What a hit is
Each gameweek you get one free transfer, and you can bank up to a limited number of them to use later. Any transfer beyond your free allowance costs four points — a "hit", shown as -4, -8, and so on. The points come off your gameweek total immediately.
Hits are neither good nor bad in themselves; they are an investment. The only question that matters is whether the players you bring in will out-score the players you remove by more than the four points the hit costs, over the period you will own them.
The break-even maths
A -4 hit needs to return more than four extra points to be worth it. The mistake most managers make is judging that over a single gameweek. The right horizon is the number of gameweeks you will actually own the incoming player before the next natural transfer.
If you bring in a player you will hold for five gameweeks, the hit only needs to gain you a little under one point per week to break even. That is a low bar for a genuine upgrade. Conversely, taking a -4 to chase a one-week punt — say, a single good fixture — requires that player to beat the alternative by four points in that one week, which is a much harder ask. Think in points-per-gameweek over the holding period, not in a single score.
When a hit is worth taking
Hits make sense when they solve a real problem or capture lasting value. Strong cases include replacing a long-term injured or suspended player who would otherwise score zero, bringing in an in-form asset entering a great fixture run you will ride for weeks, or beating an imminent price rise on a must-own player.
The clearest green light is when a hit prevents a non-playing player from sitting in your team. A -4 to swap a zero for a likely 4-6 points each week pays for itself almost immediately and keeps paying. Multiple hits (-8 or more) raise the bar steeply and are rarely justified outside of injury crises or chip set-up.
When to roll instead
Rolling your transfer — banking it for next week — is often the disciplined, higher-value choice. Roll when no upgrade clearly beats the four-point cost, when team news is still uncertain (taking a hit before confirmed line-ups is a gamble), or when you are one week away from a Wildcard or Free Hit that will make the move for free.
Banking transfers also buys flexibility: two free transfers next week let you respond to injuries or make a double move without a hit. Patience compounds. The managers who finish well rarely take frequent -4s; they take a small number of high-conviction hits and roll the rest.