Chips are one-week powers you can play a limited number of times. Used at the right moment, a single chip can be worth more than a month of good transfers.

Two sets of four

You get two of each chip this season: one set for the first half and a fresh set for the second.

  • The first set must be played by the Gameweek 19 deadline. Anything unused is lost; it doesn’t carry over.
  • The second set unlocks after that deadline and lasts to the end of the season.
  • You can only play one chip per gameweek.

Why it matters: a first-half chip you never play is simply wasted. If Gameweek 19 is getting close and you still hold one, find the best week left for it.

Wildcard

Every transfer that gameweek is free, and the changes are permanent. It’s a full rebuild. It also covers transfers you’ve already made that week.

When it pays off: when your squad needs four or more changes at once, after a run of injuries, or before a stretch of fixtures that suits a different set of clubs. Many managers save the second Wildcard to set up for the double gameweeks late in the season.

Free Hit

Unlimited free transfers for one gameweek only. At the next deadline your squad goes back to exactly how it was.

When it pays off: in a blank gameweek, when several of your players’ clubs don’t play, so you can field eleven who do. It can also fill a squad with double-gameweek players for one week without wrecking your long-term team.

Triple Captain

Your captain scores three times his points instead of two.

When it pays off: on a reliable, high-scoring player with two matches in one gameweek, ideally both kind fixtures. A double gameweek gives him two chances to haul.

Bench Boost

Your four substitutes’ points count too, so all 15 players score.

When it pays off: when all 15 players are likely to start, ideally in a double gameweek. It works well straight after a Wildcard, when you can build a full squad of starters.

Rules worth knowing

  • Saved free transfers survive a Wildcard or Free Hit. If you had two, you still have two the week after.
  • Triple Captain and Bench Boost can be cancelled before the deadline, so you can set them early and change your mind after team news.
  • Wildcard and Free Hit can’t be cancelled once you confirm them.
  • Free Hit can’t be played in back-to-back gameweeks, and not in Gameweek 1.
  • If your Triple Captain doesn’t play, your vice-captain gets the triple instead.

Planning your chips

  • Watch the fixture list. Doubles and blanks usually appear when cup ties force matches to move. They’re announced a few weeks ahead.
  • Pair them up. A common plan: Wildcard before a big double gameweek, Bench Boost in it, Free Hit in a blank.
  • Don’t chase a perfect week. A good week used is better than a perfect week that never comes. Above all, don’t let the first set expire.
  • Don’t panic-wildcard. One bad week isn’t a reason. Three injuries and a fixture swing might be.

On Pitchline: the Planner shows your remaining chips and the next good window when there is one, and Advice only mentions a chip when it’s worth playing that week.