Tools

Build A Football Team 4-3-3 Team Planner

League core, nation layer, captain cell, and Cup checkboxes on a paper pitch.

Last updated:

4-3-3 Team Planner

This page is a paper 4-3-3 for Build A Football Team. Copy the tables, pencil names, and only then open the shop. The formation is fixed: LW ST RW / CM CM CM / LB CB CB RB / GK. Empty cells tank chemistry. The planner exists so a Prime from the wrong nation does not land at RB because it was the biggest face in the lobby.

Redeem codes into a bank with headroom, read how to play if the HUD is still new, then work top to bottom: board, chemistry plan, captain cell, Cup checkboxes. When the number still lies, switch to the OVR checklist.

The 4-3-3 board

Duplicate these tables into notes. Replace the placeholders. Keep natural positions — a CDM in RB is not a completed cell.

Attack

SlotNameNationLeague / clubOVRLinks to
LWST, CM (left)
STLW, RW, CM (central)
RWST, CM (right)

Midfield

SlotNameNationLeague / clubOVRLinks to
CM (L)LW, CM (C), LB
CM (C)ST, both CMs
CM (R)RW, CM (C), RB

Defence and keeper

SlotNameNationLeague / clubOVRLinks to
LBCM (L), CB (L)
CB (L)LB, CB (R)
CB (R)CB (L), RB
RBCM (R), CB (R)
GKBoth CBs (weak)

Fill every row before you call the eleven legal. A blank RB with a 99 ST is the classic 90 OVR trap. Park any card in an empty cell first, then Reroll — see Rerolls and Refreshes.

Chemistry plan: league core plus nation layer

Chemistry in this game cares about neighbouring slots that share nation, league, or club, and about cards sitting in natural positions. You cannot link what you did not plan. Use two layers so the board does not depend on one miracle Prime.

Layer 1 — league core (six to eight cards)

Pick one league you can actually stock from the Hourly Shop and the common pool. Write it at the top of your notes (“league core: X”). Aim to put that league on both CBs, both full-backs, and at least two CMs. A back line that shares a league stays green even when the front three are national-team names. Do not core a league the shop never shows; that is how Refresh spam starts.

Layer 2 — nation layer (front three plus one CM)

Pick one nation you are willing to finish for a captain. Put that nation on LW, ST, RW, and the central CM if you can. Neighbouring attackers that share a nation will carry the attack even if their clubs differ. This is the same bias Over Hub calls Chemistry Priority on the auto farm page — do it on paper even if you never inject a script.

Club glue (optional)

If two neighbouring cards share a club, that is extra. Do not break a nation pair to force a club pair unless the tier list says the replacement is a real upgrade.

Worked pattern you can copy:

  1. Write the league core across LB–CB–CB–RB–CM–CM.
  2. Write the nation layer across LW–ST–RW–CM (C).
  3. GK matches a CB nation or league if possible; a slightly lower linked keeper beats an isolated 90.
  4. Leave one cell marked CAPTAIN (usually ST or central CM).
  5. Only then spend a Refresh, and only on a row that stocks the empty or unlinked cell.

The chemistry guide explains why neighbours matter. This board is where you apply it. Card tiers tell you not to overpay for a Prime that sits off-layer.

Captain slot

Standard captains drop when you finish a 2026 nation set. They are 99 OVR with built-in links. Premium captains from select 2002 teams follow the same placement rule: in the XI, in a natural slot, not on the bench.

Mark one cell CAPTAIN before you own the card. Do not Reroll that slot once the 99 lands. Auto pick best on auto build will replace a captain with a 97 Prime if you let it. Lock the cell. If you have not picked a nation yet, pick it now and follow how to get captains. A planner without a captain cell is how people spend fifty Rerolls on strikers they will bench a day later.

Limitbreakers and GOAT Edition also need a named cell when they drop. They sit above the usual ceiling; they still occupy one position. Do not put two GOAT faces on islands at LW and RB with no nation layer between them.

Cup Mode eligibility checkboxes

Copy this list. Tick in order. If any box is empty, do not enter Cup Mode. The gate is 93 OVR including chemistry, eleven locked cards, simulated cups — not a second pitch in split-screen.

  • All eleven cells filled (LW ST RW, three CMs, LB CB CB RB, GK)
  • Every outfield card in a natural position
  • League core covers the back line (at least LB–CBs–RB share a league)
  • Nation layer covers the front three (or two plus a linked CM)
  • Captain cell is either filled or you accept a 93 without a 99
  • Lowest position group (often full-backs or keeper) is not a 70 dragging the HUD to 90
  • Squad OVR on the HUD is 93 or higher after chemistry, not before
  • You are not about to spend a Refresh on the weak slot — spend it before lock-in
  • Reroll / Refresh bank is not sitting on 200/200 with unclaimed codes
  • You read the five-cup path and know the squad locks for the run

If the HUD is 93 but two neighbouring CMs share nothing, tick the chemistry boxes again. Screenshot rating is not eligibility. If you are 92 with a dead RB, the next click is a Refresh on that shop, not the Cup door. The OVR checklist names which group to touch.

Sketch best team names into the cells only after the layers exist. A pretty XI that ignores the league core is a lobby flex, not a Cup plan. After a GOAT XI patch, replace front-three names; do not replace the grid.

Print the attack table, the mid table, and the back table as one pitch. Write the league core across the defence before you write a single striker. Mark CAPTAIN, tick the Cup boxes only at 93 with links, and leave a shop that already stocks your nation layer alone. The planner is done when every cell has a name and the checkboxes are honest — not when the 99 above your head looks good in a 25-player lobby.

FAQ

Frequently Asked Questions

Quick answers to the most common squad-building questions.

What formation does the planner use?

Only 4-3-3: LW ST RW, three CMs, LB CB CB RB, and GK. Empty cells tank chemistry. Fill every slot before you chase face OVR.

What is a league core versus a nation layer?

League core is six to eight cards, usually the back line and two mids, sharing a league. Nation layer is the front three plus a CM sharing one nation, often the set you will finish for a captain.

Where should the captain play?

In a marked Starting XI slot in a natural position, usually ST or central CM. Do not leave a 99 on the bench and do not let auto pick replace it.

When is the eleven Cup-eligible?

When all eleven cells are filled, chemistry lines exist, and Squad OVR is 93 including those links. Tick the checkbox list; do not queue at 92.

Should I Refresh while filling the planner?

Only for the empty or unlinked cell the board names. Do not Refresh a shop that already stocks your league core or nation layer.

Can I put a high-OVR midfielder at right back?

You can, and chemistry will punish it. Natural position is part of the link. Use the OVR checklist if a misplaced card is why you sit at 90.