Wicketkeeper
Stumping points, catch points, batting points in one slot. A top-seven keeper is the most undervalued role-multiplier in most XIs.
Every player performs a job. Fantasy cricket pays points for doing it well, and the job descriptions have shifted slightly with formats and rules. The cricket area of this desk breaks each role down to its points mechanics, so you can decide which role your XI actually needs.
Stumping points, catch points, batting points in one slot. A top-seven keeper is the most undervalued role-multiplier in most XIs.
Six balls per over, fifty deliveries, dependable strike rate near 120. Captain when wickets fall, never face the death on this career day.
Variations over pace. Yorkers over length. Six overs in the last ten, four wickets if the surface is fair.
Two roles in one slot — seam-bowling all-rounders are the safest bet. Spin-bowling all-rounders spike on turning tracks only.
Dots plus wickets in the high-density middle phase. Read the surface first; pick the spinner only where turn is on.
Strike rate ceiling above 200 on a flat deck. Captain multiplier when the target is 170-plus.
Wickets plus economy ceiling — a swing bowler in the first six is two roles briefly stacked.
The right player in the wrong role is fantasy wasted. The wrong player in the right role is a captaincy disaster.

When you are choosing between two shortlist players for the same role, three signals confirm the fit before the match begins. They are not the only signals, but they are the three that survive small-sample noise across a tournament.
If a player has batted in the top four for six innings and you want him as a finisher, you are paying finisher prices for top-four output. That is good news if he shifts role, and bad news if your XI expects a finisher workload.
Most fantasy team sheets leak what the coaching staff think before the public lineup. Read the team sheet the day before the toss; the role assignments are in the bowling order especially.
Same bowler, different result. Spinners on green decks are expensive seats. Quicks on dry decks are dot-ball counts. Read the conditions before locking the role.
Anchor, accelerator, finisher — three jobs, three different strike-rate floors. The cricket area of this desk breaks down what each role actually needs, so that the captaincy call later has a defensible basis.

| Format | Primary role pattern | Captaincy multiplier |
|---|---|---|
| T20 | 5 batters · 1 keeper · 4 bowlers · 1 all-rounder | Death-overs batter or wicket-taking seamer |
| ODI | 5 batters · 1 keeper · 4 bowlers · 1 all-rounder | Anchor with high boundary conversion |
| Test | Specialist-only with skill caps | Wicket-taker; run-rate bonus is small |
| IPL-style franchise | Impact player rule applies | Most-used role in impact overs |
Dry abrasive, green seamer, slow turner, flat — each one shifts the role weight between batters, seamers, and spinners.
Dew probability above 60% flips the chase call. Bowl-first captains lose the advantage, so adjust the bowling role weights.
Pick your captain among the death-overs specialists. Form is secondary to last-six-overs workload.
Anchor prices require top-four batting. Finisher prices require last-five-overs responsibility. Cross-check the team sheet.
Squad rules often cap overseas slots. Pick role-multipliers overseas, and save home-grown roles for your budget.
One injury away from a swap, your bench should cover at least three roles.
Roles are the frame, players are the variable. Once you have the role locked, the player profile area will shortlist the right names per surface, workload, and form — without overselling anyone.
