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FPL Fixture Difficulty Planner

Live FDR table for all 20 clubs. Find easy fixture runs and plan transfers — choose how many gameweeks to average across.

4
NEW 2.5
BOU(H) difficulty 3: Average
LEE(A) difficulty 3: Average
HUL(H) difficulty 2: Easy
COV(A) difficulty 2: Easy
AVL 2.8
HUL(A) difficulty 2: Easy
NFO(H) difficulty 3: Average
TOT(A) difficulty 3: Average
BRE(H) difficulty 3: Average
BHA 2.8
LEE(H) difficulty 2: Easy
COV(A) difficulty 2: Easy
ARS(H) difficulty 4: Difficult
SUN(A) difficulty 3: Average
CRY 2.8
FUL(A) difficulty 3: Average
IPS(H) difficulty 2: Easy
LEE(A) difficulty 3: Average
NFO(H) difficulty 3: Average
EVE 2.8
MUN(H) difficulty 4: Difficult
TOT(A) difficulty 3: Average
IPS(H) difficulty 2: Easy
HUL(A) difficulty 2: Easy
LIV 2.8
IPS(A) difficulty 2: Easy
FUL(H) difficulty 2: Easy
BOU(A) difficulty 3: Average
MCI(H) difficulty 4: Difficult
ARS 3.0
CHE(H) difficulty 4: Difficult
SUN(A) difficulty 3: Average
BHA(A) difficulty 3: Average
LEE(H) difficulty 2: Easy
COV 3.0
MCI(A) difficulty 5: Very Difficult
BHA(H) difficulty 2: Easy
NFO(A) difficulty 3: Average
NEW(H) difficulty 2: Easy
IPS 3.0
LIV(H) difficulty 4: Difficult
CRY(A) difficulty 3: Average
EVE(A) difficulty 3: Average
FUL(H) difficulty 2: Easy
MCI 3.0
COV(H) difficulty 2: Easy
MUN(A) difficulty 4: Difficult
SUN(H) difficulty 2: Easy
LIV(A) difficulty 4: Difficult
NFO 3.0
TOT(H) difficulty 3: Average
AVL(A) difficulty 4: Difficult
COV(H) difficulty 2: Easy
CRY(A) difficulty 3: Average
BRE 3.3
SUN(H) difficulty 2: Easy
BOU(A) difficulty 3: Average
CHE(H) difficulty 4: Difficult
AVL(A) difficulty 4: Difficult
CHE 3.3
ARS(A) difficulty 5: Very Difficult
HUL(H) difficulty 2: Easy
BRE(A) difficulty 3: Average
BOU(H) difficulty 3: Average
FUL 3.3
CRY(H) difficulty 3: Average
LIV(A) difficulty 4: Difficult
MUN(H) difficulty 4: Difficult
IPS(A) difficulty 2: Easy
HUL 3.3
AVL(H) difficulty 3: Average
CHE(A) difficulty 4: Difficult
NEW(A) difficulty 3: Average
EVE(H) difficulty 3: Average
LEE 3.3
BHA(A) difficulty 3: Average
NEW(H) difficulty 2: Easy
CRY(H) difficulty 3: Average
ARS(A) difficulty 5: Very Difficult
MUN 3.3
EVE(A) difficulty 3: Average
MCI(H) difficulty 4: Difficult
FUL(A) difficulty 3: Average
TOT(H) difficulty 3: Average
TOT 3.3
NFO(A) difficulty 3: Average
EVE(H) difficulty 3: Average
AVL(H) difficulty 3: Average
MUN(A) difficulty 4: Difficult
BOU 3.5
NEW(A) difficulty 3: Average
BRE(H) difficulty 3: Average
LIV(H) difficulty 4: Difficult
CHE(A) difficulty 4: Difficult
SUN 3.5
BRE(A) difficulty 3: Average
ARS(H) difficulty 4: Difficult
MCI(A) difficulty 5: Very Difficult
BHA(H) difficulty 2: Easy
FDR:1 Very Easy2 Easy3 Average4 Difficult5 Very Difficult

STR is FPL's own team strength, home and away averaged — more stars is stronger.

How to use the FDR planner

Every Premier League fixture gets a difficulty rating from 1 (easiest) to 5 (hardest). Pick a gameweek range above and sort by average difficulty to spot teams entering an easy run — the best time to bring in their attackers and defenders. The STR column adds FPL's own strength rating for each side, averaged across home and away — a separate signal from fixture difficulty. The strongest teams with the easiest runs are the safest places to spend money, while a weak side with green fixtures is the classic trap. Combine it with the transfer trends to catch fixture swings before the crowd, and read our guide to mastering FDR for a full strategy walkthrough.

FAQs

What is FDR in FPL?

FDR stands for Fixture Difficulty Rating — a score from 1 to 5 given to every upcoming fixture, where 1 is the easiest and 5 the hardest. FPL managers use it to time transfers, pick captains and plan chips around favourable runs of matches.

How is fixture difficulty calculated?

Ratings are based on the strength of the opposition, adjusted for home and away form. A trip to a title contender rates 4–5, while a home game against a struggling side rates 2. Ratings update through the season as team strength changes.

What is a fixture swing?

A fixture swing is when a team switches from a hard run of fixtures to an easy one (or vice versa). Buying players just before a good swing — and selling before a bad one — is one of the most reliable ways to gain rank.

How many gameweeks ahead should I plan?

Most managers plan 4–6 gameweeks ahead. Averaging difficulty over that window smooths out one-off hard games and highlights teams with genuinely good runs rather than a single easy fixture.