Wednesday, September 2, 2026

A Bench Boost is best played OPPORTUNISTICALLY

A stock photograph close-up of two road signs on a pole, white lettering on green background, against the backdrop of white clouds and blue sky: the top sign says 'Opportunity', and the lower one says 'Knocks'


I think that, in general, having too rigid a plan on when to use any of your chips is a bad idea - but perhaps particularly so with the bonus chips (and even more particularly so in the first-half of the season, when there are no 'special circumstances' like Blank or Double Gameweeks to skew our calculations of risk/reward for the chips).

Team (and individual) form can shift drastically in a short space of time: so, you just don't know much in advance when all of your 15 squad members are going to be looking particularly sharp, or when all - or most - of them are going to be facing especially appealing fixtures.

In general, for the Bench Boost, it is much better to wait until at least a few - ideally, in fact, probably several - weeks into the season, when teams have settled into some consistent form, as they've got used to changes in player and coaching personnel and new tactics. The first few gameweeks of the season are always erratic, wildly unpredictable; almost no-one shows much consistency, and few if any teams are yet anywhere near their peak performance.

Now, you can sometimes 'set up' ideally for a particularly promising set of fixtures by using the Wildcard shortly beforehand (ideally, in the gameweek immediately prior). But, if you're having to make that many changes from your normal squad, the chances are that this is not going to be an ideal set of players going forward; you're probably sacrificing some points in subsequent weeks, just to try to slightly improve your yield from the Bench Boost; and that's almost certainly not going to be worth it.

And there are so many 'moving parts' in  a successful Bench Boost - needing all 15 players to start, and nearly all of them to haul - that it hardly ever pays off that well; you almost always have something go wrong: one or two last-minute drop-outs, or one of the teams you have the strongest representation from having an unexpectedly awful game, etc.

Therefore, you almost certainly have a much better chance of achieving some success with a Bench Boost, if you keep a strong squad - with a strong bench - throughout the season,... so that you are able to consider playing the Bench Boost in almost any gameweek that suddenly seems opportune, with the way everyone's team and individual form is looking for the next set of fixtures.  [A really good set of fixtures, with everyone in your squad fit and in form, in a regular Single Gameweek is usually a better prospect than a Double Gameweek. The notion that you have to play Bench Boost - or Triple Captain - in a Double Gameweek in the second-half of the season is an entrenched FPL fallacy. Few double-fixtures are actually 'good' double-fixtures; and it's almost always a mistake to load up entirely on doubling players in such a gameweek.]

This is another of the reasons why you need your bench, and why it is foolhardy to go light on your substitute selections. Even at the start of the season, trying to conserve budget by choosing weak players, or non-starting players, for the bench positions is a self-harming false economy.


[Much the same applies to the Triple Captain chip. There are only a handful of players that are usually candidates for this, and only a handful of 'most likely' fixtures for its use. But still, there may be some surprising shifts in form that change those expectations, or add some additional options at short notice. It is unwise to decide at the very beginning of the season what Haaland's or Palmer's or Fernandes's 'best' fixture is going to be; you don't usually know until a week or two beforehand!]

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