Key takeaways
- Lock in players who are certain to play and be involved, then fill the rest.
- Spend most credits on openers and main bowlers; save on lower-order players.
- Start from a balanced shape and shift it with the conditions.
- Use one or two differentials in big contests — not five.
Start with the rules of the contest
Every platform sets limits on how many wicket-keepers, batters, all-rounders and bowlers you can pick, a credit budget, and a maximum number of players from one side. Open the team rules in the Drem app before you start — the plan below fits inside whatever those limits are.
Lock in the certainties
Begin with players who are almost certain to play and be involved: the top-order batters, the main strike bowlers and any all-rounder who bats high and bowls. These are the core of nearly every good team.
Leave the uncertain picks — players who may be rested, a lower-order batter who might not bat, a bowler who may only bowl two overs — until last, and decide on them after the toss.
Spend credits where the points are
Expensive players are expensive because they score often. A simple way to spend:
- Put your biggest credits into two or three players with the most involvement — usually openers and the main bowlers.
- Fill the middle with reliable players who have a clear role.
- Use the cheapest slots on players with some upside, such as a bowler who suits the conditions or a batter promoted up the order.
Avoid spending big on a lower-order batter: even a great player scores little if they only face a few balls.
A balanced shape to start from
The best balance changes with the match, but one common T20 shape is a useful starting point:
| Role | Typical count | What to look for |
|---|---|---|
| Wicket-keeper | 1–2 | One who opens or bats at three |
| Batters | 3–5 | Top-order batters first |
| All-rounders | 2–3 | Bat in the top six and bowl most of their overs |
| Bowlers | 3–5 | Powerplay and death-over bowlers |
Shift it with the conditions: an extra batter on a flat pitch, an extra spinner on a turning one, an extra seamer when the ball is expected to move. Role limits vary — always follow the rules shown in the app.
How many from each side
If the match looks even, a 6–5 split keeps you balanced. If one side is clearly stronger, or the conditions suit them, leaning 7–4 makes sense — but only with a reason. Going heavy on one team on a hunch means one bad innings ruins most of your team.
Adjust for the format
- T20: openers, the number three and death bowlers get the most chances. One big over can swing a contest.
- ODI: more time for anchors to build an innings and for bowlers to bowl ten overs, so steady top-order batters and wicket-taking bowlers gain value.
- Test (where offered): front-line bowlers and top-order batters over several days; conditions on each day matter.
For the league season, see IPL fantasy tips.
Add one or two differentials
A differential is a player few others pick who still has a real role — a bowler at a ground that suits them, or a batter promoted up the order. One or two separate you from the crowd in a big contest. Five turn your team into a lottery ticket.
In small contests you may not need any; see small vs mega contests.
After the toss
- Check the confirmed playing elevens and remove anyone not playing.
- Look at the batting order announced or expected — promotions and demotions change value.
- Recheck the conditions now that you know who bats first.
- Confirm your captain and vice-captain. The captaincy guide covers this final check.
Common team-building mistakes
- Filling the team with big names and running out of credits for the bowlers who will bowl the key overs.
- Copying last match's team without checking the new venue and conditions.
- Too many lower-order batters who may not bat at all.
- Locking the team early and forgetting to update it after the toss.
