Sports Analytics Formulas & Metrics
Comprehensive collection of sports analytics formulas with mathematical explanations
BABIP
BABIPBatting average on balls put into play. Used to identify luck or unsustainable performance; league average is around .300. Variables: H = Hits, HR = Home Runs, AB = At-Bats, K = Strikeouts, SF = Sacrifice Flies
Isolated Power
ISOMeasures raw power by removing singles from slugging percentage. Shows extra bases per at-bat. Variables: SLG = Slugging Percentage, AVG = Batting Average, 2B = Doubles, 3B = Triples, HR = Home Runs
OPS Plus
OPS+Park and league-adjusted OPS. 100 is league average, with each point representing a percentage above or below. Variables: OBP = On-Base Percentage, SLG = Slugging Percentage, lgOBP = League OBP, lgSLG = League SLG (adjusted for park)
Weighted Runs Above Average
wRAAOffensive runs above average based on wOBA. Foundation for the batting component of WAR. Variables: wOBA = Player wOBA, lgwOBA = League wOBA, wOBA Scale = ~1.15 (converts to runs), PA = Plate Appearances
wOBA
wOBAWeights each method of reaching base by its actual run value. Considered the best single measure of offensive contribution. Linear weights are updated annually. Variables: BB = Walks, HBP = Hit By Pitch, 1B = Singles, 2B = Doubles, 3B = Triples, HR = Home Runs (weights are approximate, vary by year)
wRC+
wRC+Park and league-adjusted runs created. 100 is league average; each point above/below represents a percentage better/worse than average. Variables: wRAA = Weighted Runs Above Average, PA = Plate Appearances, lgR/PA = League Runs per PA, lgwRC/PA = League wRC per PA
Defensive Runs Saved
DRSComprehensive defensive metric from Baseball Info Solutions. Measures runs saved across all defensive components. Variables: rPM = Plus/Minus Runs, rGDP = GDP Runs, rARM = Outfield Arm Runs, rHR = Home Run Robbing Runs, rGFP = Good Fielding Play Runs
Ultimate Zone Rating
UZRAdvanced defensive metric measuring runs saved above average based on play-by-play data and zone information. Variables: RngR = Range Runs, ErrR = Error Runs, DPR = Double Play Runs
Strikeout Percentage
K%Percentage of plate appearances ending in strikeouts. Rate-based version of K/9, unaffected by innings pitched. Variables: K = Strikeouts, TBF = Total Batters Faced
Walk Percentage
BB%Percentage of plate appearances resulting in walks. Better command indicator than BB/9. Variables: BB = Walks (excluding IBB), TBF = Total Batters Faced
Expected Fielding Independent Pitching
xFIPFIP with home runs regressed to league-average HR/FB rate. Better at predicting future performance than FIP. Variables: FB = Fly Balls, lgHR/FB = League HR per Fly Ball rate (~10-11%), others same as FIP
FIP
FIPEstimates ERA based only on strikeouts, walks, HBP, and home runs—outcomes the pitcher controls. C is a constant to put FIP on ERA scale (usually around 3.10). Variables: HR = Home Runs, BB = Walks, HBP = Hit By Pitch, K = Strikeouts, IP = Innings Pitched, C = FIP Constant (~3.10)
Skill-Interactive ERA
SIERAAdvanced metric considering strikeouts, walks, and ground ball rates with interaction effects. Best predictor of future ERA. Variables: SO/PA = Strikeouts per PA, BB/PA = Walks per PA, GB/FB = Ground Ball to Fly Ball Ratio (full formula has additional terms)
Base Running Runs
BsRTotal baserunning value in runs. Combines stolen base value, advancement on hits, and avoiding double plays. Variables: wSB = Weighted Stolen Base Runs, UBR = Ultimate Base Running (advancement), wGDP = Weighted GDP runs
Batting Average (AVG)
AVGThe ratio of hits to at-bats. One of the oldest and most recognized batting statistics, though it does not account for walks, hit-by-pitches, or the type of hit. Variables: H = Hits, AB = At-Bats
On-Base Percentage (OBP)
OBPMeasures how frequently a batter reaches base. More valuable than batting average as it includes walks and hit-by-pitches. Variables: H = Hits, BB = Walks, HBP = Hit By Pitch, AB = At-Bats, SF = Sacrifice Flies
On-Base Plus Slugging
OPSCombines on-base ability with power. Simple addition of OBP and SLG, providing a quick overall offensive measure. Variables: OBP = On-Base Percentage, SLG = Slugging Percentage
Slugging Percentage (SLG)
SLGMeasures the power of a hitter by weighting extra-base hits. Total bases divided by at-bats. Variables: 1B = Singles, 2B = Doubles, 3B = Triples, HR = Home Runs, TB = Total Bases, AB = At-Bats
Runs Per Win
RPWConversion factor from runs to wins. Typically around 10 runs per win in modern baseball. Variables: RS/G = Runs Scored per Game, RA/G = Runs Allowed per Game (there are multiple formulas)
WAR
WARComprehensive metric estimating total value in wins above a replacement-level player. The gold standard for player evaluation. Variables: Batting/Baserunning/Fielding = Runs above average in each area, Positional = Position adjustment, League = League adjustment, Replacement = Runs vs replacement level, RPW = Runs Per Win (~10)
Fielding Percentage
FPCTTraditional fielding metric showing percentage of plays made without error. Limited because it doesn't account for range. Variables: PO = Putouts, A = Assists, E = Errors
Range Factor
RFPutouts and assists per nine innings. Early attempt to measure range; higher is better. Variables: PO = Putouts, A = Assists, Inn = Innings Played
Earned Run Average (ERA)
ERAThe average number of earned runs a pitcher allows per nine innings. The most traditional measure of pitching effectiveness. Variables: ER = Earned Runs, IP = Innings Pitched
Strikeouts Per Nine Innings
K/9Average strikeouts per nine innings pitched. Measures a pitcher's ability to miss bats. Variables: K = Strikeouts, IP = Innings Pitched
Walks Per Nine Innings
BB/9Average walks per nine innings. Measures command; lower is better. Variables: BB = Walks, IP = Innings Pitched
WHIP
WHIPMeasures how many baserunners a pitcher allows per inning. Lower is better; elite pitchers are under 1.00. Variables: BB = Walks, H = Hits, IP = Innings Pitched
Run Expectancy
REExpected runs to score from current base-out state until end of inning. Foundation for linear weights. Variables: 24 base-out states (8 base states × 3 out states). Updated annually from league data.
Run Expectancy Change
RE24Change in run expectancy from a plate appearance, plus any runs that scored. Measures contextual value. Variables: RE_before = Run expectancy before PA, RE_after = Run expectancy after PA
Exit Velocity
EVSpeed of the ball immediately after contact. Higher exit velocity correlates with better outcomes. Variables: Measured in miles per hour (mph). League average ~88-89 mph, elite hitters 92+ mph
Launch Angle
LAAngle at which the ball leaves the bat relative to the ground. Optimal for home runs is 25-35 degrees. Variables: Measured in degrees. Ground balls < 10°, Line drives 10-25°, Fly balls 25-50°, Pop-ups > 50°
Barrel Rate
Brl%Percentage of batted balls that are "barrels" - optimal combination of exit velocity and launch angle resulting in minimum .500 BA and 1.500 SLG. Variables: Barrels = Batted balls with ideal EV/LA combo, BBE = Batted Ball Events
Hard Hit Rate
HardHit%Percentage of batted balls with exit velocity of 95 mph or higher. Proxy for quality contact. Variables: BBE = Batted Ball Events, threshold is 95 mph exit velocity
Expected Batting Average
xBAExpected batting average based on quality of contact (exit velocity and launch angle). Helps identify luck vs skill. Variables: Based on historical outcomes of similar batted balls (EV/LA combinations)
Expected Weighted On-Base Average
xwOBAExpected wOBA based on quality of contact. The Statcast equivalent of wOBA for measuring true offensive skill. Variables: Based on expected outcomes from exit velocity and launch angle combinations
Outs Above Average
OAAStatcast metric measuring outs saved using actual catch probability based on distance, time, and direction. Variables: Based on comparing actual catches to expected catches given probability estimates
Leverage Index
LIMeasures importance of a situation relative to average. LI of 1.0 is average; 2.0 is twice as important. Variables: Based on range of possible WPA outcomes in the situation vs average PA
Win Probability Added
WPAChange in win probability from a single play. Context-dependent, giving more weight to clutch situations. Variables: Win probability based on score, inning, base-out state, and home/away
Block Percentage
BLK%Percentage of opponent two-point attempts blocked while player is on court. Variables: BLK = Blocks, Opp2PA = Opponent Two-Point Attempts
Steal Percentage
STL%Percentage of opponent possessions ending in a steal by this player. Variables: STL = Steals, OppPoss = Opponent Possessions
Net Rating
NetRtgPoint differential per 100 possessions. Measures overall impact on both ends. Variables: ORtg = Offensive Rating, DRtg = Defensive Rating
Defensive Rating
DRtgPoints allowed per 100 possessions. Lower is better. Individual DRtg is difficult to measure from box score. Variables: Points Allowed = Opponent scoring, Possessions = Team possessions while player on court
Offensive Rating
ORtgPoints produced per 100 possessions. Individual version measures a player's offensive efficiency. Variables: Points Produced includes scoring and assist credit. Possessions = floor estimate of possessions used.
Effective Field Goal Percentage
eFG%First of Dean Oliver's Four Factors. Most important factor (~40% weight). Variables: Same as eFG% above
Four Factors - Free Throws
FT RateFourth of Four Factors. Free throws made per field goal attempt (~15% weight). Variables: FTM = Free Throws Made, FGA = Field Goal Attempts
Offensive Rebound Percentage
ORB%Third of Four Factors. Offensive rebounding rate (~20% weight). Variables: ORB = Team Offensive Rebounds, OppDRB = Opponent Defensive Rebounds
Turnover Percentage
TOV%Second of Four Factors. Lower is better (~25% weight). Variables: TOV = Turnovers, FGA = Field Goal Attempts, FTA = Free Throw Attempts
Field Goal Percentage
FG%Percentage of field goal attempts made
Player Efficiency Rating
PERJohn Hollinger's all-in-one rating. League average is 15.0. Favors volume scorers and doesn't fully capture defense. Variables: Complex formula involving all box score stats, league pace, and team performance factors. g = league factor
Assist Percentage
AST%Percentage of teammate field goals assisted while player is on court. Measures playmaking. Variables: AST = Assists, TmFGM = Team Field Goals Made, FGM = Player Field Goals Made
Box Plus/Minus
BPMEstimates player contribution to team point differential using box score stats. 0.0 is league average. Variables: Regression coefficients applied to box score stats. Includes position, team strength, and interaction terms.
Real Plus-Minus
RPMESPN's metric combining RAPM with box score information to improve stability. Variables: RAPM = Regularized Adjusted Plus-Minus, Box Score Prior = Predicted RAPM from box score
Regularized Adjusted Plus-Minus
RAPMPlus-minus adjusted for teammates and opponents using ridge regression. Foundation for modern plus-minus metrics. Variables: Uses all lineup combinations. Ridge penalty prevents overfitting to small samples.
Value Over Replacement Player
VORPBox Plus/Minus converted to cumulative value above replacement level (-2.0 BPM). Variables: BPM = Box Plus/Minus, Min% = Minutes Percentage, -2.0 = Replacement level
Defensive Rebound Percentage
DRB%Percentage of available defensive rebounds grabbed. Variables: DRB = Defensive Rebounds, TmDRB = Team Defensive Rebounds, OppORB = Opponent Offensive Rebounds
Total Rebound Percentage
TRB%Percentage of available rebounds grabbed while player is on court. Variables: TRB = Total Rebounds, TmTRB = Team Rebounds, OppTRB = Opponent Rebounds
Free Throw Rate
FTrFree throw attempts per field goal attempt. Measures ability to draw fouls. Variables: FTA = Free Throw Attempts, FGA = Field Goal Attempts
Three-Point Attempt Rate
3PArPercentage of field goal attempts that are three-pointers. Measures shooting profile. Variables: 3PA = Three-Point Attempts, FGA = Field Goal Attempts
True Shooting Percentage
TS%The most accurate measure of shooting efficiency, accounting for free throws and three-pointers. The 0.44 factor estimates possessions used by free throws. Variables: PTS = Points, FGA = Field Goal Attempts, FTA = Free Throw Attempts. 0.44 is FTA modifier (and-ones, technicals, etc.)
Pace
PacePossessions per 48 minutes. Measures game tempo. Variables: TmPoss = Team Possessions, OppPoss = Opponent Possessions, TmMin = Team Minutes
Possessions
PossEstimated number of offensive possessions. Foundation for per-possession statistics. Variables: FGA = Field Goal Attempts, ORB = Offensive Rebounds, TOV = Turnovers, FTA = Free Throw Attempts
Usage Rate
USG%Percentage of team possessions used by a player while on court. Measures offensive involvement. Variables: FGA = Field Goal Attempts, FTA = Free Throw Attempts, TOV = Turnovers, TmPoss = Team Possessions
Win Shares Per 48 Minutes
WS/48Rate version of Win Shares. League average is .100. Variables: WS = Win Shares, Min = Minutes Played
Defensive Win Shares
DWSWins contributed through defense. More evenly distributed than OWS. Variables: Min% = Minutes Percentage, Tm DRtg = Team Defensive Rating, DRtg = Player Defensive Rating
Offensive Win Shares
OWSWins contributed through offense. Based on marginal points produced above baseline. Variables: Points Produced = scoring + assist credit, lgPPP = League Points Per Possession, Poss = Possessions
Win Shares
WSEstimate of wins contributed by a player. Based on marginal offense and defense. Variables: OWS = Offensive Win Shares, DWS = Defensive Win Shares
Defense-adjusted Yards Above Replacement
DYARCumulative version of DVOA. Measures total value above replacement level. Variables: DVOA = Rate efficiency, Replacement Level = baseline (-15%), Plays = Volume
DVOA
DVOAFootball Outsiders' efficiency metric. Compares team to league average, adjusted for opponent and situation. Variables: Success Value = yards and first downs compared to baseline, Opponent Adj = strength of opponent faced
Success Rate
SRPercentage of plays that are "successful" - gaining enough yards to stay on schedule. Variables: Success: 1st down = 40% of yards needed, 2nd = 60%, 3rd/4th = 100%
Yards Per Play
YPPSimple but effective measure of offensive efficiency. Variables: Total Yards = Passing + Rushing yards, Total Plays = All offensive plays
EPA Per Play
EPA/PlayAverage EPA per play. Best single measure of offensive or defensive efficiency. Variables: EPA = Total Expected Points Added, Total Plays = Number of offensive snaps
Expected Points
EPExpected points to be scored from current game state. Foundation for EPA. Variables: Based on historical outcomes from similar situations. Accounts for down, distance, yard line, score differential, time.
Expected Points Added
EPAChange in expected points from a single play. The gold standard for measuring play value in football. Variables: EP_before = Expected Points before play, EP_after = Expected Points after play
Air Yards
AYYards the ball travels through the air before being caught. Measures aggressiveness and depth of target. Variables: LOS = Line of Scrimmage. Negative for behind LOS throws. Count all attempts including incompletions.
Average Depth of Target
aDOTAverage distance of targets downfield. Higher indicates more aggressive passing attack. Variables: Air Yards = Total intended air yards, Targets = Total pass attempts
Adjusted Net Yards Per Attempt
ANY/AYards per attempt adjusted for touchdowns, interceptions, and sacks. Excellent predictor of team success. Variables: Yds = Passing Yards, TD = Touchdowns, INT = Interceptions, Sack Yds = Yards Lost to Sacks, Att = Pass Attempts
CPOE
CPOEDifference between actual and expected completion rate based on throw difficulty. Measures accuracy independent of receiver skill. Variables: Expected Comp% based on distance, coverage, pressure, and other factors from Next Gen Stats
ESPN QBR
QBRESPN's Total Quarterback Rating. Scaled 0-100 with 50 as average. Accounts for EPA, clutch situations, and divides credit between QB and receivers. Variables: EPA = Expected Points Added, includes rush, sack, scramble adjustments. Proprietary formula.
Passer Rating
PRTraditional NFL quarterback rating. Components: a = completion %, b = yards/attempt, c = TD %, d = INT %. Each capped between 0 and 2.375. Variables: a = ((Comp/Att - 0.3) × 5), b = ((Yds/Att - 3) × 0.25), c = (TD/Att × 20), d = (2.375 - (INT/Att × 25)). Each bounded [0, 2.375]
Catch Rate
Catch%Percentage of targets caught. Context matters (deep targets lower catch rate). Variables: Receptions = Catches, Targets = Pass attempts to this receiver
Yards After Catch
YACYards gained after the catch. Measures receiver skill in creating yards. Variables: Total yards from catch point to where play ends
Receiver Air Conversion Ratio
RACRReceiving yards divided by air yards targeted. Shows efficiency on opportunities. Variables: Receiving Yards = Total yards gained, Air Yards = Intended air yards on all targets
Yards After Catch Over Expected
YAC+YAC compared to expectation based on catch location and defenders nearby. Variables: Expected YAC based on field position, distance to nearest defender, and play type
Yards Per Carry
YPCAverage yards gained per rush attempt. Simple but affected by situation. Variables: Rushing Yards = Total yards on runs, Carries = Rush attempts
Broken Tackles Per Touch
BTTRate of broken tackles on rushing and receiving plays. Measures elusiveness. Variables: Broken Tackles = Missed tackles, Touches = Carries + Receptions
Rushing Yards Over Expected
RYOEYards gained compared to expectation based on blocking, box count, and situation. Variables: Expected Yards based on Next Gen Stats tracking: defenders in box, gap, time to contact
Win Probability
WPProbability of winning from current game state. Updates after every play. Variables: Calculated using logistic regression on historical data. Factors include score differential, time remaining, field position, timeouts.
Win Probability Added
WPAChange in win probability from a single play. Context-dependent value measure. Variables: WP_before = Win Probability before play, WP_after = Win Probability after play
Expected Threat
xTChange in probability of scoring from moving the ball. Values all ball progression, not just shots. Variables: Based on grid of pitch divided into zones, each with historical scoring probability
Expected Assists
xASum of xG values from chances created. Measures quality of chances created for teammates. Variables: Based on xG of shots resulting from player's passes/actions
Expected Goals Assisted
xGBuildupTotal xG from possessions where player was involved (excluding assists and shots). Variables: Measures contribution to build-up play separate from direct goal involvement
Aerial Duel Win Rate
Aerial%Percentage of aerial duels won. Important for defenders and target strikers. Variables: Aerial Duels Won = Headers won, Total Aerial Duels = All contested headers
Interceptions
IntNumber of opponent passes intercepted. Measures reading of the game. Variables: Counted when player intercepts an opponent pass attempt
Tackles Won
Tkl WonPercentage of tackle attempts that win possession. Variables: Successful Tackles = Tackles winning the ball, Tackle Attempts = All tackle attempts
Expected Goals Against
xGASum of xG values from shots faced. Measures quality of chances conceded. Variables: xG values of all shots conceded by team/defender
Progressive Carries
ProgCBall carries that move at least 10 meters closer to the opponent goal. Variables: Excludes carries in own defensive third
Successful Dribbles
Drib%Percentage of dribbles that successfully beat a defender. Variables: Successful Dribbles = Dribbles beating defender, Dribble Attempts = All take-on attempts
Expected Goals per 90
xG/90Expected goals normalized to per-90-minute rate. Standard for comparing players with different minutes. Variables: xG = Total Expected Goals, Minutes = Minutes played
Goals Minus Expected Goals
G-xGDifference between actual goals and expected. Positive indicates overperformance (finishing skill or luck). Variables: Goals = Actual goals scored, xG = Expected Goals
Non-Penalty Expected Goals
npxGExpected goals excluding penalty kicks. Better measure of open-play shot quality. Variables: xG = Total Expected Goals, Penalties = Number of penalties taken, 0.76 = typical penalty xG
Expected Goals
xGProbability that a shot will result in a goal based on historical data. Most important advanced metric in soccer analytics. Variables: Shot location (distance, angle), shot type (foot, head), assist type, game state, and more
Clean Sheet Percentage
CS%Percentage of games without conceding. Team-dependent but useful context. Variables: Clean Sheets = Games with 0 goals against, Games = Matches played
Save Percentage
Save%Percentage of shots on target saved. Basic goalkeeping measure. Variables: Saves = Shots on target stopped, Shots on Target = All shots requiring a save
Goals Against Minus PSxG
GA-PSxGDifference between goals conceded and post-shot expected goals. Negative = good shot-stopping. Variables: GA = Goals Against, PSxG = Post-Shot Expected Goals
Post-Shot Expected Goals
PSxGExpected goals based on where the shot is going. Measures shot-stopping separate from defense. Variables: Only includes shots on target. Based on shot location, speed, and placement.
Pass Completion Percentage
Pass%Percentage of passes completed. Context matters - higher risk passes have lower completion. Variables: Completed Passes = Successful passes, Total Passes = All pass attempts
Pass Into Final Third
Final 1/3Number of passes entering the attacking third. Measures ability to advance play. Variables: Completed passes that end in opponent's final third
Progressive Passes
ProgPPasses that move the ball at least 10 meters closer to the opponent goal. Measures progressive play. Variables: Typically excludes passes in own defensive third and crosses
High Press Rate
High Press %Percentage of pressing actions occurring in the attacking third. Variables: Presses = Defensive actions applying pressure to ball carrier
Passes Allowed Per Defensive Action
PPDA AgainstMeasures how well team plays through opponent press. Higher = better at building out. Variables: Inverse of PPDA - measures resistance to pressing
PPDA
PPDAMeasures pressing intensity. Lower PPDA = more aggressive pressing. Variables: Defensive Actions = tackles, interceptions, fouls. Measured in opponent's defensive third.
Field Tilt
TiltShare of touches in the two final thirds. Measures territorial dominance. Variables: Touches in attacking zones only (excludes middle third)
Points Per Game Expected
xPtsExpected points based on xG and xGA in each match. Shows underlying performance. Variables: P(Win) and P(Draw) calculated from xG difference using Poisson distribution
Expected Goals For Percentage
xGF%Share of expected goals when player is on ice. Better than CF% at predicting outcomes. Variables: xGF = Expected Goals For, xGA = Expected Goals Against
Expected Goals
xGProbability of a shot becoming a goal based on location, type, and context. Hockey's key advanced metric. Variables: Shot location (distance, angle), shot type (wrist, slap, etc.), game state, rebound, rush
Goals Against Average
GAAGoals allowed per 60 minutes. Team-dependent but commonly used. Variables: GA = Goals Against, TOI = Time on Ice in minutes
Save Percentage
SV%Percentage of shots saved. Basic goaltending metric. League average ~.910. Variables: Saves = Shots stopped, Shots Against = Total shots faced, GA = Goals Against
Goals Saved Above Expected
GSAxGoals a goalie saved above what was expected. Positive = better than expected goaltending. Variables: xGA = Expected Goals Against, GA = Goals Against
Quality Start Percentage
QS%Percentage of starts with SV% above .913 (league average). Measures consistency. Variables: Quality Start = Game with SV% ≥ .913 (historically-based threshold)
PDO
PDOSum of shooting and save percentage while player on ice. Regresses strongly to 100 (or 1.000). Variables: SH% = Team shooting percentage, SV% = Team save percentage (while player on ice)
Points Per 60
P/60Points (goals + assists) per 60 minutes of ice time. Rate-based scoring metric. Variables: Points = Goals + Assists, TOI = Time on Ice in minutes
Shooting Percentage
SH%Percentage of shots that are goals. League average ~9%. Can indicate luck or skill. Variables: Goals = Player goals, Shots on Goal = Player shots reaching the net
Individual Expected Goals
ixGSum of expected goals from a player's shots. Measures shot volume and quality. Variables: xG values of all shots taken by the player
Individual Points Percentage
IPPPercentage of team goals player had a point on while on ice. Measures offensive involvement. Variables: Points = Goals + Assists, GF = Goals For while player on ice
Standings Points Above Replacement
SPARWAR converted to standings points. Each win = 2 points in NHL standings. Variables: WAR = Wins Above Replacement
Goals Above Replacement
GARTotal goals above replacement-level player. Comprehensive value metric. Variables: EV = Even strength, PP = Power play, PK = Penalty kill. Each component measured in goals above replacement.
Wins Above Replacement
WARGAR converted to wins. Goals per win varies by era (typically 5-6). Variables: GAR = Goals Above Replacement, Goals per Win ≈ 5.5
Corsi
CFAll shot attempts (for or against). Foundation of possession metrics in hockey. Named after Jim Corsi. Variables: SOG = Shots on Goal, Missed = Shots missing net, Blocked = Shots blocked by opponent
Corsi For Percentage
CF%Share of shot attempts when player is on ice. Above 50% is good; measures puck possession. Variables: CF = Corsi For (team shot attempts), CA = Corsi Against (opponent shot attempts)
Fenwick
FFShot attempts excluding blocked shots. Some prefer this as blocked shots are partially luck. Variables: SOG = Shots on Goal, Missed = Shots missing net
Fenwick For Percentage
FF%Fenwick possession share. Similar to CF% but excluding blocked shots. Variables: FF = Fenwick For, FA = Fenwick Against
Relative Corsi
Rel CF%Player's CF% compared to team without them. Shows individual impact on possession. Variables: CF% when player on ice minus CF% when player off ice
Penalty Kill Percentage
PK%Success rate killing penalties. League average ~80%. Variables: PK Opportunities = Times shorthanded, PP Goals Against = Opponent PP goals
Power Play Percentage
PP%Power play conversion rate. League average ~20%. Variables: PP Goals = Goals scored on power play, PP Opportunities = Power plays
Special Teams Index
STICombined special teams efficiency. Useful for quick team evaluation. Variables: PP% = Power Play Percentage, PK% = Penalty Kill Percentage
Offensive Zone Start Percentage
OZS%Percentage of faceoffs in offensive zone. High OZS% = easier deployment. Variables: OZ = Offensive Zone faceoffs, DZ = Defensive Zone faceoffs
Zone Entry Success Rate
Entry%Percentage of zone entry attempts that are successful. Measures transition ability. Variables: Successful Entries = Entries maintaining possession, Entry Attempts = All attempts to enter offensive zone
Zone Entry With Control
Carry-In%Percentage of entries via carry or pass (vs dump-in). Controlled entries create more offense. Variables: Controlled Entries = Carry-in or pass-in, Total Entries = All zone entries
Greens in Regulation
GIRPercentage of greens reached in regulation (par - 2 strokes). Key scoring indicator. Variables: Regulation = Par 3 in 1, Par 4 in 2, Par 5 in 3
Proximity To Hole
ProxAverage distance to hole after approach shots. Better than GIR for approach quality. Variables: Measured for approach shots hitting the green
Driving Accuracy
DA%Percentage of fairways hit. Less predictive than distance for scoring. Variables: Fairways Hit = Tee shots on fairway, excludes par 3s
Driving Distance
DDAverage driving distance. Measured on specific holes each round. Variables: Average distance of tee shots on measured holes
One-Putt Percentage
1-Putt%Percentage of greens one-putted. Combines putting skill and approach quality. Variables: Greens with one putt divided by total greens putted
Putts Per Round
PPRAverage putts per round. Misleading because fewer GIR = fewer putts needed. Variables: Total putts divided by rounds played
Three-Putt Avoidance
3-Putt%Percentage of greens with three or more putts. Lower is better. Variables: Greens with 3+ putts divided by total greens
Make Percentage from Distance
Make%Putting make rate from specific distances. Foundation of strokes gained putting. Variables: d = distance (e.g., 5ft, 10ft, 15ft, 20ft)
Putts Per GIR
P/GIRPutts per green hit in regulation. Better putting measure than PPR. Variables: Putts counted only on holes where green was hit in regulation
Birdie Average
Bird AvgAverage birdies or better per round. Measures scoring ability. Variables: Total birdies and eagles divided by rounds
Bogey Avoidance
BAPercentage of holes played at par or better. Measures consistency. Variables: Holes without bogey or worse divided by total holes
Par 5 Scoring Average
Par 5 AvgAverage score on par 5s. Should be under 5.0 (birdie opportunities). Variables: Total strokes on par 5s divided by par 5s played
Scoring Average
AvgAverage score per round. Simple but affected by course difficulty. Tour avg ~70-71. Variables: Sum of all round scores divided by number of rounds
Adjusted Scoring Average
Adj AvgScoring average adjusted for field strength and course difficulty. Variables: Field Avg = Average score of field, 71.67 = PGA Tour baseline
Sand Save Percentage
Sand%Percentage of successful up-and-downs from greenside bunkers. Variables: Saves from greenside sand divided by attempts
Scrambling Percentage
Scramble%Percentage of pars or better when missing green in regulation. Measures short game. Variables: Successful scrambles divided by opportunities (non-GIR holes)
Strokes Gained Tee To Green
SG:T2GTotal ball-striking strokes gained. Everything except putting. Variables: Sum of OTT, Approach, and Around The Green
Strokes Gained Total
SG:TTotal strokes gained versus field. Sum of all strokes gained categories. Revolutionary metric that changed golf analytics. Variables: OTT = Off The Tee, APP = Approach, ATG = Around The Green, P = Putting
Strokes Gained Approach
SG:APPStrokes gained on approach shots (75-200 yards). Often the most predictive category for scoring. Variables: Calculated from expected strokes before and after approach shot
Strokes Gained Around The Green
SG:ATGStrokes gained within 30 yards of green (excluding putting). Measures short game skill. Variables: Includes chips, pitches, bunker shots. Before and after expected strokes comparison.
Strokes Gained Off The Tee
SG:OTTStrokes gained on tee shots compared to field. Measures driving quality combining distance and accuracy. Variables: Expected strokes based on lie after tee shot vs average. Applied on par 4s and 5s.
Strokes Gained Putting
SG:PStrokes gained putting versus field. Based on make percentage from each distance. Variables: Expected putts from starting distance minus actual putts taken
Net Points Won
Net%Points won when approaching the net. Good volleyers are 65%+. Variables: Points won at net divided by net approaches
Performance Index
PISimple sum of serve and return winning percentages minus 100. Positive is winning. Variables: SPW% = Service Points Won %, RPW% = Return Points Won %
Total Points Won
TPW%Overall point-winning percentage. 52%+ usually wins the match. Variables: All points won divided by all points played
Dominance Ratio
DRRatio of serve points won to serve points conceded. Above 1.0 is winning. Variables: SPW% = Service Points Won, RPW% = Return Points Won
Unforced Errors
UEErrors made without significant pressure. Lower is better. Variables: Errors not attributed to opponent pressure
Winner to Unforced Error Ratio
W/UERatio of winners to unforced errors. Above 1.0 is positive, 1.5+ is excellent. Variables: Winners divided by Unforced Errors
Winners
WOutright winning shots the opponent cannot touch. Measures offensive firepower. Variables: Count of unreturnable shots (excluding aces)
Forced Error Percentage
FE%Errors forced from opponent through pressure. Measures offensive pressure. Variables: Forced errors by opponent divided by total points
Break Points Converted
BP Conv%Percentage of break points converted. 40%+ is excellent. Variables: Break points won divided by total break point opportunities
First Serve Return Points Won
1st Ret%Points won when facing first serve. Good returners are 30%+. Variables: Points won against opponent first serves divided by first serves faced
Return Points Won
RPW%Points won on opponent's serve. Elite returners are 40%+. Variables: Points won while returning divided by total return points
Second Serve Return Points Won
2nd Ret%Points won when facing second serve. Elite returners are 55%+. Variables: Points won against opponent second serves divided by second serves faced
Ace Percentage
Ace%Percentage of service points that are aces. Big servers are 10%+. Variables: Aces = Unreturnable serves, Total Service Points = All points on serve
Break Points Saved
BPS%Percentage of break points saved on serve. 65%+ is excellent. Variables: Break points saved divided by total break points faced
Double Fault Percentage
DF%Percentage of service points lost to double faults. Lower is better; under 3% is good. Variables: Double Faults = Points lost from two consecutive faults
First Serve Percentage
1st%Percentage of first serves landing in. Higher is better but must balance with effectiveness. Variables: First Serves In = Successful first serves, Total First Serves = All first serve attempts
First Serve Points Won
1st Won%Points won when first serve lands in. Elite servers are 75%+. Variables: Points won when 1st serve is in divided by 1st serves in
Second Serve Points Won
2nd Won%Points won when serving second serve. Top players are 50%+. Variables: Points won on second serve divided by second serves in play
Service Games Won
SGW%Percentage of service games held. Top players on fast courts are 90%+. Variables: Service games won (held) divided by total service games
Service Points Won
SPW%Overall percentage of service points won. Elite is 65%+. Variables: All points won while serving divided by all service points
Championship Rounds Win Rate
Champ Rd%Performance in championship rounds. Measures cardio and deep water ability. Variables: Scoring in 4th and 5th rounds when applicable
Strikes Absorbed Per KO
SA/KOSignificant strikes absorbed per knockout loss. Higher = better chin. Variables: Total career sig strikes absorbed divided by KO/TKO losses
Output Efficiency
EffRatio of strikes landed to strikes absorbed. Measures trading efficiency. Variables: Can use sig strikes landed vs absorbed, or weighted damage metrics
Finish Rate
Fin%Percentage of wins that are finishes (KO/TKO/Sub). Measures finishing ability. Variables: KO/TKO/Submission wins divided by all wins
Knockdown Rate
KD/15Knockdowns per 15 minutes. Measures knockout power. Variables: Knockdowns scored normalized to 15 minutes
KO/TKO Rate
KO%Percentage of wins by knockout or TKO. Measures striking power. Variables: KO and TKO wins divided by total wins
Submission Rate
Sub%Percentage of wins by submission. Measures grappling finishing ability. Variables: Submission wins divided by total wins
Control Time Percentage
Ctrl%Percentage of fight spent in dominant control position. Key for decision wins. Variables: Time in top control or clinch control divided by fight time
Submission Attempts Per 15 Minutes
Sub/15Average submission attempts per 15 minutes. Measures ground attack. Variables: All submission attempts normalized to 15 minutes
Submission Average
SubAvgAverage submission attempts per fight
Takedown Accuracy
TD%Percentage of takedown attempts that succeed. Elite wrestlers are 50%+. Variables: Successful takedowns divided by attempts
Takedown Defense
TD Def%Percentage of opponent takedowns defended. Elite is 85%+. Variables: Takedowns defended divided by opponent attempts
Takedowns Per 15 Minutes
TD/15Average takedowns per 15-minute equivalent. Measures wrestling activity. Variables: Takedowns normalized to 15 minutes (standard 3-round fight)
Guard Pass Rate
Pass%Guard passes per minute spent in opponent's guard. Measures top game. Variables: Guard passes divided by time in guard position
Win Streak Average
WSAAverage length of win streaks. Measures consistency at high level. Variables: Total wins in streaks divided by number of separate streaks
Distance Strike Rate
Dist%Percentage of strikes at distance (vs clinch/ground). Measures fighting style. Variables: Distance strikes divided by all significant strikes
Head Strike Rate
Head%Percentage of strikes targeting the head. Higher indicates finishing intent. Variables: Head strikes divided by total strikes
Significant Strike Accuracy
SigStr%Percentage of significant strikes that land. Elite strikers are 50%+. Variables: Landed vs Attempted significant strikes
Significant Strike Defense
Str Def%Percentage of opponent significant strikes avoided/blocked. Higher is better defense. Variables: Strikes Absorbed = strikes that land, Strikes Faced = opponent attempts
Significant Strikes Absorbed Per Minute
SApMAverage significant strikes absorbed per minute. Measures defense and durability. Variables: Significant Strikes Absorbed = Power strikes taken
Significant Strikes Landed Per Minute
SLpMAverage significant strikes landed per minute of fight time. Key offensive metric. Variables: Significant Strikes = Power strikes (not jabs/feints), Fight Time in minutes
Striking Differential
Str DiffDifference between strikes landed and absorbed per minute. Positive = winning exchanges. Variables: SLpM = Strikes Landed per Minute, SApM = Strikes Absorbed per Minute
Attack Efficiency
EffNet attacking efficiency accounting for errors. Elite is .350+, good is .250+. Variables: Kills = Points scored, Errors = Attack errors, Attempts = Total attacks
Attack Error Percentage
AE%Percentage of attacks resulting in errors. Lower is better; under 15% is good. Variables: Attack Errors = Attacks hit into net/out/blocked, Total Attempts = All attacks
Kill Percentage
Kill%Percentage of attack attempts resulting in kills. Elite hitters are 40%+. Variables: Kills = Attacks resulting in points, Total Attempts = All attack attempts
Kills Per Set
K/SAverage kills per set. Primary attacking volume metric. Variables: Total Kills = Attack points, Sets = Sets played
Points Per Set
Pts/SAverage points contributed per set. Includes kills, blocks, aces. Variables: Total Points = Kills + Blocks + Aces, Sets = Sets played
Block Error Percentage
BE%Percentage of block attempts resulting in errors (net violations, etc.). Variables: Block Errors = Net touches, centerline, etc.
Blocks Per Set
B/SAverage blocks (solo + assist) per set. Good blockers are 1.0+. Variables: Total Blocks = Block kills, Sets = Sets played
Solo Blocks Per Set
SB/SAverage solo blocks per set (no assist). Measures individual blocking. Variables: Solo Blocks = Single player blocks
Dig Percentage
Dig%Success rate on digging attacks
Digs Per Set
D/SAverage digs per set. Liberos typically have highest D/S. Variables: Total Digs = Successful defensive plays, Sets = Sets played
Dig Efficiency
Dig EffPercentage of dig attempts that result in playable balls. Variables: Good Digs = Digs allowing offense, Dig Attempts = All defensive plays on attacks
Reception Efficiency
Rec EffNet serve receive efficiency accounting for errors. Variables: Good Receptions = Passes allowing full offense, Errors = Aces/Bad passes
Serve Receive Rating
SRRWeighted rating of serve receive quality. 2.0+ is excellent. Variables: Perfect (3) = Ball to setter in zone, Good (2) = Playable, OK (1) = Difficult, Bad (0) = Error/Ace
Ace Percentage
Ace%Percentage of serves resulting in aces. Good servers are 8-10%. Variables: Aces = Serves not returned, Total Serves = All serve attempts
Aces Per Set
A/SAverage aces per set. Measures serving effectiveness. Variables: Total Aces = Service winners, Sets = Sets played
Service Error Percentage
SE%Percentage of serves resulting in errors. Under 10% is good. Variables: Service Errors = Serves into net/out, Total Serves = All serve attempts
Assist Percentage
Ast%Percentage of team kills assisted by setter. Measures setter involvement. Variables: Assists = Sets leading to kills, Team Kills = All team attack points
Assists Per Set
Ast/SAverage assists per set. Primary setter productivity metric. Variables: Total Assists = Sets leading to kills, Sets = Sets played
Set Win Percentage
Set Win%Percentage of sets won. Measures overall team performance. Variables: Sets won divided by total sets played
Point Scoring Percentage
PSPPercentage of your serves resulting in your point (break points). Variables: Points won while serving divided by your serve opportunities
Sideout Percentage
SO%Percentage of opponent serves resulting in your point. Key team metric. Variables: Points won while receiving serve divided by opponent serve opportunities
Understanding Sports Analytics Formulas
Learn how to interpret and apply these formulas in your analysis.