injuries force it. Holding a Wildcard too long while your team rots costs more points than playing it. Save the second-half Wildcard to set up a Bench Boost or attack a fixture swing.