Common FPL mistakes: what ruins a Fantasy Premier League season
By Arasi Rex · Updated 9 August 2026 · 7 min read
The most common FPL mistakes come down to two habits: chasing last week's points and treating transfers as a weekly obligation. Both feel productive and both quietly wreck a season, because they drain the budget, stack up -4 hits, and leave your best chips untouched when the calendar turns. A season is rarely ruined by one bad captaincy call. It is usually ruined by the accumulation of small decisions around it.
The most common FPL mistakes start with the squad
Every FPL team is 15 players with 11 starters, built inside a £100.0m budget with a maximum of three players from any one club. The rookie error is treating that budget as a shopping list instead of a structure. Load up on premium attackers and the bench fills with players who never play, and the appearance points leak away every week: 1 point under 60 minutes, 2 for 60 minutes or more. A squad that carries two or three non-playing bench players is giving the whole field a head start before a single ball is kicked.
The other squad mistake is tripling up on one club without thinking about why. The three-per-club limit exists for a reason, and using all three slots on one team's attackers concentrates your week into one fixture. If that club's game turns flat, your entire gameweek turns with it. The FPL scoring guide is worth reading before you finalise the squad, because the scoring structure is what should drive the balance: goals are worth 6 for a goalkeeper or defender, 5 for a midfielder and 4 for a forward, so premium midfielders and defenders are often better value than the headline forward.
FPL transfer mistakes: chasing points and the -4 hit
Chasing points is buying the player who just hauled. It is the most common FPL mistake in the game, and it is expensive in ways that do not show up on the points page: you overpay for the form you just watched instead of the fixtures coming next, and you usually do it at the expense of a player whose schedule is better. The fixture difficulty page exists precisely to stop this habit, because it shows you what is coming rather than what just happened.
The transfer habit itself is the quieter problem. For 2026/27, up to five free transfers can be rolled, which changes the maths of the game: a transfer is now a storable asset, not a weekly chore. A manager who uses a transfer every single week is spending that asset to feel busy. The managers who climb the ladder are the ones who look at a week with no problems in their squad and roll.
On the -4 hit, the community has it backwards. A transfer beyond the free allowance costs -4, and the fear of that number outweighs the number itself. One goal from a defender is worth 6 points, and the same goal from your captain is worth 12, because the captain scores double. The -4 you pay for a player you would own for six weeks is usually recovered inside a single gameweek. The genuinely bad hit is the one you take for a one-week punt you will undo a fortnight later, and by then you have paid -4 twice for nothing. That is the version of the rule that ruins seasons, not the calculated hit for a six-week hold.
Captaincy mistakes
Your captain scores double, which makes the armband the most important decision you make all week. The captaincy mistake is defaulting to the same name every week out of habit, regardless of opponent, fixture or form. Because goals are worth 6/5/4 by position and the top three BPS scorers in each match take bonus points (3/2/1), the armband question is never "who is the best player in the game" but "who scores most this week". A 2-point swing in bonus is a 4-point swing on the armband, so the small margins decide far more than the big names. The captaincy strategy guide goes through the weekly decision in detail, and the differentials page is where you find the low-ownership captain that actually moves your rank.
Chip-timing mistakes
The chips rule for 2026/27 is the one that will catch the most managers out. There are eight chips in total, in two sets of four, one set per half of the season. The first set must be used before the Gameweek 19 deadline at 13:30 GMT on Saturday 2 January 2027, and it cannot be carried over. Hold all four past that deadline and you simply lose them.
That makes chip timing a deadline problem, not a taste problem. The mistake is using a chip early because it exists, or hoarding all four so long that January forces a panic play on a gameweek that was never right for it. The chips guide covers when each of the four chips earns its keep, but the structural rule for 2026/27 is simpler: treat the first half of the season as a closed game with its own four chips, and have a plan for each one before the deadline, not after it.
Ignoring fixtures and rotation
Fixtures are the cheapest information in FPL and the most ignored. Rotation is the reason fixtures matter more than reputation: appearance points (1 under 60 minutes, 2 for 60 or more) punish anyone who sits on a bench or gets hooked early, and a defender who concedes twice pays -1 for every two goals conceded on top of losing the clean sheet (4 for a goalkeeper or defender, 1 for a midfielder). A goalkeeper can still salvage a week with +1 per 3 saves and 5 for a penalty save, which is why keeper picks are fixture picks first.
The three-per-club limit makes rotation risk compound. If you have three players from one club and that club rests players across a congested week, your whole squad takes the hit at once. The fixture question applies to the best teams too: Arsenal defenders are the textbook example of a premium pick that is really a fixture pick. The BPS changes for 2026/27 also reward the quiet work: goalkeepers still earn +1 BPS for saving a shot from inside the box, the save-from-outside-the-box metric is removed, and a new +1 BPS applies for saving a big chance, while the Defensive Contribution points are unchanged, with 10 combined clearances, blocks, interceptions and tackles worth 2 points for a defender, capped at 2 per match. None of that shows up in the highlights, and all of it shows up in the score. An official Price Change Predictor tool now exists for the transfer market, the price changes guide explains what it tracks, and the FPL hub is where the weekly planning pages live. Fixture-blindness compounds every other error on this list, because it is why you take the wrong hits, pick the wrong captain and burn the wrong chips, and that makes it the most expensive FPL mistake of the lot.
FAQ
What is the biggest FPL mistake? Chasing last week's points. Buying the player who just hauled, rather than the player with the better fixtures, drains your budget and burns the free transfers that 2026/27 lets you roll (up to five).
Should I take a -4 hit in FPL? Sometimes, yes. A transfer beyond the free allowance costs -4, and for a player you would own for six weeks the hit is usually recovered quickly, because one defender's goal is worth 6 and 12 on the armband. The poor value hit is the one-week punt you undo a fortnight later.
When should I use my chips? The first set of four chips must be used before the Gameweek 19 deadline at 13:30 GMT on Saturday 2 January 2027 and cannot be carried over. There are eight chips in two sets of four, one set per half of the season, so holding past the deadline just loses them.
How many players from one club can I have in FPL? A maximum of three. The 15-player squad also has an £100.0m budget and 11 starters.
Key takeaways
- The biggest FPL mistakes are chasing last week's points and using a transfer every week out of habit; up to five free transfers can be rolled in 2026/27, so rolling is a legitimate move.
- The -4 hit is over-feared: for a player you would own for six weeks it is usually recovered in a single gameweek, while the one-week punt hit costs you twice.
- Captaincy is the highest-value decision in the game because the captain scores double; goals are worth 6/5/4 by position and bonus pays 3/2/1.
- The first set of four chips must be used before the Gameweek 19 deadline at 13:30 GMT on Saturday 2 January 2027 and cannot be carried over, so chip plans need a deadline, not a vibe.
- Fixtures and rotation beat reputation: appearance pays 1 under 60 minutes and 2 for 60+, and the three-per-club limit means one rest day can dent your whole gameweek, which is exactly the kind of FPL mistake a fixture-led plan avoids.