What is a fixture wall?
A grid of clubs against Gameweeks, one cell per fixture, built to answer a planning
question rather than a picking one: which clubs have the kindest run over the next few
weeks, and when does it turn? In SquadPilot's planner each cell shows the opponent and
venue, CHE (H), tinted by FPL's own difficulty rating, with the model's read of
the fixture printed beneath. Double Gameweeks stack two fixtures in one cell. Blanks stay
blank, because a blank is worth precisely nothing and shading one in would only mislead you.
What does FDR tell you, and what does it not?
FDR is the Fixture Difficulty Rating the official FPL site publishes, from one (easiest) to five (hardest). SquadPilot passes it through untouched and labels it as FPL's number. It makes a reasonable first sort and a poor last word, for two reasons.
- One number is doing the work of two. A fixture can be hard for your defender and fine for your forward. An open game against a leaky, attacking side is a bad clean-sheet fixture and a good goals fixture at once. FDR has no way to say that.
- The projections do not use it. If you plan off FDR while the app projects off expected goals, the two will occasionally disagree, and you should know which one you are looking at.
So the tint is FDR and the text is the model. They are kept visually apart on purpose, and the model's figures never borrow the colour reserved for official numbers.
What do xG for and xG against mean in a fixture cell?
Each priced fixture carries two model outputs: xG for, the goals this club
is expected to score in this specific fixture, and xG against, the goals it
is expected to concede. They are the same numbers the player projections are built on, so
the wall shows you exactly what the recommendation engine sees. A cell reads like
1.4 xG · 0.9 xGA.
Read xG for when you are buying attackers. It is the size of the pie your forward is eating from. Read xG against when you are buying defenders and goalkeepers, since it is how much traffic the back line will face. Together they tell you the shape of the game.
How is clean-sheet probability derived?
From the opponent's expected goals. The fewer goals the other side is projected to score,
the higher the chance they score none at all, and that probability is printed in the cell as
CS 38%. It is the number defenders and goalkeepers are paid for, and it should
drive a defensive transfer ahead of the FDR tint.
0.0 xG. Printing a zero would be making a claim we cannot back.
What is "game quality"?
Adding xG for and xG against gives the total expected goals in the match, which turns out to be a useful single number. SquadPilot brackets it around the roughly 2.7 goals a league match averages: below 2.2 is tight, clean-sheet territory; between 2.2 and 3.0 is even, a league-average game; up to 3.6 is open; beyond that is goals, with attackers on both sides in play. A tight game favours the defenders you own. A goals game favours the attackers on either side of it.
How do you find the best three-Gameweek run?
Three consecutive Gameweeks is the horizon most managers plan a transfer around, so every club row carries a summary across the visible horizon: fixtures and blanks, total xG for and against, average clean-sheet probability and average FDR. Two windows are highlighted on top of that: the best attacking run (the three Gameweeks with the most summed xG for) and the best defensive run (the three with the highest clean-sheet chance per Gameweek).
Three sort modes turn the wall from a picture into something you can work with:
- Difficulty: easiest run first, by FPL's FDR. The familiar view.
- xG for: most expected goals first. Use it when buying attackers.
- CS%: best clean-sheet chance first. Use it when buying defenders and goalkeepers.
How do doubles and blanks show?
A double counts twice in every column figure: two chances at goals, two chances at a clean sheet, so the xG and CS totals stack. A blank is zero of both. That arithmetic is deliberate, because it matches how FPL scores the week, and it makes chip windows fall out of the wall instead of needing a separate guess. A column thick with doubles is where Bench Boost belongs. A column full of blanks is the week Free Hit was designed for, and a single cell with two kind fixtures stacked in it is the Triple Captain window.
How should you actually use it before a transfer?
- Pick the sort for the position you are buying. xG for or CS%, rather than difficulty.
- Look for the highlighted run, then look at what follows it. A transfer made now constrains the squad you have in five weeks.
- Check the player as well as the club. A kind run is worth nothing to a player who does not play, so expected minutes come first.
- Let the planner price the move. The transfer decision already reads these fixtures across a five-Gameweek horizon, with the bank, the hit and the alternative scored on the same terms.
You manage the squad. We map the decisions. The fixture wall is that map. Every projection built from it is frozen at the deadline and graded on the Decision Ledger afterwards.