New Fantasy Categories for Stage III

EasyMac

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March 31, 2025 8:54 PM

Fantasy CDL is about to get even more exciting as BreakingPoint introduces brand-new fantasy categories for Stage 3. With these additions, players will have fresh ways to strategize, build rosters, and compete for the top spot in their leagues. These new categories aim to provide deeper insights into player performance, rewarding different aspects of gameplay, while balancing the existing function categories with more sum & high options. As Stage 3 approaches, let’s dive into what’s changing and how these new fantasy categories will shake up the competition.

Current Categories

With the launch of Fantasy Leagues, there were 11 categories for users to pick from to create their scoring settings.

The majority of the initial categories were Function categories, meaning the category performed the statistical function with your team's starting players. For example, the Hardpoint K/D category took the starting players' total Hardpoint Kills & total Hardpoint deaths to perform the Hardpoint K/D function (Total Hardpoint Kills / Total Hardpoint Deaths).

β—‹ Hardpoint Kills per 10 mins (HP K/10m) - Function
β—‹ Hardpoint K/D (HP K/D) - Function
β—‹ Hardpoint Damage per 10 mins (HP DMG/10m) - Function
β—‹ Hardpoint Hill Time per 10 mins (HP H/10m) - Function
β—‹ SND Kills per Round (SND KPR) - Function
β—‹ SND K/D (SND K/D) - Function
β—‹ SND Plants & Defuses (SND P & D) - Sum
β—‹ SND Opening Duel Win % (SND OpD W%) - Function
β—‹ Control Kills per 10 mins (CTL K/10m) - Function
β—‹ Control K/D (CTL K/D) - Function
β—‹ Control Ticks per Attacking Round (CTL T/AtRd) - Function

Incoming New Categories

With 10 of the 11 categories being functions, this had both positive & negative impacts on Fantasy. The need to set your lineups every matchday was minimal, which helped make the barrier of entry to play & understand the game low.

The problem was that, well, setting your lineup every matchday was minimal. This created the loophole of not playing full lineups in order to have your best players be the only ones in the starting lineup. What sports like the NBA, MLB, & NHL do to combat this is more sum categories and daily lineup limits. Step one for us was to give users as many sum & high options as possible, which will eliminate the current loopholes. If users put in some of the new sum or high categories, then it'll balance out the functions and not allow users to play with only half their teams.

Beware, though, the more sum categories you activate in your leagues, the more active users have to be with setting their lineups & making free agent moves. Below is a list of all of the new categories that are now options in Fantasy Leagues!

New Sum Categories

Sum categories take the totals of a specific statistic for each of the starting players. The goal of the update was to give as many sum options as possible, so here are the 17 new sum categories that have been added:

β—‹ Overall Damage (DMG): Sum of total damage dealt
β—‹ Overall Kills (Kills): Sum of total kills
β—‹ Match Wins (Match Wins): Total series won
β—‹ CDL Points Earned (Points Earned): Total CDL Points Earned
β—‹ Map Wins (Map Wins): Total maps won
β—‹ Hardpoint Map Wins (HP Map W): Total Hardpoint maps won
β—‹ SND Map Wins (SND Map W): Total SND maps won
β—‹ Control Map Wins (CTL Map W): Total Control maps won
β—‹ Hardpoint Kills (HP Kills): Sum of Hardpoint kills
β—‹ HP Damage (HP DMG): Sum of Hardpoint damage dealt
β—‹ HP Hill Time (HP Hill Time): Sum of Hardpoint hill time
β—‹ SND Kills (SND Kills): Sum of SND kills
β—‹ SND Damage (SND DMG): Sum of SND damage
β—‹ SND Clutch Wins (SND Clutch W): Sum of SND clutches
β—‹ Control Kills (CTL Kills): Sum of Control kills
β—‹ Control Damage (CTL DMG): Sum of Control damage dealt
β—‹ Control Ticks (CTL Ticks): Sum of Control tick captures

New Function Categories

The Majority of the active categories are functions, but more options the better. Here are six new functions that include overall stats such as Slayer Rating & Overall K/D. Here is the full list:

β—‹ Overall K/D (K/D): Overall Kills divided by Overall Deaths
β—‹ Non-traded Kills Percentage (NTK%): Overall Non-traded kills divided by Overall Kills
β—‹ Slayer Rating (Slayer Rtg): HP Kills/10m*2 + SND KpR*22 + CTL Kills/10m
β—‹ Damage Rating (DMG Rtg): HP Damage/10m*2 + SND ADR*22 + CTL Damage/10m
β—‹ SND Average Damage per Round (SND ADR): SND Damage Dealt divided by SND Rounds Played
β—‹ CTL Damage/10m (CTL DMG/10M): (Control Damage Dealt divided by Control Game Time) times 10

New High Categories

A brand-new style of categories that we are introducing is Highs. These categories take the single-map or single-series highest amount of a statistic. For example, the High Hardpoint Kills takes the single-map highest amount of kills one of your starting players had over the weekend. These categories will give you the 'never say never' feeling, as they are active until the very last map of the weekend. Here is the full list of High categories to choose from:

β—‹ High Match Kills: Highest amount of kills in a single series
β—‹ High Match K/D: Highest K/D in a single series
β—‹ High HP Kills: Highest amount of kills in a single Hardpoint Map
β—‹ High HP K/D: Highest K/D in a single Hardpoint map
β—‹ High SND Kills: Highest amount of kills in a single SND Map
β—‹ High SND K/D: Highest K/D in a single SND map
β—‹ High CTL Kills: Highest amount of kills in a single Control Map
β—‹ High CTL K/D: Highest K/D in a single Control map


Let us know what you think of the new categories this stage & what you think should be the standard scoring going forward!

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