How captaincy works in FPL — and how to choose your captain
Your FPL captain scores double points for that Gameweek, and your vice-captain only takes the double if the captain plays zero minutes. Choose a captain on fixture difficulty, certainty of starting and attacking role — not on whoever scored most last week, because points never carry over from one Gameweek to the next.
Your captain pick is the single biggest decision you make each week. Get it right in a big Gameweek and it can carry your whole score; get it wrong and you spend the weekend watching everyone else's captain haul. Here's how captaincy works and a calm way to choose yours. (If you're new to the game entirely, how to play Fantasy Premier League sets out the basics.)
How does the captain work?
Each Gameweek you name one player your captain, and their points are doubled. Score a captain who bags twelve points and you get twenty-four. You also pick a vice-captain, who steps in automatically and takes the double only if your captain doesn't play a single minute. If your captain plays even one minute, the vice-captain does nothing.
That "plays a minute" detail matters: a captain who's benched or injured and doesn't feature hands the armband to your vice. So your vice-captain should be a real second choice, not an afterthought.
What makes a good captain pick?
You're looking for the player most likely to score heavily this week. A few things point the way:
- Fixtures. A strong attacker at home to a weaker side is a better bet than the same player away to a top team. Easy matches are where big scores come from.
- Minutes and fitness. A brilliant player who might be rested or is carrying a knock is a risk. You want someone certain to start and stay on.
- Form and role. Players who take their team's penalties and are central to how their side attacks get more chances to return, week after week.
One position to be wary of: defenders. Even a defender who reliably banks defensive contribution points has a much lower ceiling than a forward, because doubling a solid seven-point week still loses to doubling an attacker's fifteen. Captain the players who can haul, not the ones who can be depended on for a steady return.
How to choose between two good options
Most weeks the hard part isn't spotting a good captain — it's that you have two, and picking one feels like a coin flip. A few tie-breakers, roughly in order of how much they matter:
- Who is more certain to play ninety minutes? A player rested at 60 minutes can't haul. If one option has a midweek European match behind him or a manager who rotates, that's usually enough to decide it.
- Who has the easier opponent? Not just the league table — look at whether the opposition concedes chances or sits deep and frustrates. A mid-table side that leaves gaps is often a better fixture than a poor side that defends in numbers.
- Who is on penalties? Over a season, the penalty taker gets several extra chances to return that the other player simply doesn't have.
- Who plays at home? Real but small. Use it only when everything above is level.
- Who is more involved when their team attacks? A striker who only scores and a midfielder who scores and assists have different ways of reaching a big score.
If those all come out level, take the more popular pick and move on. Two genuinely equal options means the choice matters less than the time you'd spend agonising over it.
Getting your vice-captain right
The vice-captain is the most-ignored pick in FPL, and it costs people whole Gameweeks. Two things worth knowing:
Your vice only inherits the armband if your captain plays zero minutes. There's no partial credit — a captain who comes on for two minutes and does nothing still blocks the vice entirely.
So pick a vice who plays at a different time to your captain where you can. If your captain plays Sunday and your vice played Saturday, and your captain is then a late injury withdrawal, the vice's match is already over and you get nothing. A vice kicking off after your captain gives you a genuine safety net rather than a theoretical one.
Safe captain or differential?
Most weeks, the crowd piles onto one obvious captain. Copying them ("the template") is safe — if they haul, you keep pace; if they blank, so does everyone else, so you don't lose ground. Going differential — captaining someone less popular — is how you gain ground on rivals, but it's higher risk.
A simple rule: when you're chasing, take more captain risks; when you're ahead, there's less reason to gamble. Most of the time, the reliable pick is the right pick.
In a mini-league this gets more concrete, because you can see exactly what your rivals have done. If you're leading, captaining the same player as the person chasing you is the safest thing you can do — whatever happens, the gap stays roughly where it is. If you're forty points behind with ten Gameweeks left, matching them guarantees you finish forty points behind. Differentials are how you close a gap, and the size of the gap should decide how big a risk you take, not how confident you feel on a Friday.
One caution: a differential captain is only worth it if the player is genuinely good. Captaining someone unpopular because they're unpopular is not a strategy — you want a player the crowd has overlooked, not one they've correctly ignored.
How the Triple Captain chip fits in
Once in each half of the season you can play your Triple Captain chip, which triples your captain's score instead of doubling it. Save it for a Gameweek where your safest big scorer has the best possible setup — ideally two matches in one Gameweek, or a very kind home fixture. Don't waste it on a hopeful punt. The full chips guide covers how Triple Captain fits alongside the other three.
The mistake to avoid
The classic error is captaining last week's hero — whoever just scored a hat-trick — regardless of who they play next. Points don't carry over. A great player with a hard fixture is often a worse captain than a good player with an easy one. Pick for the match in front of you, not the one that just finished. It's the most expensive of the common mistakes beginners make.
Frequently asked questions
How many points does the captain score? Double their normal points for that Gameweek.
What happens if my captain doesn't play? If your captain plays zero minutes, your vice-captain takes the double instead. If the captain plays any minutes, the vice does nothing.
Should I captain the popular pick or a differential? The popular pick is safer and keeps you level with the field; a differential is riskier but helps you gain ground. Take more risk when you're behind.
What is the Triple Captain chip? A chip that triples your captain's score for one Gameweek. Use it on your most reliable big scorer in their best fixture.
How do I choose between two good captain options? Work through it in order: who is most certain to play ninety minutes, who has the easier opponent, who takes penalties, who plays at home. If they're still level, take the more popular of the two.
Choosing a captain is a weekly weigh-up of fixtures, form and fitness — the exact reading coachme does for you, handing you a clear captain call for your team before every deadline. You still make the final choice. Try it free.
Questions
- How many points does the captain score?
- Double their normal points for that Gameweek.
- What happens if my captain doesn't play?
- If your captain plays zero minutes, your vice-captain takes the double instead. If the captain plays any minutes, the vice does nothing.
- Should I captain the popular pick or a differential?
- The popular pick is safer and keeps you level with the field; a differential is riskier but helps you gain ground. Take more risk when you're behind.
- What is the Triple Captain chip?
- A chip that triples your captain's score for one Gameweek. Use it on your most reliable big scorer in their best fixture.
- How do I choose between two good captain options?
- Work through it in order: who is most certain to play ninety minutes, who has the easier opponent, who takes penalties, who plays at home. If they're still level, take the more popular of the two.