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The Breakpoint MCP server costs 49,907 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 274 tool definitions consume 49,907 tokens — 25% of a 200k context window, and 26× the median MCP server (1,904 tokens). A scoped grant exposing only the tools you use cuts that roughly in proportion.

MEASURED FROM SCHEMAS tiktoken o200k_base · rank #44 of 8,383 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 5.0%

Corpus context: Breakpoint ranks #44 of 8,383 measured MCP servers by definition cost. The median is 1,904 tokens, p90 is 12,637, and the heaviest (Ainumbers Mcp Apps) is 332,228 — 166% of a 200k window on its own. New to this? See MCP token cost and context window in the glossary.

Where the 49,907 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 1,014 2.0%
board_create Write 844 1.7%
piece_template_create Write 655 1.3%
interact_add_drop_zone Write 624 1.3%
board_tile_create Write 601 1.2%
card_deck_from_table Write 578 1.2%
runtime_peers_digest Read 535 1.1%
interact_make_draggable Write 532 1.1%
piece_instance Write 483 1.0%
card_hand_layout Write 461 0.9%
board_tile_place Write 434 0.9%
piece_move Write 398 0.8%
collisionshape_add Write 388 0.8%
card_set_face Write 372 0.7%
dbg_set_breakpoints Write 369 0.7%
asset_gen_placeholder Write 363 0.7%
inputmap_add_event Write 348 0.7%
joint_create Write 341 0.7%
dbg_data_breakpoints Execute 334 0.7%
cs_dbg_launch Execute 333 0.7%
runtime_seed_rng Execute 327 0.7%
card_instance Write 326 0.7%
particles_set_process_material Write 322 0.6%
collisionpolygon_add Write 318 0.6%
mp_wire_rpc Destructive 318 0.6%
anim_statemachine_add_transition Write 315 0.6%
audio_player_create Write 307 0.6%
runtime_await_condition Read 306 0.6%
cs_code_action Read 303 0.6%
runtime_screenshot_diff Read 295 0.6%
tileset_add_source Write 290 0.6%
tileset_set_tile_collision Write 286 0.6%
project_search Read 279 0.6%
mp_add_synchronizer Write 263 0.5%
cs_dbg_set_variable Execute 262 0.5%
dbg_goto Execute 258 0.5%
dbg_launch Execute 257 0.5%
runtime_assert_screen_text Read 257 0.5%
mp_setup_enet_peer Write 257 0.5%
particles_create Write 254 0.5%
mp_scaffold_lobby Write 253 0.5%
gd_code_action Read 252 0.5%
anim_statemachine_add_state Write 249 0.5%
board_place Write 248 0.5%
runtime_assert_perf Read 244 0.5%
cs_dbg_set_breakpoints Execute 244 0.5%
physics_set_gravity Write 244 0.5%
runtime_node_add Execute 242 0.5%
leaderboard_scaffold Write 241 0.5%
cs_dbg_restart Execute 240 0.5%
docs_search Read 239 0.5%
area_set_gravity Write 237 0.5%
navagent_configure Write 237 0.5%
cs_dbg_watch Read 236 0.5%
tilemap_set_cells_rect Write 233 0.5%
dbg_watch Read 232 0.5%
runtime_inject_input Execute 231 0.5%
anim_tree_add_node Write 227 0.5%
runtime_anim_play Execute 227 0.5%
tileset_add_tile Write 226 0.5%
dbg_set_variable Execute 225 0.5%
anim_tree_create Write 223 0.4%
body_set_physics_material Write 223 0.4%
find_symbol Read 222 0.4%
theme_set_color Write 222 0.4%
body_create Write 220 0.4%
tilemap_set_cell Write 219 0.4%
environment_create Write 218 0.4%
cs_dbg_set_exception_breakpoints Execute 217 0.4%
runtime_state_digest Read 216 0.4%
control_set_layout_preset Write 216 0.4%
cloudsave_scaffold Write 215 0.4%
gd_call_hierarchy Read 214 0.4%
runtime_step_frames Execute 213 0.4%
dbg_set_exception_breakpoints Execute 213 0.4%
mp_setup_webrtc_peer Write 213 0.4%
auth_scaffold Write 211 0.4%
mp_add_spawner Write 210 0.4%
find_usages Read 206 0.4%
vcs_stash Destructive 204 0.4%
csg_create Write 203 0.4%
theme_set_stylebox Write 203 0.4%
cs_rename Write 202 0.4%
dbg_restart Execute 201 0.4%
control_create Write 201 0.4%
runtime_assert_node_state Read 200 0.4%
rigidbody_set_properties Write 197 0.4%
godot_run_project Execute 195 0.4%
runtime_time_scale Execute 195 0.4%
anim_insert_key Write 195 0.4%
anim_add_track Write 193 0.4%
audio_bus_add_effect Write 193 0.4%
project_add_autoload Write 193 0.4%
gd_rename Destructive 190 0.4%
project_add_export_preset Write 190 0.4%
theme_set_font Write 190 0.4%
resource_create Write 189 0.4%
mesh_set_surface_material Write 187 0.4%
theme_set_constant Write 187 0.4%
runtime_assert_scene_structure Read 185 0.4%
control_set_size_flags Write 183 0.4%
godot_export Execute 181 0.4%
primitive_mesh_create Write 181 0.4%
resource_save Destructive 179 0.4%
signal_connect Write 179 0.4%
runtime_anim_stop Execute 177 0.4%
control_set_anchors Write 177 0.4%
inputmap_add_action Write 177 0.4%
resource_set_import_settings Destructive 177 0.4%
tileset_create Write 175 0.4%
gd_formatting Read 174 0.3%
scene_new Write 172 0.3%
light_create Write 171 0.3%
environment_set_sky Write 169 0.3%
editorsettings_get_set Write 166 0.3%
node_set_property Write 166 0.3%
joint_set_bodies Write 165 0.3%
shadermaterial_create Write 165 0.3%
tilemaplayer_create Write 165 0.3%
class_reference Read 164 0.3%
vcs_show Read 163 0.3%
container_add_child Write 163 0.3%
node_set_editable_instance Write 163 0.3%
mp_set_authority Write 162 0.3%
signal_emit Execute 162 0.3%
example_snippet Read 161 0.3%
gd_document_color Read 161 0.3%
audio_bus_add Write 158 0.3%
meshinstance_create Write 157 0.3%
vcs_blame Read 156 0.3%
gd_document_highlight Read 156 0.3%
navregion_create Write 156 0.3%
resource_duplicate Write 156 0.3%
area_set_monitoring Write 155 0.3%
runtime_set_property Write 154 0.3%
scene_pack Write 154 0.3%
node_instantiate_scene Write 153 0.3%
vcs_restore Destructive 152 0.3%
runtime_get_log Read 151 0.3%
particles_set_texture Write 150 0.3%
shader_create Write 150 0.3%
signal_add_user_signal Write 150 0.3%
node_find Read 149 0.3%
gd_declaration Read 149 0.3%
project_set_main_scene Write 149 0.3%
shadermaterial_set_param Write 149 0.3%
vcs_branch_create Write 149 0.3%
filesystem_move Destructive 148 0.3%
runtime_node_remove Destructive 147 0.3%
resource_set_property Write 147 0.3%
vcs_diff Read 145 0.3%
gd_type_definition Read 144 0.3%
project_set_setting Write 143 0.3%
runtime_peer_stop Destructive 142 0.3%
gd_semantic_tokens Read 141 0.3%
audio_set_bus_layout Write 141 0.3%
node_add Write 139 0.3%
anim_delete Destructive 137 0.3%
inputmap_erase_action Destructive 137 0.3%
camera_create Write 137 0.3%
runtime_emit_signal Execute 136 0.3%
anim_remove_key Destructive 135 0.3%
gd_implementation Read 135 0.3%
signal_disconnect Write 135 0.3%
audio_set_stream Write 134 0.3%
gd_signature_help Read 133 0.3%
godot_output Read 133 0.3%
cs_references Read 133 0.3%
project_remove_autoload Destructive 132 0.3%
runtime_anim_get_state Read 132 0.3%
shadermaterial_set_shader Write 132 0.3%
tilemap_get_cell Read 131 0.3%
editor_undo Write 131 0.3%
vcs_add Write 131 0.3%
runtime_get_monitors Read 130 0.3%
vcs_log Read 130 0.3%
anim_create Write 129 0.3%
audio_bus_set_volume Write 128 0.3%
body_set_collision_mask Write 128 0.3%
particles_set_lifetime Write 128 0.3%
cs_signature_help Read 127 0.3%
particles_set_amount Write 127 0.3%
cs_workspace_symbols Read 126 0.3%
body_set_collision_layer Write 126 0.3%
control_set_theme Write 126 0.3%
anim_get_track_keys Read 124 0.2%
cs_diagnostics Read 124 0.2%
gd_references Read 124 0.2%
theme_create Write 124 0.2%
anim_set_loop Write 123 0.2%
shader_set_code Destructive 123 0.2%
anim_set_length Write 122 0.2%
cs_hover Read 121 0.2%
node_set_owner Write 121 0.2%
gd_workspace_symbols Read 119 0.2%
particles_set_emitting Write 119 0.2%
editor_redo Write 118 0.2%
node_change_type Write 118 0.2%
node_reparent Write 118 0.2%
scene_save_as Write 117 0.2%
cs_definition Read 116 0.2%
dbg_step Execute 116 0.2%
scene_close Destructive 116 0.2%
gd_folding_ranges Read 115 0.2%
runtime_get_tree Read 115 0.2%
runtime_get_property Read 114 0.2%
cs_completion Write 114 0.2%
vcs_commit Write 113 0.2%
anim_player_create Write 112 0.2%
node_move_child Write 112 0.2%
gd_document_link Read 111 0.2%
screenshot_editor Read 111 0.2%
gd_diagnostics Read 111 0.2%
cs_dbg_attach Execute 108 0.2%
gd_completion Read 108 0.2%
scene_reload Destructive 108 0.2%
gd_definition Read 107 0.2%
godot_import Execute 107 0.2%
vcs_switch Execute 107 0.2%
classdb_get_class Read 106 0.2%
node_duplicate Write 105 0.2%
node_delete Destructive 104 0.2%
signal_list_connections Read 104 0.2%
cs_dbg_step Execute 104 0.2%
gd_hover Read 102 0.2%
resource_get_import_settings Read 98 0.2%
resource_get_property Read 95 0.2%
runtime_screenshot Read 94 0.2%
node_add_to_group Write 94 0.2%
node_get_property Read 93 0.2%
project_list_settings Read 93 0.2%
vcs_branch_list Read 93 0.2%
node_remove_from_group Write 92 0.2%
vcs_status Read 92 0.2%
node_list_properties Read 91 0.2%
tilemap_clear Destructive 90 0.2%
node_get_path Read 90 0.2%
test_list Read 90 0.2%
dbg_attach Execute 86 0.2%
node_rename Write 85 0.2%
node_get_children Read 84 0.2%
scene_get_tree Read 83 0.2%
anim_list Read 82 0.2%
cs_dbg_variables Read 82 0.2%
filesystem_list Read 82 0.2%
filesystem_create_dir Write 82 0.2%
dbg_variables Read 80 0.2%
cs_dbg_scopes Read 80 0.2%
scene_get_dependencies Read 78 0.2%
signal_list Read 78 0.2%
cs_dbg_stack_trace Read 78 0.2%
dbg_scopes Read 78 0.2%
scene_open Write 78 0.2%
selection_set Write 78 0.2%
resource_load Read 77 0.2%
cs_document_symbols Read 76 0.2%
test_detect Read 75 0.2%
dbg_stack_trace Read 75 0.2%
project_get_setting Read 74 0.1%
godot_stop Execute 73 0.1%
gd_document_symbols Read 72 0.1%
cs_dbg_continue Execute 72 0.1%
node_list_groups Read 71 0.1%
dbg_continue Execute 71 0.1%
inputmap_list Read 64 0.1%
scene_list_open Read 64 0.1%
godot_launch_editor Execute 61 0.1%
filesystem_scan Execute 61 0.1%
project_get_info Read 55 0.1%
editor_get_state Read 53 0.1%
editor_ping Read 49 0.1%
selection_get Read 47 0.1%
godot_version Read 47 0.1%
scene_save Write 45 0.1%

Your agent uses a handful of these tools. It pays for all 274.

You don't need all 274 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 274 tools (no gateway) 49,907 tokens
3 granted tools ~546 tokens −99%
5 granted tools ~911 tokens −98%
10 granted tools ~1,821 tokens −96%

The risk dividend: 18 of these 274 tools are critical-risk (destructive or financial) and cost 2,739 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 274 tool definitions total 49,907 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 07-09-2026 from the PolicyLayer scan database over all 274 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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