FPL tool · Team builder · Free

FPL team builder — build it once, plan it all season

Pick 15, stay under £100m, then plan every gameweek to the end of the season — transfers, chips, hits and all. Every number is the backtested model's — free, no login.

What the planner does that a one-week tool can’t

A legal 15-man squad under the real FPL rules — £100m, 2 goalkeepers, 5 defenders, 5 midfielders, 3 forwards, max 3 per club — and then a plan for every gameweek that's left, not just the next six.

  • Planning forward never rewrites the past. A transfer belongs to the gameweek you make it in, so playing a wildcard in GW12 rebuilds your squad from GW12 — GW1 to GW11 keep the team you actually had. Most planners hand you one squad and quietly apply it to every week at once, which makes the earlier weeks meaningless.
  • The cost is counted. Free transfers bank week by week to the real cap, anything beyond them is a −4, and the season total you see is after hits.
  • Chips are placed, not guessed. The planner reads your own fifteen and names the gameweek each chip is worth most in — your bench's biggest week for the Bench Boost, your captain's for the Triple Captain — and puts it there in one click.
  • One team, saved as you go. No drafts to manage and no Save button to forget. The link in your address bar is still your fifteen, ready to share.

As soon as it's a legal 15 the tool grades it against the model's own best XI and lists the upgrades worth making, right below the pitch.

Dot = projected minutes Nailed starter (70+) Rotation risk (45–69) Cameo / bench risk (under 45)
Loading the projection pool…

How to build a strong FPL squad

Four rules that decide most of your season
  • Spend where minutes are certain — a projection is minutes first. Nailed starters at £5m beat rotation risks at £7m, which is why the model's own XI is full of everpresent defenders.
  • Cheap defence is the new market inefficiency — defensive-contribution points pay busy centre-backs almost like attackers. The auto-build leans into it; you'll see why in the numbers.
  • The bench is dead money — points only come from the XI, so every pound on subs four-to-six should be the minimum that still fields eleven. Watch the bench projection stay small on good builds.
  • Captaincy is a third of your score — build around one player you're happy to double every week; the scoreboard shows who that currently is.

The projections behind every number here are measured against a full season, gameweek by gameweek, with the misses published — see predicted points for the backtest and best team for the model's own XI to beat. Copying your real squad in? Find your FPL team ID to look it up.

How far ahead you can actually trust it

Every gameweek to the end of the season carries a projection, but they are not all worth the same. The first six are the model's working horizon: real fixtures, current prices, researched minutes and up-to-date injury flags. Beyond that the numbers are an extrapolation of the same rates against the published fixture list — they know who a club plays and how good that opponent looked, and nothing else.

What a March projection cannot know: the January window, who is injured by then, who is managing the club, who has lost their place, and which fixtures get moved for cup runs and TV. That is why the far bars on the season strip fade and gain a hatch, and why the chip recommendations refuse to name a gameweek more than fourteen out. Use the back half of the season for shape — where your fixtures turn, where the blanks and doubles fall — and re-plan it as it comes into range.

Prices are today's. The planner deliberately doesn't guess price rises: a squad value twenty gameweeks out is a compounding guess, and pretending otherwise would make the budget line dishonest.

Method & sources

Player pool, prices and ownership from the Official FPL API; projections from the Bawler xPts model (walk-forward backtest published on predicted points). Per-gameweek numbers come from the same engine run against each gameweek's real fixtures, so a blank gameweek is a genuine zero and a double gameweek sums both matches. Fixture difficulty is the attack/defence split used on fixture difficulty — the same numbers, not a second opinion. Auto-complete is a value heuristic: it fills each open slot with the highest-projected affordable player while reserving budget for the rest — a starting point, not an oracle. Free-transfer and hit rules are read from the live game configuration rather than hard-coded, because FPL changes them between seasons. Your team stays in your browser and the URL — nothing is uploaded. Once the fifteen are settled, the last job is the team name — it is the one part of your squad every rival in your mini-league actually reads.

FPL is a free fantasy game — this is points analytics, not betting advice.

Updated 13 August 2026, 15:15 UK · Source: Official FPL API

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Everything here is free right now, and stays that way through the start of the season. Later this year the advanced tools — your team, transfer planning, chip timing — become the Arcade Pass at £30 a season.

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