Using injured reserve
Last updated October 30, 2026
Leagues have 2 injured reserve slots by default. Used well, they let you hold a star through a long injury without giving up a bench spot.
Who can go on IR
Only players who are ruled out, listed out or inactive, can go on IR. Day-to-day tags such as questionable or probable aren’t enough, because those players may still play.
Free roster space
Players on IR don’t count against your roster limit. If your roster is full and you move an injured starter to IR, you have an open spot for a free agent without dropping anyone.
Stashing an injured free agent
Good players get dropped when they are hurt, because their managers need the roster spot. You can pick one up straight into an open IR slot: add the player from Players, and when he is ruled out the add sheet asks where he goes. Choose Injured reserve and no roster spot is needed, so nobody has to be dropped.
To find them, sort Players by Injury. The players who are out come first, then doubtful, questionable and probable, each group ordered by season average. A player who was dropped recently sits on waivers first; claim him, and once he is yours, move him to IR.
When he comes back
Once a player on IR is no longer ruled out, he has to come off IR before you can make other adds. Activate him into a roster spot, dropping someone if your roster is full, or drop him. Plan for that week ahead of time: a returning star is usually worth more than your last bench player.
More guides
- Which game to circle
- Back-to-backs and rest nights
- Bench backups and injury subs
- Scoring explained
- How to draft for Circled Hoops
- Waivers and free agents
- Trading in Circled Hoops
- Keeper and dynasty leagues
The full rules are on How to play, and every guide is listed on the guides page.