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FPL · TIPS · 2026-27
2026/27 season · Onside model
FPL · TIPS · 2026-27

FPL Tips 2026-27

The definitive FPL tips guide for 2026-27. Proven strategies for captaincy, transfers, chip deployment, and mini-league management from data-driven experts.

By Onside5 min read
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FPL Tips 2026-27

The definitive FPL tips guide for 2026-27. Proven strategies for captaincy, transfers, chip deployment, and mini-league management from data-driven experts.

— Onside (onsidearena.com), predictions graded in public.

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Analysis by the Onside model · model graded in public, ~15% more accurate than FPLPublic track recordMethodologyUpdated 2026-09-14
25/26 HEADLINE STATS · 26/27 IMPLICATIONS
239
HAALAND 25/26 PTS
Golden Boot · 27 goals
21
BRUNO PL ASSISTS
★ Premier League record
5
MAX SAVED FREE TRANSFERS
Kept after a Wildcard or Free Hit
9
CLUBS WITH A NEW MANAGER
Maresca · Iraola · Alonso · Glasner + 5 more

Where FPL seasons are actually won and lost

Good FPL is mostly the absence of expensive mistakes. Very few seasons are made by a brilliant punt; a great many are lost by a run of small, avoidable errors — a hit taken in frustration, a chip burned in a bad week, a price drop you watched coming and did nothing about.

Five decisions carry most of the weight. They are in rough order of how much damage getting them wrong will do. Four of them are worked through below; the fifth, squad structure, is set once at the draft and is covered properly on the best FPL team page, which is linked at the foot of this one.

The five decisions that decide an FPL season
DecisionThe common mistakeWhere it is decided
CaptainFollowing a gut feeling over the projectionEvery gameweek, before the deadline
ChipsPlaying one reactively after a bad weekTwo windows — see the chip table below
TransfersTaking a hit for a lateral moveWeekly, and it compounds
Squad structurePaying for a bench that never playsSet at the draft — see the best FPL team page
Price changesReacting after the rise, not beforeOvernight, every night

Captaincy: the biggest single swing you control

Captaincy is the highest-leverage decision in FPL. Your captain scores double, so the gap between the right armband and a blank is roughly the size of three average outfield returns — every week, for thirty-eight weeks.

The Onside model blends nine independent signals across four broad families into one expected-points score, and the captain shortlist ranks players by that score. How those signals are built and weighted is ours. Whether it works is not a matter of opinion, and the table below is the whole argument: the same players, the same gameweeks, the same rows, scored against FPL's own projection and against two naive baselines. Lower is better — it is the average number of points each method misses by.

Onside beats FPL's own expected-points model by about 15% on identical rows, and does so in 8 of 9 graded gameweeks. Every one of the 25,518 predictions behind that table was published before its deadline and graded afterwards; the full row-level file is open data.

Average miss per prediction — lower is better
MethodAverage miss (points)What it is
Onside v51.57The model behind the captain shortlist
FPL ep_next1.86Fantasy Premier League's own published projection
Season average2.24A rolling average of the player's season
Recent form2.32The mean of the last three matches played

Chip strategy: you have eight chips, not four

Fantasy Premier League gives you eight chips, not the four most managers plan around. You get two of each — one usable in the first half of the season, one in the second — and they do not roll over. An unplayed first-half chip is gone at the Gameweek 19 deadline, not carried forward.

That sentence is worth re-reading if you have been treating the wildcard as a single, precious, once-a-season decision. It is two decisions, in two separate windows, and the first one expires.

The windows below are the ones the game itself declares, not a convention. Note the detail most managers miss: the first Wildcard and the first Free Hit are not available in Gameweek 1 at all. Bench Boost and Triple Captain are.

Within those windows the principle is simple. Hold each chip for the gameweek where its mechanic is structurally worth most, not the gameweek where you feel worst. Bench Boost and Triple Captain are worth roughly double in a double gameweek because the underlying players get two chances to score. Free Hit is worth most in a blank gameweek, when a large part of your squad has no fixture at all. Plan around the double and blank calendar first and fit everything else around it.

The eight FPL chips 2026/27 and their windows
ChipFirst halfSecond halfWhat it does
WildcardGW2–19GW20–38Unlimited free transfers for one gameweek, no points hit
Free HitGW2–19GW20–38Unlimited transfers for one gameweek, squad reverts afterwards
Bench BoostGW1–19GW20–38All 15 players score, not just your starting 11
Triple CaptainGW1–19GW20–38Your captain scores triple instead of double

Transfer strategy: a hit is a fixed cost, not a gamble

A points hit costs 4 points. That is the whole cost, it is known in advance, and it does not scale with how well the transfer goes. So the only question that matters is whether the player coming in will out-score the player going out by more than 4 — and critically, over how long.

That second half is where most managers get it wrong. A hit taken for one gameweek needs the incoming player to beat the outgoing one by a full 4 points in that single week, which is a big ask. The same hit, taken for a player you intend to keep for ten gameweeks, needs a margin of 0.4 points per week. Identical cost, completely different bar.

The clearest green light is replacing a player who will not play at all. Swapping a certain zero for someone returning three to five points a week pays the hit back inside two gameweeks and keeps paying after that. The worst hits are lateral moves between two players of similar output, taken in a bad mood on a Friday night.

What a −4 hit needs to break even
Gameweeks you keep himTotal margin neededMargin per gameweekRealistic?
1 gameweek4 pts4.0Rarely — needs a return the same week
2 gameweeks4 pts2.0Only for a clear upgrade
3 gameweeks4 pts1.3Reasonable on a fixture swing
5 gameweeks4 pts0.8Comfortable for a genuine upgrade
10 gameweeks4 pts0.4Almost always worth it

Price changes: small margins that compound

Prices move overnight, driven by how many managers transfer a player in or out. A heavily-bought player rises £0.1m; a heavily-sold one falls by the same.

The part that catches people out is the selling price: you keep only half of any rise, rounded down. Buy at £6.5m, watch him climb to £6.8m, and you sell at £6.6m rather than £6.8m. That is still £0.1m of real budget you did not have before, and across a season those margins are the difference between affording a third premium and not.

The practical rule is that you gain nothing by reacting after a rise. If you already intended to buy someone and he is rising tonight, buying tonight is free money; if you are only buying because he is rising, you are buying for the wrong reason. The price-change tracker shows net transfer direction so you can tell those two cases apart.

Mini-league tactics: when to chase, when to hold

Head-to-head mini-leagues and classic leagues require different strategies. In head-to-head, you can take more risk in weeks where you are heavily losing to your opponent — the break-even maths are better when a big week can flip a two-game losing run. In classic mini-leagues, the goal is to trail the leader by fewer points than your ceiling allows you to recover.

Check the Onside mini-league hub to see your differential coverage — how many of your players do your rivals not own. A high-differential team that underperforms one week can leapfrog a template heavy squad the next week when the differentials fire. Never sacrifice all your differentials for the template after a bad week.

THIS WEEK — GAMEWEEK 6

The advice above holds all season. The names change every week — Gameweek 6 closes Sat 10 Oct, 11:00 UK, and the current shortlists are below.

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Frequently Asked Questions

Five things carry most of the weight: (1) captain on the projection rather than on instinct — your captain scores double every week; (2) remember you have eight chips, not four, two of each, and an unplayed first-half chip is lost at the Gameweek 19 deadline; (3) treat a hit as a fixed 4-point cost and only take it when the incoming player will beat the outgoing one by more than 4 over the time you keep him; (4) do not pay for a bench that never plays; (5) track price changes daily, because acting after the rise is how you pay for it twice.

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