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Scout · 12 September 2026

How many gameweeks does the first Wildcard need?

I assumed the answer was 'as long as you can afford to wait'. It isn't, or at least not in ten seasons of data.

7 min readwildcardchipsstrategyresearch2026-27
Defenders packed into the six-yard box defending a corner at Wembley Stadium

Photo: Tottenham Hotspur v AFC Wimbledon, Wembley Stadium, 7 January 2018 — Daniel Richardson / Wikimedia Commons (CC BY 2.0)

Three gameweeks gone, an international break to think in, and the first Wildcard has to be used by the GW19 deadline. The assumption I started with was the sensible-sounding one: every extra gameweek is more evidence, so the longer you wait the better the rebuild, and the only reason to go early is a squad that's on fire. I wanted to put a number on what each week of waiting was actually worth.

The setup is ten seasons of fixture-grain player data, 2016-17 to 2025-26, with xG from 2022-23 onwards. 'After k gameweeks' throughout means the Wildcard is played at the GW k+1 deadline, using GW1 to k as the evidence. The whole thing runs in under a minute, which was a bit annoying given how long I'd spent assuming the opposite.

Who's actually playing

The first thing I looked at was the simplest: how well does a player's points per game through k rank the players for the next 8 gameweeks? At k=1 form is a 0.32 rank correlation with what comes next, worse than just using last season's PPG (0.38). Form draws level at k=3 (0.42 against 0.37), climbs to 0.48 at k=6 and then sits there. From k=7 the gain from one more gameweek is zero, give or take, and the cross-season noise on these numbers is 0.04-0.07, so I wouldn't read anything into a gap under about 0.03.

How well does what you have seen predict the next eight gameweeks?

Spearman rank correlation between a predictor known after k gameweeks and each player's total points over the following eight, averaged over ten seasons (2016-17 to 2025-26). Last season's points per game multiplied by this season's share of appearances is the best predictor from the second gameweek on; this season's form alone overtakes last season's number at k=3 and is flat from about k=6.

0.30.40.50.612345681012141618Gameweeks played (k)Rank correlation with next 8 GWsLast season × availabilityThis season's PPGLast season's PPG
  • Last season × availability
  • This season's PPG
  • Last season's PPG
Data
Gameweeks played (k)Last season × availabilityThis season's PPGLast season's PPG
10.380.320.38
20.420.370.38
30.460.420.37
40.490.460.37
50.520.460.36
60.540.480.37
70.530.480.35
80.540.480.35
90.550.480.35
100.540.470.33
110.540.480.33
120.540.480.32
130.540.480.32
140.540.480.32
150.540.480.32
160.530.490.32
170.540.500.33
180.550.510.35

Players with at least one appearance through k. Season-to-season sd of each line is 0.04 to 0.07, so gaps under about 0.03 are noise. Source: player_fixture_stats, scripts/wildcard_timing.py.

What came out on top was last season's PPG scaled by how many gameweeks the player has actually turned up for. Not form, and not last season's PPG on its own. I checked that one twice. It's the best predictor at every k from 2 onwards, 0.54 by k=6 against form's 0.48, and it keeps winning all the way to GW18. It's what an experienced manager does anyway, keep last season's view of quality but only for the players who are nailed. So there are two patterns here, settling at different speeds. Who is playing is mostly resolved within 2-3 gameweeks, how well they are playing takes until about 6. That's roughly how my empirical-Bayes prior sits on top of the minutes model, so I'll admit some relief there.

Points form vs xGI

I then asked a harder question of the rates themselves, with no reference to future points: take a regular starter's per-90 rate over GW1 to k, correlate it with the same rate over the next k games, and see how much is signal. Points per 90 is 0.20 at k=3, 0.25 at k=4 and doesn't reach 0.5 until 12-14 gameweeks. xGI per 90 is 0.67 after 2 gameweeks, 0.74 at 4 and 0.79 at 6.

How much of a per-90 rate is signal?

Split-half reliability: the rank correlation between a regular starter's rate over GW1 to k and the same rate over the next k gameweeks (at least 45 minutes per gameweek in both halves). Expected goal involvement per 90 is reliable after two gameweeks and nearly stable by four to six; points per 90 needs 12 to 14 gameweeks to reach 0.5. Points per 90 is averaged over ten seasons (2016-17 to 2025-26); xGI only exists from 2022-23, so that line is a four-season average.

0.00.20.40.60.81.01234567891011121314Gameweeks played (k)Split-half reliabilityxGI per 90Points per 90
  • xGI per 90
  • Points per 90
Data
Gameweeks played (k)xGI per 90Points per 90
10.460.11
20.670.14
30.710.20
40.740.25
50.750.26
60.790.33
70.790.35
80.820.40
90.820.39
100.850.41
110.870.43
120.870.48
130.870.48
140.880.51

Regular starters only. Spearman correlation, per season then averaged. Source: player_fixture_stats, scripts/wildcard_timing.py.

So a Wildcard built at GW4-8 on the FPL form number is chasing something that is 25-40% reliable, and one built on involvement is working with 75-80%. This is why the engine ranks on xP rather than form, but I hadn't seen the gap this big before. Two goals in three games is basically nothing. A run of chances you can actually do something with.

The simulated wildcard

Correlations are one thing, so I tried to turn it into actual points. For every season and every k I ran the same MILP that runs the site's optimiser on what was known at k. It picks a 15-man squad (£100m, 2/5/5/3, max three per club, prices as of GW k), I took the best legal XI out of it, no captain and no bench swaps, and scored that over the next 8 gameweeks as a fraction of the oracle squad picked with hindsight.

A GW1 squad built purely on last season captures 46% of the oracle. After one gameweek it's 55%, after two 58%, after three 61%.

That 46 to 61 step is the biggest anywhere in the first half of the season. Then it just stops: from k=3 to k=16 every number sits between 57 and 62%, and the season-to-season sd is 0.05-0.09, so k=6 and k=12 are indistinguishable. I reran that at a 12-gameweek horizon because I didn't quite believe a curve could be that flat, and got the same shape.

A Wildcard squad picked at every gameweek

For each of ten seasons (2016-17 to 2025-26) a 15-man squad is picked at the GW k+1 deadline on the information available, and its best XI is scored over the next eight gameweeks as a share of the points an oracle squad picked with hindsight would have scored. The blend (this season's points shrunk toward last season's) jumps from 46% for a GW1 squad to 61% after three gameweeks, then lives inside its own error band all the way to GW17. The shaded band is one standard deviation across seasons.

0.30.40.50.60.7012345681012141618Gameweeks played (k)Share of oracle squad pointsGW4 deadlineBlendLast season only
  • Blend
  • Last season only
  • Blend ± 1 sd across seasons
Data
Gameweeks played (k)BlendLast season onlyBlend ± 1 sd across seasons (lo to hi)
00.460.460.37 to 0.56
10.550.470.46 to 0.64
20.580.470.50 to 0.65
30.610.480.53 to 0.68
40.590.440.54 to 0.64
50.570.420.52 to 0.62
60.600.450.53 to 0.66
70.600.460.54 to 0.67
80.600.460.52 to 0.68
90.610.430.53 to 0.70
100.620.410.55 to 0.69
110.590.400.53 to 0.65
120.570.420.51 to 0.64
130.590.410.51 to 0.68
140.610.420.53 to 0.69
150.610.430.56 to 0.66
160.620.430.57 to 0.66
170.650.440.59 to 0.70
180.660.470.59 to 0.72

£100m, 2/5/5/3, max three per club, prices as of GW k; fixed XI, no captain, no bench, no transfers. k=0 is the GW1 squad built on last season only. Source: scripts/wildcard_timing.py.

Honestly the worst-case numbers changed my view more than the averages. The worst single season for a last-season-only GW1 squad was 2016-17 at 26% of the oracle. By k=3 the worst season is 52%, and above half in all ten. Three gameweeks is enough to stop you building something horrible, which is probably all 'the roles have settled' ever meant. And the per-season best k, for what it's worth, was 1, 3, 7, 9, 9, 10, 13, 17, 18, 18 (the two 18s are 2017-18 and last season, the 1 is 2021-22, make of that what you will). I stared at that list for a while - if there were a right week to do it you'd expect it to turn up more than twice, and it just doesn't.

Wildcard afterCapture± sdWorst season
GW1 squad, no info0.460.100.26
1 gameweek0.550.090.34
2 gameweeks0.580.070.44
3 gameweeks0.610.070.52
6 gameweeks0.600.060.51
12 gameweeks0.570.070.47

Share of the oracle squad's next-8-GW points captured by a squad rebuilt after k gameweeks, mean over ten seasons. The worst-season column is the lowest single season.

Adding it up over GW1-19

The capture numbers only cover the eight weeks after the chip. To see the cost of waiting I also did the crude accounting: hold a GW1 squad built on last season with no transfers at all through k, Wildcard, then hold that squad to GW19. Never wildcarding averages 568 points over the first half. Playing it at k=3 gives 736, the best in the table; k=4 to k=8 all land between 705 and 727; k=12 is 664 and k=18 is 581. A stale squad scores about 33 a week and a fresh one 38-40, so each week of delay costs 5-7 points here.

Total points over the first half of the season by Wildcard week

Hold a GW1 squad built on last season's points per game with no transfers through gameweek k, Wildcard at the GW k+1 deadline on the blend, then hold that squad to GW19. Mean total points over GW1 to 19 across ten seasons (2016-17 to 2025-26). The dashed line is the same GW1 squad never wildcarded. Anything from k=3 to k=8 lands within 35 points of the best; after GW10 the stale squad has cost more than the rebuild can recover.

55060065070075012345681012141618Gameweeks played (k)Total points, GW1 to 19GW4 deadlineTotal points GW1-19Never wildcard
  • Total points GW1-19
  • Never wildcard
Data
Gameweeks played (k)Total points GW1-19Never wildcard
1671.00568.00
2689.00
3736.00
4710.00
5704.00
6726.00
7711.00
8711.00
9706.00
10701.00
11684.00
12664.00
13662.00
14648.00
15623.00
16618.00
17604.00
18581.00568.00

Fixed XI, no captain, no bench, no free transfers or hits, so the baseline is harsher than a real season and the true optimum sits a little later. Source: scripts/wildcard_timing.py.

A caveat on that one - it makes going early look better than it is, and I know it. A real GW1 squad uses pre-season and price information (this baseline ignores new signings entirely), and real managers have a free transfer each week to patch the worst leak. Both push the optimum later, toward k=6-8, which is where the capture test goes flat. What does hold up is that k=3 to k=8 are all close and anything after GW10 is plainly worse.

What I'd do in 2026/27

GW4 is the next deadline and it's the first one the data actually backs. Most GW4 wildcards get played because GW1-3 went badly, which isn't the same thing. From here to GW8 it's a toss-up as far as the numbers go, so it comes down to fixtures and who's injured rather than how much you've seen.

  • Inside GW4-8 it comes down to fixture swings, injuries, price drift and the international breaks - there's one just gone and another after GW7, which is the one I'd aim at if the squad's not on fire, since a break gives you a week to sit with the rebuild and nothing much changes in the meantime. Waiting for form to settle isn't a reason, it has settled as much as it is going to by GW6-7.
  • Don't wait for the table either - I tested it and last season's goal difference beats the current table until about GW6-7 (0.66 against 0.47 after one gameweek). Last season plus the bookmakers is enough to judge a fixture swing on.
  • If your squad is leaking points then just go, each week of a stale squad in the accounting above cost 5-7 points and the eight-week capture at k=3 is inside a standard deviation of anything later.
  • Rank the rebuild on xP. Points per 90 is 25-40% reliable at this point in the season and xGI per 90 is 75-80%, so whatever tool you use, make sure it's looking at chances and minutes and not the last three scores.
  • Keep last season's quality in the picture for players who are nailed. Last season's PPG times this season's availability beat every purely in-season number through GW18.

Genuine question for anyone with a season in mind where waiting until GW12 clearly paid off - I couldn't find it in ten seasons, there are individual years where waiting worked but no pattern I'd bet on. If someone's got one, I'd like to see it.

Build the Wildcard squad on xP →

Same MILP as the capture test above, on this week's xP.

Ten seasons of fixture-level player data (2016-17 to 2025-26) from the FPL API and the vaastav archive; xG from 2022-23. Every table and chart is reproduced by scripts/wildcard_timing.py in the project repo.