Five team shapes, in one line each

  1. 3 BAT + 1 AR + 4 BOWL + 1 WK + 2 AR flexibility — the default balanced shape. Pays the bowling lane, holds a batting core.
  2. 4 BAT + 4 BOWL + 1 WK + 2 AR — the bowling-heavy shape on a turning track. Trades batting depth for wicket-taking.
  3. 5 BAT + 3 BOWL + 1 WK + 2 AR — the batting-heavy shape on a flat deck. Trades wickets for runs.
  4. All-rounder heavy (3 AR + 3 BAT + 3 BOWL + 1 WK + 1) — the matchup shape; depends on all-rounders in form.
  5. Differential — one cheap pick intentionally below consensus. Wins Mega contests when the differential lands; loses elsewhere.
A batsman hitting a six over the boundary, lineup action shot
The walkout is the cheapest read on intent. Pick your shape before every match.

The role-budget math

A standard 100-credit fantasy budget breaks down roughly as: 1 wicketkeeper (8-12 credits), 3-6 batters (35-55 credits), 1-4 all-rounders (10-30 credits), 3-6 bowlers (30-50 credits). Staying within the budget is the easy part. The hard part is allocating where the captain pick lands.

ShapeWKBATARBOWLBest for
Balanced13-61-43-6Default
Bowling-heavy142-35-6Turning track
Batting-heavy15-61-23-4Flat deck
All-rounder-heavy13-44-52-3Matchup-heavy

The differential slot

A Mega contest field of 50,000+ teams mostly picks the same 8-9 players. The contest is decided by what the field does on the 10th and 11th pick. Pick a player who fits your read on the venue, the toss and the form. The differential wins Mega contests.

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