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The Breakpoint MCP server costs 50,963 tokens before the first call.

Every request your agent makes carries every tool definition this server exposes — context your code, documents and conversation can't use, mostly for tools the agent never calls. You don't need them all in the window, and you don't have to pay for them.

QUICK ANSWER The Breakpoint MCP server's 280 tool definitions consume 50,963 tokens — 25% of a 200k context window, and 27× the median MCP server (1,866 tokens). A scoped grant exposing only the tools you use cuts that roughly in proportion.

MEASURED FROM SCHEMAS tiktoken o200k_base · rank #78 of 12,801 measured servers · refreshed every build Method →

What that costs before your agent starts working.

Tool definitions are overhead: they occupy context on every request and compete with your code, documents and conversation history for the same window.

200K WINDOW 25%
1M WINDOW 5.1%

Corpus context: Breakpoint ranks #78 of 12,801 measured MCP servers by definition cost. The median is 1,866 tokens, p90 is 13,646, and the heaviest (Ainumbers Mcp Apps) is 442,891 — 221% of a 200k window on its own. New to this? See MCP token cost and context window in the glossary.

Where the 50,963 tokens go.

Each row is one tool definition as a tools/list entry — name, description and input schema — counted with o200k_base. Average: 182 tokens per tool.

ToolCategoryTokens% of server
card_template_create Write 1,130 2.2%
board_create Write 906 1.8%
piece_template_create Write 719 1.4%
board_tile_create Write 699 1.4%
interact_add_drop_zone Write 607 1.2%
card_deck_from_table Read 571 1.1%
dbg_set_breakpoints Write 550 1.1%
interact_make_draggable Destructive 526 1.0%
piece_instance Write 459 0.9%
runtime_peers_digest Execute 446 0.9%
card_hand_layout Write 433 0.8%
board_tile_place Write 414 0.8%
dbg_goto Destructive 398 0.8%
collisionshape_add Write 397 0.8%
cs_dbg_launch Execute 386 0.8%
runtime_await_condition Read 382 0.7%
asset_gen_placeholder Write 381 0.7%
backend_configure Write 380 0.7%
dbg_data_breakpoints Read 372 0.7%
piece_move Write 369 0.7%
cs_code_action Execute 359 0.7%
dbg_launch Execute 353 0.7%
joint_create Write 350 0.7%
card_set_face Write 348 0.7%
tileset_add_source Write 340 0.7%
runtime_screenshot_diff Read 338 0.7%
collisionpolygon_add Write 327 0.6%
inputmap_add_event Write 321 0.6%
tileset_set_tile_collision Write 319 0.6%
runtime_seed_rng Write 317 0.6%
audio_player_create Write 316 0.6%
anim_statemachine_add_transition Write 314 0.6%
card_instance Write 310 0.6%
tilemap_set_cells_rect Write 306 0.6%
mp_wire_rpc Write 304 0.6%
particles_set_process_material Write 302 0.6%
godot_run_project Execute 299 0.6%
tilemap_set_cell Write 292 0.6%
cs_dbg_set_breakpoints Write 291 0.6%
cs_rename Write 291 0.6%
breakpoint_doctor Execute 284 0.6%
gd_code_action Execute 284 0.6%
mp_add_synchronizer Write 272 0.5%
dbg_set_exception_breakpoints Write 270 0.5%
project_search Read 268 0.5%
vcs_stash Destructive 264 0.5%
particles_create Write 263 0.5%
cs_dbg_set_variable Write 261 0.5%
tileset_add_tile Write 258 0.5%
mp_setup_enet_peer Write 252 0.5%
mp_scaffold_lobby Write 248 0.5%
gd_rename Write 247 0.5%
navagent_configure Write 246 0.5%
cs_completion Write 245 0.5%
anim_insert_key Write 242 0.5%
runtime_node_add Write 242 0.5%
runtime_assert_screen_text Read 240 0.5%
cs_dbg_watch Read 235 0.5%
control_set_layout_preset Write 234 0.5%
runtime_inject_input Write 233 0.5%
anim_tree_create Write 232 0.5%
dbg_watch Read 231 0.5%
anim_statemachine_add_state Write 229 0.4%
body_create Write 229 0.4%
docs_search Read 228 0.4%
cs_dbg_set_exception_breakpoints Write 226 0.4%
board_place Write 224 0.4%
dbg_set_variable Write 224 0.4%
screenshot_editor Read 222 0.4%
gd_completion Write 222 0.4%
physics_set_gravity Write 221 0.4%
cs_dbg_restart Execute 220 0.4%
mp_add_spawner Write 219 0.4%
leaderboard_scaffold Write 218 0.4%
area_set_gravity Write 217 0.4%
csg_create Write 212 0.4%
find_symbol Read 211 0.4%
control_create Write 210 0.4%
dbg_restart Execute 209 0.4%
environment_create Write 209 0.4%
runtime_assert_perf Read 208 0.4%
resource_set_import_settings Write 208 0.4%
anim_tree_add_node Write 207 0.4%
gd_call_hierarchy Read 206 0.4%
body_set_physics_material Write 203 0.4%
control_set_size_flags Write 201 0.4%
vcs_restore Write 200 0.4%
runtime_state_digest Execute 199 0.4%
theme_set_color Write 199 0.4%
runtime_anim_play Write 198 0.4%
shadermaterial_set_param Write 196 0.4%
find_usages Read 195 0.4%
node_set_property Write 194 0.4%
runtime_step_frames Execute 193 0.4%
cloudsave_scaffold Write 192 0.4%
mp_setup_webrtc_peer Write 190 0.4%
resource_create Write 189 0.4%
resource_save Write 189 0.4%
auth_scaffold Write 188 0.4%
mesh_set_surface_material Write 186 0.4%
tileset_create Write 184 0.4%
vcs_blame Execute 183 0.4%
theme_set_constant Write 183 0.4%
runtime_assert_node_state Read 182 0.4%
light_create Write 180 0.4%
theme_set_stylebox Write 180 0.4%
signal_connect Write 178 0.3%
rigidbody_set_properties Write 177 0.3%
tilemaplayer_create Write 174 0.3%
anim_add_track Write 173 0.3%
anim_remove_key Destructive 172 0.3%
container_add_child Write 172 0.3%
primitive_mesh_create Write 172 0.3%
resource_set_property Write 172 0.3%
runtime_set_property Write 172 0.3%
vcs_branch_create Write 171 0.3%
audio_bus_add_effect Write 170 0.3%
project_add_autoload Write 170 0.3%
project_set_setting Write 168 0.3%
project_add_export_preset Write 167 0.3%
theme_set_font Write 167 0.3%
runtime_time_scale Execute 166 0.3%
meshinstance_create Write 166 0.3%
navregion_create Write 165 0.3%
shadermaterial_create Write 164 0.3%
scene_new Write 163 0.3%
gd_formatting Write 163 0.3%
runtime_emit_signal Write 163 0.3%
gd_document_highlight Write 162 0.3%
node_instantiate_scene Write 162 0.3%
godot_export Write 161 0.3%
mp_set_authority Write 161 0.3%
control_set_anchors Write 157 0.3%
gd_declaration Write 155 0.3%
inputmap_add_action Write 154 0.3%
runtime_assert_scene_structure Write 154 0.3%
example_snippet Read 150 0.3%
gd_type_definition Write 150 0.3%
runtime_anim_stop Execute 148 0.3%
node_add Write 148 0.3%
resource_duplicate Write 147 0.3%
editorsettings_get_set Read 146 0.3%
camera_create Write 146 0.3%
environment_set_sky Write 146 0.3%
joint_set_bodies Write 145 0.3%
scene_pack Write 145 0.3%
class_reference Read 144 0.3%
runtime_get_log Read 144 0.3%
signal_add_user_signal Write 144 0.3%
vcs_show Read 143 0.3%
node_set_editable_instance Write 143 0.3%
signal_emit Execute 143 0.3%
runtime_peer_stop Execute 141 0.3%
gd_document_color Read 141 0.3%
gd_implementation Write 141 0.3%
shader_create Write 141 0.3%
main_screen_set Write 140 0.3%
gd_signature_help Read 139 0.3%
cs_references Read 139 0.3%
node_find Read 138 0.3%
area_set_monitoring Write 135 0.3%
audio_bus_add Write 135 0.3%
cs_dbg_attach Write 134 0.3%
signal_disconnect Write 134 0.3%
backend_detect Read 133 0.3%
cs_signature_help Read 133 0.3%
godot_output Read 132 0.3%
audio_set_bus_layout Write 132 0.3%
vcs_diff Read 131 0.3%
shadermaterial_set_shader Write 131 0.3%
gd_references Read 130 0.3%
particles_set_texture Write 130 0.3%
tilemap_get_cell Read 129 0.3%
body_set_collision_mask Write 127 0.2%
cs_hover Write 127 0.2%
project_set_main_scene Write 126 0.2%
vcs_log Read 125 0.2%
body_set_collision_layer Write 125 0.2%
filesystem_move Destructive 125 0.2%
anim_get_track_keys Read 123 0.2%
cs_definition Read 122 0.2%
gd_semantic_tokens Read 121 0.2%
anim_player_create Write 121 0.2%
dbg_attach Write 120 0.2%
runtime_node_remove Destructive 118 0.2%
node_change_type Write 117 0.2%
theme_create Write 115 0.2%
anim_delete Destructive 114 0.2%
inputmap_erase_action Destructive 114 0.2%
audio_set_stream Write 114 0.2%
cs_diagnostics Read 113 0.2%
gd_definition Read 113 0.2%
scene_get_dependencies Read 112 0.2%
node_duplicate Write 112 0.2%
dbg_step Write 111 0.2%
editor_undo Write 111 0.2%
node_move_child Write 111 0.2%
vcs_add Write 111 0.2%
project_remove_autoload Destructive 109 0.2%
anim_create Write 109 0.2%
vcs_branch_list Read 108 0.2%
gd_hover Read 108 0.2%
particles_set_lifetime Write 108 0.2%
particles_set_amount Write 107 0.2%
cs_workspace_symbols Read 106 0.2%
runtime_anim_get_state Read 106 0.2%
control_set_theme Write 106 0.2%
audio_bus_set_volume Write 105 0.2%
runtime_get_monitors Read 104 0.2%
anim_set_loop Write 103 0.2%
anim_set_length Write 102 0.2%
node_set_owner Write 101 0.2%
gd_diagnostics Read 100 0.2%
shader_set_code Destructive 100 0.2%
gd_workspace_symbols Destructive 99 0.2%
dbg_scopes Read 99 0.2%
dbg_variables Read 99 0.2%
particles_set_emitting Write 99 0.2%
runtime_get_tree Read 98 0.2%
editor_redo Write 98 0.2%
node_reparent Write 98 0.2%
resource_get_import_settings Read 96 0.2%
gd_folding_ranges Read 95 0.2%
godot_import Write 94 0.2%
scene_save_as Write 94 0.2%
scene_close Destructive 93 0.2%
vcs_commit Write 93 0.2%
node_remove_from_group Write 91 0.2%
gd_document_link Read 91 0.2%
tilemap_clear Destructive 89 0.2%
runtime_get_property Read 88 0.2%
vcs_switch Write 87 0.2%
breakpoint_ports Read 86 0.2%
classdb_get_class Read 86 0.2%
scene_reload Destructive 85 0.2%
signal_list_connections Read 84 0.2%
cs_dbg_step Write 84 0.2%
dbg_stack_trace Read 82 0.2%
node_delete Destructive 81 0.2%
cs_dbg_variables Read 81 0.2%
cs_dbg_scopes Read 79 0.2%
main_screen_get Read 75 0.1%
resource_get_property Read 75 0.1%
node_add_to_group Write 74 0.1%
node_get_property Read 73 0.1%
project_list_settings Read 73 0.1%
godot_stop Execute 72 0.1%
scene_get_tree Read 72 0.1%
node_list_properties Read 71 0.1%
node_get_path Read 70 0.1%
test_list Read 70 0.1%
dbg_continue Write 70 0.1%
runtime_screenshot Read 68 0.1%
cs_dbg_stack_trace Read 67 0.1%
node_rename Write 65 0.1%
node_get_children Read 64 0.1%
vcs_status Read 64 0.1%
anim_list Read 62 0.1%
filesystem_list Read 62 0.1%
filesystem_create_dir Write 62 0.1%
test_detect Read 60 0.1%
signal_list Read 58 0.1%
scene_open Write 58 0.1%
selection_set Write 58 0.1%
resource_load Read 57 0.1%
cs_dbg_continue Write 57 0.1%
cs_document_symbols Read 56 0.1%
project_get_setting Read 54 0.1%
gd_document_symbols Read 52 0.1%
node_list_groups Read 51 0.1%
inputmap_list Read 49 0.1%
scene_list_open Read 49 0.1%
godot_launch_editor Execute 46 0.1%
filesystem_scan Execute 46 0.1%
project_get_info Read 40 0.1%
editor_get_state Read 38 0.1%
editor_ping Read 34 0.1%
selection_get Read 32 0.1%
godot_version Read 32 0.1%
scene_save Write 30 0.1%

Your agent uses a handful of these tools. It pays for all 280.

You don't need all 280 of those definitions in the window. PolicyLayer is an MCP gateway that sits in front of Breakpoint: only the tools you grant are exposed to the agent, the rest never load. A smaller window means a sharper agent — less noise when it picks a tool — and every request costs less:

Grant scopeDefinition costReduction
All 280 tools (no gateway) 50,963 tokens —
3 granted tools ~546 tokens −99%
5 granted tools ~910 tokens −98%
10 granted tools ~1,820 tokens −96%

The risk dividend: 15 of these 280 tools are critical-risk (destructive or financial) and cost 2,487 tokens (5% of the definition load). Block them — the recommended starter policy — and you reclaim that context before tuning anything else.

  1. Create a free account and register Breakpoint — nothing to install.
  2. Grant only the tools you use — ungranted definitions never enter the context window.
  3. Point your MCP client (Claude, Cursor, anything) at your gateway URL.
CUT BREAKPOINT TOKEN COST →

Instant setup, no code required.

Breakpoint token-cost questions.

How many tokens does the Breakpoint MCP server use?+

Its 280 tool definitions total 50,963 tokens — 25% of a 200k context window — measured with tiktoken o200k_base over the serialised tools/list payload. Exact counts vary slightly by client and model.

Why does Breakpoint consume tokens before I send a message?+

MCP clients load every connected server's tool definitions — name, description, and input schema — into the model's context so it knows what it can call. That payload is charged against your context window on every request, whether or not a tool is used.

How do I reduce Breakpoint's token usage?+

Expose fewer tools. A PolicyLayer grant scopes Breakpoint to only the tools you allow — ungranted definitions are filtered out of the tool list, so they never enter the context window. A grant of 3 typical tools costs roughly 546 tokens, a 99% reduction.

Does deferred tool loading fix this?+

Partially, in some clients. Claude Code defers MCP tool schemas behind a tool-search step by default, and VS Code has experimental grouping — but you still pay tokens per search and reload, and Cursor, Windsurf and Gemini CLI load definitions upfront. Reducing the exposed tool set cuts the cost in every client.

How these numbers were measured.

01
Serialisation

Each tool is serialised as a tools/list entry — name, description, input schema — from the schemas in the PolicyLayer scan database. Clients differ slightly in framing, so treat counts as close estimates.

02
Tokeniser

tiktoken o200k_base (GPT-4o/o-series). Anthropic's current tokeniser isn't published, so Claude's exact counts will differ; for English text and JSON schemas the totals are close enough to treat these as estimates.

03
Deferred loading

Some clients now defer schema loading (Claude Code's tool search; VS Code experimental grouping). You still pay per search and reload — and Cursor, Windsurf and Gemini CLI load everything upfront.

Computed 21-10-2026 from the PolicyLayer scan database over all 280 catalogued Breakpoint tools. Counts refresh with every site build.

Expose only the tools you use — the rest never enter your context.

A PolicyLayer grant scopes Breakpoint to the tools you actually allow. Ungranted definitions never load, and every call that does run is checked against policy first.

Instant setup, no code required.

46,500+ MCP servers and 515,000+ tools scanned and risk-classified.

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