You get one free transfer every gameweek, and you can bank up to five. Unused ones roll over to the next gameweek. Five is a ceiling, not a savings account: a sixth week of saving adds nothing.
The rules, in full
- One free transfer a gameweek. It arrives once the previous gameweek's deadline has passed.
- Unused transfers roll over, up to a maximum of five banked.
- Every transfer beyond your free ones costs 4 points, taken off that gameweek's score.
- Every confirmed transfer counts, even one you undo. Sell a player and buy him back before the deadline and you've made two transfers. You'll also pay his current price to get him back, which can be more than you sold him for.
- Transfers made with a Wildcard or Free Hit are free. Those chips replace the transfer rules for that gameweek.
- No bonus transfers this December. Last season's extra transfers were for the Africa Cup of Nations, and there isn't one in 2026/27.
Three worked examples
- Saving. You make no transfers in Gameweeks 2 and 3. Going into Gameweek 4 you have three free transfers: this week's, plus two banked.
- Taking a hit. You have one free transfer and make three. The two extra cost 4 points each, so 8 points come off that gameweek's score.
- Hitting the cap. You have five banked and don't transfer. Next week you still have five, not six. That week's free transfer is lost.
The misconception worth correcting
The cap used to be two. It rose to five for the 2024/25 season, and a lot of older advice still assumes two. If a strategy guide talks about "rolling a transfer so you have two", check when it was written before trusting the rest of it.
Should you bank them?
Banking pays when you know a big week is coming. It gives you room to react to injuries or fixture swings without a points hit. It costs you whenever you sit on a transfer that would have improved your team this week. Five banked transfers is only useful if you plan to spend them. Once you're at five, every week you don't transfer throws one away.