When to take a hit
The arithmetic behind the −4, and why most hits lose points.
Guide 03 of 05 · 1 min read
An extra transfer costs 4 points. The squad page prices this in: the Net column is gross projected gain minus the hit.
The bar
A −4 needs the incoming player to out-score the outgoing one by more than four points over the horizon you are planning. The transfer plans use a three gameweek horizon, so a hit that gains 4.5 points over three weeks is barely worth it: that is 1.5 points a week for a permanent 4-point loss.
What the numbers do not include
- Price movement. Selling a rising player and buying a falling one costs
real squad value over a season, and none of that shows up in the projection.
The
Δ£ riskcolumn on the stats table is the signal to check. - Rank context. A hit that gains 2 points is bad in isolation, and fine if it moves you onto a player 60% of your league owns and you do not. Check the league page's Gaps section before deciding.
- Injuries you already know about. The model sees
statusandchance_of_playing, but not a press conference from an hour ago.
Rule of thumb
Take the free transfer every week it gains anything. Take a hit when the net number is comfortably positive and the player is someone you would have wanted anyway next week.
The numbers these guides explain, for your own squad
The stats centre, price changes and the fixture ticker are free with an account.