Sports Analytics Glossary
Your comprehensive guide to sports analytics terms, metrics, and abbreviations
+/- (Plus/Minus)
The point differential when a player is on the court, calculated as team points scored minus opponent points scored. A positive plus/minus indicates the team outscored opponents with the player on the floor. While useful, it's heavily influenced by teammates and opponents, requiring context for proper interpretation.
+/- (Plus/Minus)
The point differential when a player is on the court, calculated as team points scored minus opponent points scored. A positive plus/minus indicates the team outscored opponents with the player on the floor. While useful, it's heavily influenced by teammates and opponents, requiring context for proper interpretation.
10-8 Round
A round score indicating dominant performance with impact, damage, or complete control throughout the majority of the round.
10-9 Round
The most common round score where one fighter clearly wins but does not dominate or severely damage the opponent.
1st Serve % (1st Serve %)
The percentage of first serves that land in the service box. A higher percentage indicates better serve consistency and reduces pressure on the second serve.
2nd Serve % (2nd Serve %)
The percentage of second serves that land in the service box. This metric is crucial as it directly relates to double fault frequency.
3P% (3P%)
Three-Point Percentage - The percentage of three-point attempts that are made, calculated as 3PM / 3PA. League average is typically around 35-37%, with elite shooters achieving 40% or higher. This is a critical metric in modern basketball analytics.
3PA (3PA)
Three-Point Attempts - The number of field goal attempts taken from beyond the three-point line. Modern basketball has seen a dramatic increase in three-point attempts due to their higher point value. This metric indicates a player's willingness to shoot from long range.
3PA (Three-Point Attempts)
The number of field goal attempts taken from beyond the three-point line. Modern basketball has seen a dramatic increase in three-point attempts due to their higher point value. This metric indicates a player's willingness to shoot from long range.
Ace
A serve that is not touched by the receiver, resulting in an immediate point for the server. Aces are typically achieved through high serve speed or exceptional placement.
Ace
A hole-in-one, where a player completes a hole in a single stroke from the tee box. Most commonly achieved on par-3 holes.
Ace
A serve that directly results in a point without being touched by the receiving team, or is touched but cannot be kept in play.
Adjusted Line Yards (ALY)
A metric that assigns offensive line responsibility for running back yards based on distance gained: 100% for 0-4 yards, decreasing for longer runs and negative for losses.
ADOT (ADOT)
Average Depth of Target. The average number of yards downfield a quarterback throws the ball, regardless of completion. Higher ADOT indicates more aggressive downfield passing.
Advantage (Ad)
The point after deuce when one player leads. If the player with advantage wins the next point, they win the game; if they lose, the score returns to deuce.
Aerial Duels Won
Percentage of aerial challenges won when competing for the ball in the air. Important for defenders, particularly from set pieces and long balls. Formula: (Aerial Duels Won / Total Aerial Duels) × 100
Air Yards
The distance a pass travels in the air from the line of scrimmage to where the receiver catches or is targeted. Does not include yards gained after the catch.
Albatross
A score of three strokes under par on a hole, also known as a double eagle. Most commonly achieved on par-5 holes with a score of 2.
ANY/A (ANY/A)
Adjusted Net Yards per Pass Attempt - passing yards adjusted for TDs and INTs
ANY/A (ANY/A)
Adjusted Net Yards per Attempt. Passing yards with 20-yard bonus for touchdowns, 45-yard penalty for interceptions, minus sack yardage, divided by total pass attempts including sacks. Considered one of the best single stats for quarterback efficiency.
Appearances
The number of matches a player has participated in, regardless of minutes played. Includes substitute appearances.
Approach Shot
A groundstroke hit while moving forward toward the net, typically used to transition from baseline to net play. Approach shots should be deep and force defensive replies.
Assist
The final pass or touch leading directly to a goal being scored by a teammate. One of the primary creative statistics in soccer.
Assists (A)
A pass or passes that directly contribute to a goal. Up to two assists can be awarded on a single goal to the players who touched the puck immediately before the goal scorer.
AST (AST)
Assists - A pass that directly leads to a teammate scoring a basket. The pass must directly contribute to the score, meaning the receiving player scores immediately or after one dribble. Assists measure a player's ability to create scoring opportunities for teammates.
AST (AST)
Assists - A pass that directly leads to a teammate scoring a basket. The pass must directly contribute to the score, meaning the receiving player scores immediately or after one dribble. Assists measure a player's ability to create scoring opportunities for teammates.
AST/TO (AST/TO)
The ratio of assists to turnovers, calculated as AST / TOV. This metric measures a player's playmaking efficiency and ball security. Point guards typically have the highest ratios, with 2:1 or better considered good.
AST% (AST%)
An estimate of the percentage of teammate field goals assisted by the player while on the floor. This measures playmaking rate independent of pace and playing time. Elite point guards typically have assist percentages above 30%.
AST% (Assist Percentage)
An estimate of the percentage of teammate field goals assisted by the player while on the floor. This measures playmaking rate independent of pace and playing time. Elite point guards typically have assist percentages above 30%.
At Bat (AB)
An official batting appearance that counts toward a player's batting average, excluding walks, hit by pitches, sacrifice bunts, and sacrifice flies. At-bats are the denominator in calculating batting average and several other traditional statistics. A plate appearance that results in a walk or sacrifice does not count as an at-bat.
ATP Points (ATP)
Association of Tennis Professionals ranking points awarded based on tournament performance. ATP points determine world rankings for male professional players.
Attack
An offensive play where a player attempts to hit the ball into the opponent's court with the intent to score a point.
Attack Efficiency
Hitting percentage calculated as (kills - errors) / total attacks, measuring overall attacking effectiveness.
Average Fastball Velocity (vFA)
The average velocity of a pitcher's fastball measured in miles per hour by Statcast. Higher velocity correlates with better strikeout rates and fewer hard-hit balls, though command and pitch mix are also critical. The average major league fastball velocity has increased to around 93-94 mph in recent years.
Average Time on Ice (ATOI)
The average amount of time per game that a player spends on the ice. Calculated by dividing total time on ice by games played.
BABIP (BABIP)
Batting Average on Balls In Play - measures how often balls in play fall for hits
Back Control
A dominant position where a fighter is behind the opponent with hooks in, considered the most dominant position in MMA.
Barrel Rate (Barrel%)
The percentage of batted balls that achieve optimal exit velocity and launch angle combinations, as defined by Statcast. Barrels represent the ideal contact outcomes with the highest likelihood of producing extra-base hits and home runs. A barrel rate above 10% is considered excellent and strongly correlates with power production.
Base Runs (BsR)
A run estimator formula that models the scoring process more accurately than linear weights approaches by accounting for the non-linear relationship between offensive events. It separates advancement on base from scoring opportunities, providing a more realistic estimate of runs created. Base Runs is considered one of the most accurate run estimation methods available.
Baseline Rally
An exchange of groundstrokes where both players remain behind the baseline. Modern tennis is dominated by baseline rallies featuring heavy topspin and powerful shots.
Batting Average (AVG)
The ratio of a player's hits to their total at-bats, calculated by dividing hits by at-bats. It is one of the oldest and most traditional measures of batting performance. A .300 average is typically considered excellent in professional baseball.
Batting Average on Balls In Play (BABIP)
Measures how often a ball in play (excluding home runs) falls for a hit, calculated by dividing hits minus home runs by at-bats minus home runs minus strikeouts plus sacrifice flies. The league average BABIP typically hovers around .300, and extreme deviations often indicate luck that will regress. It helps identify whether a player's performance is sustainable or influenced by good or bad luck.
Big Chance
A situation where a player should reasonably be expected to score, usually with an xG value of 0.35 or higher. These are high-quality goal-scoring opportunities.
Birdie
A score of one stroke under par on a hole. For example, completing a par-4 hole in 3 strokes.
Blitz Rate
The percentage of defensive plays where five or more pass rushers attack the line of scrimmage. Indicates defensive aggressiveness and scheme tendencies.
BLK (Blocks)
When a defensive player legally deflects or stops a field goal attempt by touching the ball. Blocks must occur before the ball reaches its apex and without goaltending. Elite shot blockers provide rim protection and deter opponents from attacking the basket.
BLK (BLK)
When a defensive player legally deflects or stops a field goal attempt by touching the ball. Blocks must occur before the ball reaches its apex and without goaltending. Elite shot blockers provide rim protection and deter opponents from attacking the basket.
BLK% (Block Percentage)
An estimate of the percentage of opponent two-point field goal attempts blocked by the player while on the floor. This metric adjusts for playing time and opponent shot attempts. Elite rim protectors can achieve block percentages above 5%.
BLK% (BLK%)
An estimate of the percentage of opponent two-point field goal attempts blocked by the player while on the floor. This metric adjusts for playing time and opponent shot attempts. Elite rim protectors can achieve block percentages above 5%.
Block
A defensive play where one or more front-row players jump at the net with arms extended to intercept or deflect an opponent's attack.
Block Assist
When two or more players combine on a block that results in a point, each blocker is credited with a block assist.
Block Return
A defensive return where the racket is simply held firm to deflect a powerful serve back into play. Common against serves exceeding 120 mph.
Blocked Shots (BLK)
The number of opponent shots prevented from reaching the net by a skater using their body or stick. A key defensive contribution that prevents scoring chances.
Blocks
Defensive actions where a player uses their body to stop a shot, pass, or cross from reaching its intended destination.
Body Strikes
Strikes targeted at the opponent's torso, including punches, kicks, knees, and elbows to the body.
Bogey
A score of one stroke over par on a hole. For example, completing a par-4 hole in 5 strokes.
Box Plus/Minus (BPM)
A box score estimate of points per 100 possessions a player contributed above league average.
BPM (BPM)
A box score-based metric that estimates a player's contribution relative to league average per 100 possessions. It combines offensive and defensive box plus/minus components. A BPM of +5.0 indicates an All-Star level player.
BPM (Box Plus/Minus)
A box score-based metric that estimates a player's contribution relative to league average per 100 possessions. It combines offensive and defensive box plus/minus components. A BPM of +5.0 indicates an All-Star level player.
Break Back
When a player immediately breaks their opponent's serve after having their own serve broken. Breaking back restores parity in the set.
Break of Serve
When the receiving player wins a game in which their opponent was serving. Breaking serve is crucial for winning sets and matches.
Break Point
A point that, if won by the receiver, results in breaking the server's serve. Break points occur when the score is 30-40, 0-40, 15-40, or at advantage receiver.
Break Point Conversion
The percentage of break point opportunities that are successfully converted into breaks of serve. Elite players typically convert 40-50% of break points.
Build-up Play
The process of advancing the ball from defensive positions through midfield to create attacking opportunities. Involves patient passing and positional rotation.
C&S FG% (C&S FG%)
The shooting percentage on field goal attempts where the player catches the ball and shoots within two seconds without dribbling. This isolates pure shooting ability from shot creation. Specialists often exceed 40% on catch-and-shoot attempts.
Catch Rate Allowed
The percentage of targets thrown to a receiver in a defender's coverage that result in a completion. Lower percentages indicate tighter coverage and better defensive back play.
Caught Stealing Percentage (CS%)
The percentage of stolen base attempts that a catcher successfully throws out, calculated by dividing caught stealing by stolen base attempts. It measures a catcher's defensive contribution in controlling the running game. League average CS% is typically around 25-30%, with elite catchers maintaining rates above 35%.
Charges (Charges Drawn)
When a defensive player establishes legal guarding position and takes contact from an offensive player, resulting in an offensive foul. Drawing charges requires positioning, anticipation, and willingness to sacrifice the body. They result in turnovers and team fouls for the opponent.
Charges (Charges Drawn)
When a defensive player establishes legal guarding position and takes contact from an offensive player, resulting in an offensive foul. Drawing charges requires positioning, anticipation, and willingness to sacrifice the body. They result in turnovers and team fouls for the opponent.
Chip Return
A shortened, sliced return shot often used against powerful serves. The chip return keeps the ball low and gives the returner time to recover position.
Clean Sheet
A match in which a team or goalkeeper does not concede any goals. An important statistic for evaluating defensive performance.
Clearances
Defensive actions that remove the ball from the defensive zone, usually with power and urgency, often resulting in a loss of possession.
Clearances (CLR)
Successful attempts to move the puck out of the defensive zone, either by passing or shooting the puck to relieve pressure.
Clinch Strikes
Strikes delivered while fighters are in close contact, typically including knees, elbows, and short punches.
Coffin Corner Percentage
The percentage of punts downed or out of bounds inside the opponent's 10-yard line. Measures a punter's ability to pin opponents deep and directional kicking precision.
Complete Game (CG)
A game in which a starting pitcher throws the entire game for their team, regardless of the outcome or number of innings in a shortened game. Complete games have become increasingly rare in modern baseball due to pitch count limits and specialized bullpen usage. They demonstrate stamina, efficiency, and dominance when achieved.
Contact Percentage (Contact%)
The percentage of swings that result in contact with the baseball, calculated by dividing swings with contact by total swings. Lower contact rates indicate better ability to generate swings and misses, which typically leads to more strikeouts. League average contact rate is around 75-77%, with elite pitchers maintaining rates below 70%.
Contest% (Contest Percentage)
The percentage of opponent field goal attempts that a defender contests while on the floor. This tracking metric measures defensive activity and effort. Higher contest percentages indicate more active defensive positioning.
Contest% (Contest Percentage)
The percentage of opponent field goal attempts that a defender contests while on the floor. This tracking metric measures defensive activity and effort. Higher contest percentages indicate more active defensive positioning.
Contested Catch Rate
The percentage of contested targets (where a defender is within one yard at catch point) that a receiver successfully catches. Measures a receiver's ability to win in tight coverage.
Contested Shots (Contested Shots)
The percentage of a player's field goal attempts where a defender is within a certain distance (typically 4 feet) at release. Higher percentages indicate a player faces tighter defense, often due to their scoring threat. Elite scorers maintain efficiency even with high contested shot rates.
Control Time
The cumulative time a fighter maintains a dominant position on the ground, typically measured in minutes and seconds.
Conversion Rate
The percentage of shots that result in goals. Measures finishing efficiency and clinical nature in front of goal. Formula: (Goals / Total Shots) × 100
Corsi (CF)
Shot attempts including goals, saves, misses, and blocks
Corsi (CF)
All shot attempts (shots on goal, missed shots, and blocked shots) taken by a team while a player is on the ice. A possession proxy metric.
Corsi (CF)
Shot attempt differential including goals, shots on net, missed shots, and blocked shots.
Corsi For Percentage (CF%)
The percentage of all shot attempts taken by a player's team while they are on the ice. Calculated as (Corsi For / Total Corsi) × 100.
Course Rating
The expected score for a scratch golfer (0 handicap) on a course under normal conditions, used to assess course difficulty and calculate handicaps.
Cover
Defensive positioning where teammates surround an attacker to retrieve a blocked ball and keep it in play.
Coverage Grade
An advanced metric that evaluates a defensive back's performance in coverage, considering target rate, completion percentage allowed, yards per coverage snap, and pass breakups.
Coverage Snaps Per Reception
The number of coverage snaps a defensive back plays per reception allowed in their coverage. Higher numbers indicate fewer receptions allowed per opportunity.
CPOE (CPOE)
Completion Percentage Over Expected. Measures how much better or worse a quarterback's completion percentage is compared to expectation based on factors like depth of target, receiver separation, and defensive pressure.
CPOE (CPOE)
Completion Percentage Over Expected - Actual completion percentage minus expected completion percentage.
Crosses Completed
Successful crosses into the penalty area that reach a teammate. Measures delivery quality from wide positions.
Cut Line
The score that determines which players continue playing for the final rounds of a tournament. Typically, the top 60-70 players and ties make the cut after 36 holes.
DBPM (DBPM)
A box score-based metric that estimates a player's defensive contribution relative to league average per 100 possessions. It uses statistics like steals, blocks, and defensive rebounds to evaluate defensive impact. Positive values indicate above-average defensive performance.
DEF WS (Defensive Win Shares)
An estimate of the number of wins contributed by a player due to their defense. This metric credits players for team defensive performance while they're on the court. It's calculated using defensive rating and playing time.
DEF WS (Defensive Win Shares)
An estimate of the number of wins contributed by a player due to their defense. This metric credits players for team defensive performance while they're on the court. It's calculated using defensive rating and playing time.
Defensive Actions
The sum of all defensive contributions including tackles, interceptions, clearances, blocks, and aerial duels won. Provides an overall measure of defensive activity. Formula: Tackles + Interceptions + Clearances + Blocks + Aerial Duels Won
Defensive Efficiency (DER)
The percentage of balls in play that are converted into outs by the defense, calculated by dividing outs on balls in play by total balls in play. It measures the overall defensive performance of an entire team rather than individual players. A higher DER indicates better team defense, with league average typically around .690-.700.
Defensive EPA
Expected Points Added from the defensive perspective. Negative values are good for defenses, indicating they allowed fewer points than expected. Measures overall defensive impact.
Defensive Point Shares (DPS)
An estimate of the number of points contributed by a player due to their defensive play. Uses goals against and ice time to calculate defensive value.
Defensive Runs Saved (DRS)
Estimates the number of runs a player saved or cost their team compared to an average fielder at their position. It incorporates various components including range, error prevention, outfield arm strength, and double play turning ability. Positive DRS values indicate above-average defense, with +10 DRS considered gold glove caliber.
Deflections (Deflections)
The number of times a player gets a hand on the ball on defense, disrupting passes or dribbles. Deflections don't always result in steals but indicate active defensive hands and disruption. This hustle stat correlates with overall defensive impact.
Deflections (Deflections)
The number of times a player gets a hand on the ball on defense, disrupting passes or dribbles. Deflections don't always result in steals but indicate active defensive hands and disruption. This hustle stat correlates with overall defensive impact.
Deuce
A score of 40-40 in a game. From deuce, a player must win two consecutive points (advantage, then game point) to win the game.
DFG% (DFG%)
The field goal percentage allowed by a defender on shots they contest or when they are the primary defender. This tracking statistic measures how well a player prevents made baskets. Lower percentages indicate better individual defensive performance.
Dig
A defensive play where a player successfully receives an attacked ball and keeps it in play, preventing it from touching the floor.
Distance (Distance Covered)
The total distance in miles that a player travels during a game, measured by player tracking systems. This includes all movement on the court regardless of speed. Players who cover more distance often have higher motor and defensive engagement.
Distance (Distance)
The total distance in miles that a player travels during a game, measured by player tracking systems. This includes all movement on the court regardless of speed. Players who cover more distance often have higher motor and defensive engagement.
Distance Strikes
Strikes thrown from standing position while fighters are separated, including jabs, crosses, kicks, and long-range techniques.
Double Bogey
A score of two strokes over par on a hole. For example, completing a par-4 hole in 6 strokes.
Double Fault
When a player fails to land both their first and second serve in the service box, resulting in the loss of a point. Double faults are critical errors in tennis.
Double Play Percentage (DP%)
For middle infielders, the percentage of double play opportunities that are successfully converted into double plays. It measures both range to reach ground balls and the ability to turn two quickly and accurately. Elite middle infielders combine strong DP% with high range factors to provide maximum value.
Double-Double (Double-Double)
A single-game performance where a player accumulates double-digit totals in two of five statistical categories: points, rebounds, assists, steals, or blocks. The most common double-doubles are points-rebounds and points-assists. Recording frequent double-doubles indicates versatile, well-rounded play.
Double-Double (Double-Double)
A single-game performance where a player accumulates double-digit totals in two of five statistical categories: points, rebounds, assists, steals, or blocks. The most common double-doubles are points-rebounds and points-assists. Recording frequent double-doubles indicates versatile, well-rounded play.
DRB (DRB)
Rebounds collected on the defensive end after a missed field goal by the opposing team. Defensive rebounds end opponent possessions and allow teams to transition to offense. Securing defensive rebounds is fundamental to preventing second-chance points.
DRB (Defensive Rebounds)
Rebounds collected on the defensive end after a missed field goal by the opposing team. Defensive rebounds end opponent possessions and allow teams to transition to offense. Securing defensive rebounds is fundamental to preventing second-chance points.
DRB% (DRB%)
The percentage of available defensive rebounds a player grabs while on the floor. The formula estimates what percentage of opponent misses are rebounded by the player. Higher percentages indicate stronger defensive rebounding ability.
Dribbles Completed
Successful attempts to beat a defender with the ball. The player must maintain possession after going past the opponent.
Drives (Drives Per Game)
The number of times per game a player drives toward the basket with the ball, tracked via player tracking data. Drives are defined as offensive moves that start at least 20 feet from the basket and end within 10 feet. High drive numbers indicate aggressive attacking play.
Drives (Drives)
The number of times per game a player drives toward the basket with the ball, tracked via player tracking data. Drives are defined as offensive moves that start at least 20 feet from the basket and end within 10 feet. High drive numbers indicate aggressive attacking play.
Driving Accuracy
The percentage of fairways hit with the tee shot on par-4 and par-5 holes, measuring consistency and control off the tee.
Driving Distance
The average distance a player's tee shots travel on par-4 and par-5 holes, measured in yards. Typically measured on two designated holes per round.
Drop Shot
A softly hit shot that barely clears the net and lands short in the opponent's court. Drop shots are tactical weapons used to move opponents forward or win points outright.
DRtg (DRtg)
An estimate of points allowed per 100 possessions by a player or team. For players, it estimates how many points the team allows while they're on the floor. Lower defensive ratings indicate better defensive performance.
DRtg (Defensive Rating)
An estimate of points allowed per 100 possessions by a player or team. For players, it estimates how many points the team allows while they're on the floor. Lower defensive ratings indicate better defensive performance.
DVOA (DVOA)
Defense-adjusted Value Over Average. Measures efficiency by comparing success on every play to a league average based on situation and opponent, expressed as a percentage above or below average.
DVOA (DVOA)
Defense-adjusted Value Over Average - Measures a teams efficiency by comparing success on every play to league average.
DVOA (DVOA)
Defense-adjusted Value Over Average - measures team/player efficiency vs league average
DYAR (DYAR)
Defense-adjusted Yards Above Replacement. Measures total value contributed by a player compared to replacement-level performance, adjusted for situation and opponent strength.
Eagle
A score of two strokes under par on a hole. For example, completing a par-5 hole in 3 strokes or a par-4 in 2 strokes.
Earned Run Average (ERA)
The average number of earned runs a pitcher allows per nine innings pitched, calculated by dividing earned runs by innings pitched and multiplying by nine. It is the most traditional measure of pitching effectiveness, though it can be influenced by factors outside the pitcher's control. An ERA under 3.00 is typically considered excellent in modern baseball.
Effective Grappling
A judging criterion evaluating takedowns, submission attempts, and ground control that advances position or threatens the opponent.
Effective Striking
The primary judging criterion evaluating the impact and damage of strikes, considering both quantity and quality of striking.
eFG% (eFG%)
Effective Field Goal Percentage - A shooting percentage that adjusts for the fact that three-point field goals are worth more than two-point field goals. The formula is: (FGM + 0.5 * 3PM) / FGA. This metric provides a better measure of shooting efficiency than standard FG%.
Elbow Touches (Elbow Touches)
The number of times per game a player receives the ball in the elbow area (the corners where the free throw line meets the lane). The elbow is a key decision-making zone for pick-and-pop players and mid-range shooters. This tracking stat identifies players who operate from these efficient passing positions.
EPA (EPA)
Expected Points Added. A measure of how much a play increases or decreases a team's expected points on a drive. Positive EPA indicates the offense gained more points than expected, while negative EPA indicates they lost expected points.
EPA (EPA)
Expected Points Added - The difference between the expected points before and after a play.
Even Strength (EV)
When both teams have the same number of skaters on the ice, typically 5-on-5. The majority of game time is played at even strength.
Even Strength Save Percentage (EV SV%)
Save percentage calculated only from even-strength situations (5-on-5). Removes the influence of special teams play on overall save percentage.
Exit Velocity (EV)
The speed of the ball off the bat measured in miles per hour.
Exit Velocity (EV)
The speed of the baseball as it comes off the bat after contact, measured in miles per hour by Statcast. Higher exit velocities correlate strongly with better offensive outcomes, as harder-hit balls are more likely to become hits. Elite hitters regularly produce average exit velocities above 90 mph.
Expected Assists (xA)
The probability that a pass will result in a goal based on the quality of the chance created.
Expected Fielding Independent Pitching (xFIP)
Similar to FIP but normalizes home run rate to league average based on fly ball rate, assuming that home run rates on fly balls tend to regress toward the mean. This accounts for the fact that HR/FB ratios fluctuate significantly year-to-year due to luck and sample size. xFIP is often considered more predictive of future performance than FIP.
Expected Goals (xG)
Probability a shot will be a goal based on shot type, distance, angle, and other factors.
Expected Goals (xG)
Statistical measure of shot quality and scoring probability
Expected Goals (xG)
A metric that quantifies the quality of a scoring chance based on historical data.
Expected Goals Against (xGA)
The number of goals a team would be expected to allow based on the quality and quantity of opponent scoring chances while a player is on ice.
Expected Goals For (xGF)
The number of goals a team would be expected to score based on the quality and quantity of their scoring chances while a player is on ice.
Expected Goals Percentage (xGF%)
The percentage of expected goals for a team while a player is on ice. Calculated as (xGF / [xGF + xGA]) × 100. Measures shot quality control.
Expected Points (EP)
The average number of points a team can expect to score on a drive given the current down, distance, and field position based on historical data.
Expected Strokes
The statistical baseline used in strokes gained calculations, representing the average number of strokes required to complete a hole from any position on the course.
Explosive Play Rate
The percentage of plays that gain 10+ yards on passing plays or 15+ yards on rushing plays. Measures an offense's big-play capability and home-run potential.
Extra Point Percentage (XP%)
The percentage of extra point attempts that are successfully converted. While traditionally near-automatic, rule changes have made this more challenging and analytically relevant.
Faceoff Win Percentage (FO%)
The percentage of faceoffs won by a player. Calculated as (Faceoffs Won / Total Faceoffs) × 100. Critical for gaining puck possession.
Fault
A serve that fails to land in the correct service box or violates serving rules. Players are allowed two attempts per point, with a second fault resulting in a double fault.
FedEx Cup Points
Points awarded based on tournament finish position throughout the PGA Tour season, used to determine playoff eligibility and season-long champion.
Fenwick (FF)
Shot attempts excluding blocked shots
Fenwick (FF)
Shot attempt differential excluding blocked shots.
Fenwick (FF)
All unblocked shot attempts (shots on goal and missed shots) while a player is on ice. Similar to Corsi but excludes blocked shots.
Fenwick For Percentage (FF%)
The percentage of all unblocked shot attempts taken by a player's team while on ice. Calculated as (Fenwick For / Total Fenwick) × 100.
FG% (FG%)
Field Goal Percentage - The percentage of field goal attempts that are made, calculated as FGM / FGA. This basic shooting metric treats all field goals equally regardless of distance. It's useful but doesn't account for the added value of three-point shots.
FGA (Field Goal Attempts)
The total number of shots attempted from the field, excluding free throws. This includes both made and missed shots from two-point and three-point range. FGA helps measure a player's offensive volume and shot selection.
FGA (FGA)
Field Goal Attempts - The total number of shots attempted from the field, excluding free throws. This includes both made and missed shots from two-point and three-point range. FGA helps measure a player's offensive volume and shot selection.
Field Goal Percentage (FG%)
The percentage of field goal attempts that are successfully made. Often broken down by distance ranges (under 40 yards, 40-49 yards, 50+ yards) for more detailed analysis.
Field Tilt
The percentage of total actions (passes, shots, etc.) that occur in the opposition half. Indicates territorial dominance and attacking intent. Formula: (Actions in Opposition Half / Total Actions) × 100
Fielding Independent Pitching (FIP)
Estimates what a pitcher's ERA should be based only on outcomes the pitcher can control: strikeouts, walks, hit batters, and home runs. It removes the impact of defense and luck on balls in play, providing a more accurate measure of pitching skill. FIP is scaled to ERA for easy comparison, and FIP significantly lower than ERA suggests bad luck or poor defense.
Fielding Percentage (FPCT)
The percentage of chances handled successfully by a fielder, calculated by dividing the sum of putouts and assists by the sum of putouts, assists, and errors. While traditional, it is considered a poor measure of defensive ability because it doesn't account for range or plays not made. A fielder with limited range who makes no errors can have a perfect fielding percentage while providing poor defense.
Fight IQ
A fighter's tactical intelligence, including decision-making, adaptability, game planning, and ability to exploit opponent weaknesses.
Fighting Area Control
The ability to control where the fight takes place, including pressing the action and determining range and engagement.
Finish Rate
The percentage of fights a fighter has won by stoppage (KO, TKO, or submission) rather than decision.
FIP (FIP)
Fielding Independent Pitching - Measures what a pitchers ERA would be if they had average defense behind them.
FIR
Fairways in Regulation - percentage of time a tee shot comes to rest in the fairway on par-4 and par-5 holes. A key measure of driving accuracy.
First Pitch Strike Percentage (F-Strike%)
The percentage of plate appearances in which the pitcher throws a strike on the first pitch. Throwing first-pitch strikes is crucial for establishing favorable counts and maintaining control of at-bats. Pitchers with F-Strike% above 65% typically have better overall results, as hitters perform significantly worse when behind in the count.
Float Serve
A serve with minimal spin that causes the ball to move unpredictably through the air, making it difficult to receive.
Forced Error (FE)
An error caused by an opponent's aggressive or well-placed shot that forced the player into a difficult position. Distinguished from unforced errors in post-match analysis.
Fouls Committed
The total number of fouls a player commits. While sometimes tactical, excessive fouls can indicate poor positioning or lack of discipline.
Fourth Down Aggressiveness
A metric measuring how often a team attempts to convert fourth downs compared to league average or optimal analytical strategy. Higher values indicate more aggressive decision-making.
Framing Runs (FRM)
Estimates the number of runs a catcher saves by receiving pitches in a way that influences umpires to call more strikes. Using Statcast data, it compares the actual called balls and strikes to the expected outcomes based on pitch location. Elite framers can save 15-20 runs per season, making it one of the most valuable defensive skills.
FT% (FT%)
Free Throw Percentage - The percentage of free throw attempts that are made, calculated as FTM / FTA. Free throws are uncontested shots from 15 feet, making this a measure of shooting consistency and touch. Elite free throw shooters typically convert 85% or more.
Game Script
The average score differential throughout a game, weighted by time remaining. Positive game scripts indicate leading, negative indicates trailing. Affects play-calling and statistical interpretation.
Game-Winning Goals (GWG)
The goal that proves to be one more than the opposing team's final total. Credited to the player who scored what becomes the decisive goal.
Games Started (GS)
The number of games in which a player was in the starting lineup at the beginning of the game. For pitchers, it specifically refers to games in which they were the starting pitcher who threw the first pitch. Games started is a basic counting statistic used to measure playing time and opportunity.
Games Started (GS)
The number of games in which a goaltender was on the ice for the opening faceoff. Indicates the primary starting goaltender.
Garbage Time
Game situations where one team has a near-certain win probability (typically over 95%), usually occurring late in blowout games. Statistics accumulated during garbage time can be misleading for evaluation.
GIR
Greens in Regulation - when the ball reaches the putting surface in the expected number of strokes (par minus 2). For example, reaching a par-4 green in 2 shots.
Giveaways (GV)
Instances where a player loses possession of the puck through an unforced error, poor pass, or mishap that directly leads to opponent possession.
Goal Involvement
The combined total of goals and assists a player contributes. Measures overall attacking output and impact on team scoring. Formula: Goals + Assists
Goal-Creating Actions
The two offensive actions directly leading to a goal. Can include passes, dribbles, winning fouls, or defensive actions leading to goals.
Goals (G)
The total number of goals scored by a player. A goal is awarded when the puck completely crosses the goal line between the posts and under the crossbar.
Goals Above Replacement (GAR)
The number of goals a player contributes above what a replacement-level player would contribute in the same ice time. Measures total player value.
Goals Against (GA)
The total number of goals allowed by a goaltender while on the ice. Used to calculate GAA and other performance metrics.
Goals Against Average (GAA)
The average number of goals a goaltender allows per 60 minutes of ice time. Calculated as (Goals Against × 60) / Minutes Played.
Goals Per 90
The average number of goals a player scores per 90 minutes of play. Normalizes scoring output for fair comparison between players. Formula: (Total Goals / Minutes Played) × 90
Goals Saved Above Average (GSAA)
The number of goals a goaltender has prevented compared to a league-average goaltender facing the same number of shots. Positive values indicate above-average performance.
Grand Slam
The four most prestigious tournaments in professional tennis: Australian Open, French Open, Wimbledon, and US Open. Winning all four in a calendar year is the sport's ultimate achievement.
Ground and Pound
A strategy of taking an opponent down and striking them on the ground, typically from top position in guard or mount.
Ground Ball Rate (GB%)
The percentage of balls in play that are ground balls, calculated by dividing ground balls by total balls in play. Ground ball pitchers typically allow fewer home runs and generate more double plays, though they may allow more hits overall. A ground ball rate above 50% is considered high, while below 40% indicates a fly ball pitcher.
Ground Strikes
Strikes delivered while at least one fighter is on the ground, including ground and pound from top position.
GS (Games Started)
The number of games in which a player is in the starting lineup at tip-off. Starting indicates a player's role as a core contributor to the team. Some high-impact players come off the bench despite being among their team's best.
GS (Games Started)
The number of games in which a player is in the starting lineup at tip-off. Starting indicates a player's role as a core contributor to the team. Some high-impact players come off the bench despite being among their team's best.
Guard
A ground position where the bottom fighter uses their legs to control the opponent, including full guard, half guard, and butterfly guard.
Hard Hit Percentage (Hard Hit%)
The percentage of batted balls hit with an exit velocity of 95 mph or greater, as measured by Statcast technology. Players with higher hard-hit rates are more likely to produce favorable offensive outcomes because hard-hit balls are more difficult for defenders to field. League average hard-hit rate is typically around 35-40%.
Hat Trick (HT)
When a player scores three or more goals in a single game. A natural hat trick occurs when all three goals are scored consecutively without other players scoring.
Head Strikes
Strikes targeted at and landing on the opponent's head, including punches, kicks, elbows, and knees.
High-Danger Save Percentage (HDSV%)
Save percentage on shots from high-danger areas (slot, crease). Measures a goaltender's ability to make difficult saves in the most dangerous scoring areas.
Hits (HIT)
Physical contact initiated by a player to separate an opponent from the puck. Must be body-to-body contact to count as a hit.
Hitting Percentage
A statistical measure of attacking efficiency: (kills - hitting errors) / total attacks, with elite players exceeding .300.
Hold (HLD)
A statistic credited to a relief pitcher who enters in a save situation, records at least one out, maintains the lead, and hands the game to another reliever without relinquishing the lead. Holds recognize the contributions of setup relievers who pitch in high-leverage situations but don't finish games. While useful for identifying key relief pitchers, holds don't capture the complete picture of reliever effectiveness.
Home Runs per Nine Innings (HR/9)
The average number of home runs a pitcher allows per nine innings, calculated by dividing home runs by innings pitched and multiplying by nine. Lower HR/9 rates indicate better ability to prevent hard contact and keep the ball in the park. League average HR/9 has increased in recent years to around 1.3-1.4.
Icing (ICE)
An infraction called when a player shoots the puck from behind center ice across the opposing goal line without it being touched. Results in a defensive zone faceoff.
Interceptions
Actions where a defender reads the opposition's play and intercepts a pass or through ball, breaking up an attacking move.
Isolated Power (ISO)
Measures a hitter's raw power by calculating slugging percentage minus batting average. This isolates extra-base hits by removing singles from the equation, showing only a player's ability to hit for extra bases. An ISO above .200 is considered strong power, while .150-.200 is average.
Jump Serve
An aggressive serve where the player tosses the ball, takes an approach, and contacts the ball while airborne for power.
Key Pass
A pass that immediately leads to a shot by a teammate. The shot does not need to result in a goal, but it must be a clear attempt on goal.
Kick Return TD Rate
The percentage of kickoff or punt returns that result in touchdowns. While rare, return touchdowns provide crucial momentum swings and unexpected scoring opportunities.
Kick Serve
A type of spin serve that bounces high and kicks away from the receiver, typically using topspin. Often used as a second serve due to its high margin of error and difficulty to attack.
Kickoff Return Average
Average yards gained per kickoff return. Important for field position and a key component of hidden yardage that impacts overall team success.
Kill
An attack that directly results in a point, where the ball lands in the opponent's court or is blocked out of bounds.
Kill Percentage
The percentage of attacks that result in kills, calculated as (kills / total attacks) × 100, measuring offensive efficiency.
Knockdown
When a fighter is knocked to the ground by a strike and shows a loss of balance or consciousness, even if temporary.
Last Man Tackles
Tackles made when the defender is the last line of defense before the goalkeeper. High-risk situations requiring excellent timing and positioning.
Launch Angle (LA)
The vertical angle at which the ball leaves a player's bat after contact, measured in degrees by Statcast. A launch angle between 10-30 degrees is often optimal for producing line drives and fly balls that result in extra-base hits. Understanding launch angle helps evaluate a hitter's ability to elevate the ball and produce power.
Launch Angle (LA)
The vertical angle at which the ball leaves the bat.
LEBRON (LEBRON)
BBall Index's comprehensive player impact metric that combines box score stats with on/off data. It adjusts for luck, teammate quality, and opponent strength to estimate true player value. LEBRON provides both offensive and defensive components measured per 100 possessions.
Left on Base Percentage (LOB%)
The percentage of baserunners that a pitcher strands, not allowing them to score. League average is typically around 72%, and significant deviations often indicate luck that will regress toward the mean. Consistently high LOB% may indicate clutch performance or good sequencing, while low LOB% suggests bad luck or poor performance in high-leverage situations.
Leg Strikes
Strikes targeted at the opponent's legs, primarily consisting of leg kicks but also including knee strikes to the thigh.
Let Serve
A serve that touches the net but still lands in the correct service box. The serve is replayed without penalty to the server.
Leverage Index
Measures how much a play can change win probability. High leverage situations (tied game, late in close games) have indices above 1.0, while low leverage situations are below 1.0.
Leverage Index (LI)
Measures the importance of a particular game situation based on how much the outcome of the next play could change the team's win probability. A leverage index of 1.0 represents an average situation, while higher values indicate more critical moments like close games in late innings. LI is used to weight other statistics like WPA and identify clutch situations.
Libero
A defensive specialist who wears a different colored jersey, cannot attack above net height, and provides exceptional passing and digging.
Line of Scrimmage (LOS)
The imaginary line extending across the field at the point where the ball is placed before each play. Offensive players must be set behind it, defensive players cannot cross it until the snap.
Lob
A high, arcing shot designed to go over an opponent at the net. Lobs can be offensive (topspin lob) or defensive (defensive lob to buy time).
Long Ball Completion
The accuracy of passes over 30 yards. Measures a player's ability to switch play or play direct passes over distance. Formula: (Successful Long Balls / Total Long Balls) × 100
Major Championship
One of golf's four most prestigious tournaments: The Masters, PGA Championship, U.S. Open, and The Open Championship. Winning a major is the pinnacle of professional golf achievement.
Match Point
A point that, if won, will result in victory for the leading player. Match points represent the most pressure-filled moments in competitive tennis.
Minutes Played
The total number of minutes a player has been on the pitch. Essential for normalizing statistics and comparing players with different amounts of playing time.
Missed Cut
Failing to score well enough after two rounds to qualify for the weekend rounds of a tournament, resulting in no prize money for that event.
Mount
A dominant ground position where a fighter sits on the opponent's torso, allowing for strikes and submission opportunities.
MP (Minutes Played)
The total amount of playing time a player receives in a game or over a season. NBA games consist of 48 minutes, while college games are 40 minutes. Playing time reflects coaching trust, stamina, and importance to team success.
MP (Minutes Played)
The total amount of playing time a player receives in a game or over a season. NBA games consist of 48 minutes, while college games are 40 minutes. Playing time reflects coaching trust, stamina, and importance to team success.
Net Points
Points played when a player approaches the net to finish with a volley or overhead. Net point success rate indicates touch and tactical effectiveness.
Net Punting Average
Gross punting yards minus return yards, divided by number of punts. Accounts for both punt distance and coverage, providing a complete measure of punting unit effectiveness.
NetRtg (Net Rating)
The difference between offensive rating and defensive rating (ORtg - DRtg). Positive net ratings indicate a player or team scores more efficiently than they allow. This is one of the best indicators of overall team or player effectiveness.
NetRtg (NetRtg)
The difference between offensive rating and defensive rating (ORtg - DRtg). Positive net ratings indicate a player or team scores more efficiently than they allow. This is one of the best indicators of overall team or player effectiveness.
Neutral Game Script
Game situations where the score differential is within 7 points in the first three quarters, or within 8 points in the fourth quarter. Used to analyze performance in competitive situations.
Non-Penalty xG
Expected goals excluding penalties. Provides a more accurate measure of open-play attacking performance since penalties have very high xG values. Formula: Total xG - Penalty xG
OBPM (OBPM)
The offensive component of Box Plus/Minus, estimating a player's offensive contribution relative to league average. It uses box score statistics like points, assists, turnovers, and shooting efficiency. Positive values indicate above-average offensive impact.
Octagon Control
A judging criterion measuring which fighter dictates the pace, location, and positioning of the fight within the cage.
Offside (OFF)
A violation that occurs when an attacking player enters the offensive zone before the puck. The puck must completely cross the blue line before attacking players.
On-Base Percentage (OBP)
Measures how frequently a batter reaches base per plate appearance, including hits, walks, and hit-by-pitches. It is calculated by dividing the sum of hits, walks, and hit-by-pitches by the sum of at-bats, walks, hit-by-pitches, and sacrifice flies. OBP is considered more valuable than batting average because it accounts for a player's ability to draw walks.
On-Base Plus Slugging (OPS)
Combines on-base percentage and slugging percentage to provide a comprehensive measure of offensive production. It is simply the sum of OBP and SLG, giving equal weight to both getting on base and hitting for power. An OPS above .800 is generally considered very good, while above .900 is excellent.
One-Putt Percentage
The percentage of greens on which a player requires only one putt to hole out, indicating excellent putting distance control and hole-making ability.
OpptPTS (Opponent Points)
The number of points scored by opponents against a team or while a specific player is on the floor. When contextualized per possession or per 100 possessions, this becomes a key defensive metric. Lower opponent points indicate better defensive performance.
OpptPTS (Opponent Points)
The number of points scored by opponents against a team or while a specific player is on the floor. When contextualized per possession or per 100 possessions, this becomes a key defensive metric. Lower opponent points indicate better defensive performance.
OPS (OPS)
On-base Plus Slugging - Sum of on-base percentage and slugging percentage.
ORB (ORB)
Rebounds collected on the offensive end after a missed field goal by the player's team. Offensive rebounds extend possessions and create second-chance scoring opportunities. They're particularly valuable as they prevent the opponent from starting a fast break.
ORB (Offensive Rebounds)
Rebounds collected on the offensive end after a missed field goal by the player's team. Offensive rebounds extend possessions and create second-chance scoring opportunities. They're particularly valuable as they prevent the opponent from starting a fast break.
ORB% (ORB%)
The percentage of available offensive rebounds a player grabs while on the floor. This estimates what percentage of missed shots by the player's team are rebounded by that player. Elite offensive rebounders achieve percentages above 10%.
ORtg (ORtg)
Offensive Rating - An estimate of points produced per 100 possessions by a player or team. For players, it measures how many points they generate through scoring, assists, and offensive rebounds. Higher offensive ratings indicate more efficient offensive play.
ORtg (Offensive Rating)
An estimate of points produced per 100 possessions by a player or team. For players, it measures how many points they generate through scoring, assists, and offensive rebounds. Higher offensive ratings indicate more efficient offensive play.
Orthodox
The traditional fighting stance where a fighter leads with their left hand and foot, typically adopted by right-handed fighters.
Outfield Arm Runs (ARM)
Measures the value of an outfielder's throwing arm in runs, based on their ability to prevent baserunners from advancing or to throw them out. It considers factors like arm strength, accuracy, and the context of throwing situations. Strong outfield arms can save several runs per season by deterring runners and making accurate throws.
Outs Above Average (OAA)
A Statcast metric that measures how many outs a fielder recorded compared to how many an average fielder would be expected to make, based on the catch probability of each play. OAA uses tracking data to calculate the precise difficulty of each opportunity based on factors like distance, direction, and hang time. It provides a direct count of extra outs made or missed.
Outside Hit
An attack from the left front position (for right-handed hitters) or right front (for left-handed hitters), the most common attack.
Over Par
A cumulative score that is above the total par for holes played. Represented as a positive number (e.g., +2 means two strokes over par).
Overtime (OT)
An additional period played when the game is tied after regulation. NHL regular season overtime is 3-on-3 for 5 minutes, followed by a shootout if necessary.
Pace (PACE)
Number of possessions per 48 minutes
Pace (Pace)
An estimate of the number of possessions per 48 minutes for a team or per game. Faster pace means more possessions and typically higher scoring games. Pace is crucial for normalizing stats, as players on fast-paced teams naturally accumulate more counting stats.
Pace (Pace Factor)
An estimate of the number of possessions per 48 minutes for a team or per game. Faster pace means more possessions and typically higher scoring games. Pace is crucial for normalizing stats, as players on fast-paced teams naturally accumulate more counting stats.
Paint Touches (Paint Touches)
The number of times per game a player touches the ball while in the painted area beneath the basket. Paint touches often lead to high-percentage scoring opportunities. This metric helps evaluate interior offensive threats and post players.
Pancake
A defensive technique where a player slides their hand flat on the floor, allowing the ball to bounce off the back of their hand.
Par
The predetermined number of strokes that a skilled golfer should require to complete a hole or round. Holes are typically par-3, par-4, or par-5.
Park Factor (PF)
A measure of how a ballpark affects offensive or defensive statistics compared to the league average, with 100 being neutral. Parks with factors above 100 favor offense (hitter-friendly), while below 100 favor pitchers. Park factors are crucial for properly evaluating player performance and making fair comparisons across different home stadiums.
Pass
The first contact of the ball, typically using a platform pass (forearm pass) to control and direct the ball to the setter.
Pass Completion
The percentage of passes that successfully reach a teammate. A fundamental measure of technical quality and ball retention. Formula: (Successful Passes / Total Passes) × 100
Pass Rush Win Rate (PRWR)
The percentage of pass rushes where a defender beats their blocker within 2.5 seconds. Measures a pass rusher's ability to win matchups independent of team scheme or quarterback holding the ball.
Passer Rating
Traditional quarterback efficiency metric combining completion percentage, yards per attempt, touchdown rate, and interception rate into a single score scaled from 0 to 158.3.
Passes into Final Third
Successful passes that enter the attacking third of the pitch. Indicates progressive play and ability to break defensive lines.
Passes into Penalty Area
Successful passes that reach a teammate inside the opposition penalty area. High-value passes that often create scoring opportunities.
Passing Networks
Visual representations showing the connections between players through passing. Reveals team shape, key playmakers, and ball circulation patterns.
Passing Shot
A groundstroke hit past an opponent who is at the net. Effective passing shots require precision, power, and tactical awareness of court positioning.
PDO (PDO)
The sum of a team's shooting percentage and save percentage at even strength while a player is on ice. Values far from 100 typically regress to the mean.
PDO (PDO)
Sum of on-ice shooting percentage and save percentage, used to measure luck.
PDO (PDO)
Team shooting percentage plus save percentage, indicates luck
Penalty Area Touches
The number of times a player receives the ball inside the opposition's penalty area. Indicates involvement in dangerous attacking positions.
Penalty Kill (PK)
The situation when a team is playing with fewer players due to a penalty. Also refers to the percentage of opponent power plays successfully defended.
Penalty Minutes (PIM)
The total number of minutes a player has spent in the penalty box. Includes minor (2 min), major (5 min), misconduct (10 min), and match penalties.
PER (PER)
Player Efficiency Rating - A measure of per-minute production standardized across the league.
PER (PER)
A comprehensive efficiency metric developed by John Hollinger that combines all box score statistics into one number. The league average is set at 15.0, with higher values indicating better performance. PER adjusts for pace and weights stats by their offensive value.
PF (Personal Fouls)
Fouls committed by a player that involve illegal physical contact with an opponent. Players foul out after six personal fouls in the NBA or five in college. Disciplined defenders minimize fouls while maintaining defensive intensity.
PF (PF)
Fouls committed by a player that involve illegal physical contact with an opponent. Players foul out after six personal fouls in the NBA or five in college. Disciplined defenders minimize fouls while maintaining defensive intensity.
PIE (PIE)
A metric that measures a player's overall statistical contribution against the total statistics of all players. The formula sums positive contributions and subtracts negative ones, then divides by total league statistics. The league average is 0.500 or 50%.
Plate Appearance (PA)
Any completed batting appearance, including at-bats, walks, hit by pitches, sacrifice bunts, sacrifice flies, and catcher's interference. Unlike at-bats, plate appearances include all trips to the plate regardless of outcome. Modern statistics often use PA as the denominator because it provides a complete picture of a player's opportunities.
Play-Action Rate
The percentage of dropbacks that use play-action (faking a run before passing). Play-action typically generates higher yards per attempt and completion percentage.
Playoff
Extra holes played to determine a tournament winner when two or more players finish regulation tied for the lead. Format varies by tour and tournament.
Plus/Minus (+/-)
The difference between goals scored for and against while a player is on the ice at even strength or short-handed. A positive number indicates the team scored more goals with the player on ice.
Points (PTS)
The sum of a player's goals and assists. This is the primary offensive statistic used to measure a player's overall scoring production.
Points Per Drive (PPD)
The average number of points scored per offensive possession. Normalizes scoring efficiency across teams with different numbers of possessions, providing pace-independent offensive evaluation.
Points Per Game (P/GP)
The average number of points (goals plus assists) a player records per game. Calculated by dividing total points by games played.
Possession Percentage
The percentage of time a team controls the ball during a match. While not directly correlated with winning, it indicates playing style and territorial control. Formula: (Team Possession Time / Total Match Time) × 100
Possession Won in Final Third
The number of times a team wins the ball in the attacking third. Indicates effective high pressing and can lead to dangerous scoring chances.
Post-Shot xG
A refined xG metric that accounts for the exact placement and speed of the shot after it has been taken. More accurate than pre-shot xG for evaluating finishing quality.
Power Play (PP)
A situation where one team has more players on the ice than the opponent due to penalties. The team with more players has a significant advantage.
Power Play Goals (PPG)
Goals scored while the team has a man advantage due to an opponent serving a penalty. These situations provide increased scoring opportunities.
Power Play Save Percentage (PP SV%)
Save percentage when the goaltender's team is short-handed and facing a power play. Typically lower than even-strength save percentage due to increased danger.
PPDA (PPDA)
Passes Per Defensive Action - Measures pressing intensity by counting opponent passes before a defensive action.
PPDA
Passes Allowed Per Defensive Action - Measures how intensely a team presses. Lower values indicate more aggressive pressing, higher values suggest a deeper defensive block. Formula: Opposition Passes / (Tackles + Interceptions + Fouls in Opposition Half)
PPDA (PPDA)
Passes Allowed Per Defensive Action - measures pressing intensity
PPG (PPG)
The average number of points scored per game by a player or team. This is calculated by dividing total points by games played. While simple, it remains one of the most widely recognized statistics for measuring offensive production.
PPG (Points Per Game)
The average number of points scored per game by a player or team. This is calculated by dividing total points by games played. While simple, it remains one of the most widely recognized statistics for measuring offensive production.
Pressure Rate
The percentage of pass rushes where a defender forces a sack, hit, or hurry on the quarterback. Measures pass rush effectiveness regardless of whether the play results in a sack.
Pressure Success Rate
The percentage of pressures that result in a turnover within 5 seconds. Measures the effectiveness of defensive pressing. Formula: (Successful Pressures / Total Pressures) × 100
Pressure-to-Sack Ratio
The percentage of total pressures that result in sacks. Helps distinguish between creating pressure and finishing plays, indicating pass rush completion ability.
Pressures
Actions where a defender applies pressure to an opponent on the ball, forcing them to act quickly or make a mistake.
Progressive Carries
Ball carries that move the ball towards the opponent's goal at least 10 yards from its starting point, or any carry into the penalty area.
Progressive Pass (PrgP)
Pass that moves ball significantly closer to opponent goal
Progressive Passes
Forward passes that move the ball significantly closer to the opponent's goal. Must advance the ball at least 10 yards towards goal or into the penalty area.
Proximity to Hole
The average distance a player's approach shots finish from the hole, typically measured in feet. A key indicator of approach shot quality.
PTS (PTS)
Points - The total number of points scored by a player or team. Points are earned through field goals (2 or 3 points) and free throws (1 point). This is the most fundamental offensive statistic in basketball.
PTS (PTS)
Points - The total number of points scored by a player or team. Points are earned through field goals (2 or 3 points) and free throws (1 point). This is the most fundamental offensive statistic in basketball.
Pull-Up FG% (Pull-Up FG%)
The shooting percentage on field goal attempts taken off the dribble after at least one dribble. This measures a player's ability to create and make their own shot. Pull-up shooting is generally more difficult than catch-and-shoot.
Punt Hang Time
The number of seconds a punt remains in the air. Longer hang times allow coverage units more time to get downfield and limit return opportunities.
Punt Return Average
Average yards gained per punt return. Includes returns resulting in touchdowns but excludes fair catches and returns resulting in penalties.
Putts Per GIR
Average number of putts taken when a green is hit in regulation, isolating putting performance when reaching greens in the expected number of strokes.
Putts Per Round
The total number of putts taken during an 18-hole round. Tour average is typically around 29 putts per round.
Pythagorean Win Expectation (PythWL)
Estimates a team's expected winning percentage based on runs scored and runs allowed using a formula similar to the Pythagorean theorem. Teams with significantly more wins than their Pythagorean expectation may have been lucky in close games, while teams with fewer wins may have been unlucky. It is useful for identifying teams that may regress or improve in future performance.
QB Rating Against
The passer rating quarterbacks achieve when throwing passes into a specific defender's coverage. Provides an overall measure of coverage effectiveness using the traditional passer rating formula.
QBR (QBR)
Total Quarterback Rating. ESPN's proprietary metric that evaluates quarterback performance on all plays including rushes, adjusting for situation, opponent, and teammates. Scaled from 0 to 100.
Quality Start (QS)
A starting pitcher performance in which they pitch at least six innings and allow three or fewer earned runs. Quality starts provide a simple measure of consistent, effective starting pitching performance. While useful, QS can be misleading as a 4.50 ERA over six innings qualifies, and dominant shorter outings do not.
Quality Starts (QS)
Games where a goaltender posts a save percentage above the league average, typically .913 or higher, providing their team a chance to win.
Quick Set
A low, fast set to a hitter who is already in the air or jumping immediately, designed to beat the block.
Rally
The sequence of play from the serve until the ball is dead, resulting in a point for one team.
Rally Length
The number of shots in a point exchange. Rally length varies significantly by court surface, with clay courts typically producing longer rallies than grass courts.
Range Factor (RF)
Measures how many plays a fielder makes per nine innings, calculated by dividing the sum of putouts and assists by innings played and multiplying by nine. While simple, it can be misleading because it doesn't account for team factors like ground ball rate or the positioning of other fielders. Modern advanced metrics like UZR and DRS have largely superseded Range Factor.
RAPTOR (RAPTOR)
FiveThirtyEight's advanced metric combining player tracking data with plus/minus statistics. It estimates a player's impact on team performance per 100 possessions on both offense and defense. RAPTOR updates more rapidly than traditional metrics and accounts for teammate quality.
Reach
The measurement of a fighter's arm span from fingertip to fingertip, important for striking distance and defensive advantages.
Receive
The act of passing a served or attacked ball, typically referring to serve reception or defensive digs.
Reception Error
A failed attempt to receive a serve or attack that results in a point for the opponent, including shanks or missed balls.
Recoveries
Actions where a player regains possession of a loose ball. Can occur after tackles, interceptions, or opponent errors.
Red Zone
The area between the opponent's 20-yard line and the goal line. Critical for scoring efficiency, as teams must convert field position into touchdowns rather than settling for field goals.
Relative Corsi (RelCF%)
A player's Corsi For percentage relative to their team's Corsi For percentage when they are off the ice. Measures individual impact on possession.
Return Ace
A return of serve that is not touched by the server, immediately winning the point for the returner. Also known as a winner off the return.
Return Game
A game in which a player is receiving serve. Success in return games, particularly converting break point opportunities, is essential for winning matches.
Return Points Won
The percentage of points won when returning serve. This is a key performance indicator measuring a player's ability to break serve and create pressure on opponents.
Return Position
The location where a player stands to receive serve. Positioning varies based on serve speed, spin, and tactical preferences, typically several feet behind the baseline.
Reversal
When a fighter transitions from a disadvantageous position to an advantageous one, typically from bottom to top.
Roll Shot
A controlled offensive shot with topspin that arcs over blockers and drops into the opponent's court.
Rotation
The clockwise movement of players after winning a rally while receiving serve, ensuring all players serve and play all positions.
Round
A timed segment of an MMA fight, typically five minutes for championship or main event bouts, three minutes for preliminary bouts.
Round Score
The total number of strokes taken by a player to complete 18 holes of golf, typically ranging from the mid-60s to low-80s for professional players.
RPM (Real Plus-Minus)
A metric developed by ESPN that estimates a player's impact on team performance per 100 possessions using on/off court data. It adjusts for teammates and opponents to isolate individual contributions. RPM is split into offensive and defensive components.
RPM (RPM)
A metric developed by ESPN that estimates a player's impact on team performance per 100 possessions using on/off court data. It adjusts for teammates and opponents to isolate individual contributions. RPM is split into offensive and defensive components.
Run Differential (RDIFF)
The difference between runs scored and runs allowed by a team, calculated by subtracting runs allowed from runs scored. Positive run differential indicates a team has scored more than they've allowed, while negative indicates the opposite. Run differential is highly predictive of team quality and often more accurate than win-loss record for evaluating true performance.
Run Expectancy (RE24)
Measures the change in run expectancy based on the 24 base-out states throughout a game, crediting players for increasing their team's expected runs. It captures context-dependent value by accounting for the specific game situations when events occurred. A player with high RE24 contributed significantly to their team's run-scoring opportunities in crucial situations.
Run Stop Rate
The percentage of a defender's run defense snaps that result in a stop (tackle for zero or negative yards, or short of the first down marker on third/fourth down).
Runs Created (RC)
An offensive statistic developed by Bill James that estimates the number of runs a player has contributed to their team. It combines various offensive statistics including hits, walks, total bases, and stolen bases into a single number. While more sophisticated metrics exist today, RC was pioneering in attempting to measure total offensive contribution.
Rushing Success Rate
The percentage of rushing attempts that are deemed successful based on down and distance. Measures consistent running game efficiency and staying on schedule.
Sand Save Percentage
The percentage of time a player makes par or better after hitting into a greenside bunker, indicating bunker play proficiency.
Save (SV)
A statistic credited to a relief pitcher who finishes a winning game under specific conditions: entering with a lead of three runs or fewer, pitching at least one inning with any lead, or entering with the tying run on base, at bat, or on deck. Despite its prominence, the save statistic is considered flawed because it doesn't account for the difficulty of the situation or the quality of performance.
Save Percentage (SV%)
The percentage of shots on goal that a goaltender stops. Calculated as (Saves / Shots Against) × 100. Elite goaltenders typically maintain .920 or higher.
Saves (SV)
The total number of shots on goal stopped by a goaltender. Does not include shots that miss the net or are blocked by skaters.
Score to Par
The relationship between a player's actual score and the par for a round or tournament, expressed as strokes above (+) or below (-) par.
Scramble
A dynamic transitional phase where both fighters are actively competing for position, neither in stable control.
Scrambling
The percentage of time a player makes par or better after missing the green in regulation, measuring short game and recovery ability.
Secondary Average (SecA)
Measures a player's offensive contributions beyond batting average, including extra bases on hits, walks, and stolen bases while penalizing for caught stealing. It is calculated using the formula: (TB-H+BB+SB-CS)/AB. Secondary Average highlights players who contribute through power, patience, and speed rather than just contact hitting.
Serve and Volley
A tactical approach where the server immediately rushes to the net after serving to finish the point with a volley. Once dominant, this style is now less common in modern tennis.
Serve Speed
The velocity at which the ball travels during a serve, typically measured in miles per hour (mph) or kilometers per hour (km/h). Elite players can exceed 140 mph on first serves.
Service Box
The rectangular area diagonally opposite the server into which a serve must land. The box is bounded by the net, center service line, service line, and singles sideline.
Service Error
A serve that fails to legally enter the opponent's court, including net serves, out of bounds serves, or foot faults.
Service Game
A game in which a player is serving. Holding serve (winning your service game) is fundamental to success in tennis.
Service Reception
The quality of the first pass after a serve, rated on a scale (0-3 or 0-4) with higher numbers indicating better passes.
Service Run
The consecutive number of points scored by a team while one player maintains serve, indicating serving effectiveness.
Service Winner
A serve that is touched by the opponent but not returned into play. While not an ace, it still results in an immediate point for the server.
Serving Percentage
The percentage of serves successfully put in play, calculated as (total serves - service errors) / total serves × 100.
Set
The second contact in a typical rally, where a player uses their fingertips to accurately position the ball for an attacker.
Set Point
A point that, if won, will result in winning the current set. Set points are critical junctures that can determine match momentum and outcome.
Shooting Percentage (SH%)
The percentage of shots taken that result in goals. Calculated as (Goals / Shots on Goal) × 100. League average typically hovers around 9-10%.
Shootout (SO)
A tiebreaker format used when games remain tied after overtime. Players take penalty shots alternately until one team scores and the other doesn't.
Short-Handed Goals (SHG)
Goals scored while the team is playing with fewer players than the opponent due to a penalty. These are rare and momentum-shifting events.
Short-Handed Time on Ice (SH TOI)
The amount of time a player spends on the ice while their team is killing a penalty. Indicates defensive responsibility and penalty-killing role.
Shot Accuracy
The percentage of total shots that are on target. Indicates a player or team's ability to test the goalkeeper. Formula: (Shots on Target / Total Shots) × 100
Shot on Target
A shot that would have gone into the goal if not blocked by the goalkeeper or defender. Shots hitting the frame of the goal are also counted as on target.
Shot Suppression (SS)
The ability of a player or team to limit the quantity and quality of shots against. Measured by comparing shots against when on vs. off ice.
Shot-Creating Actions
The two offensive actions directly leading to a shot, such as passes, dribbles, or drawing fouls. Measures a player's involvement in chance creation.
Shots on Goal (SOG)
The number of shots that would have entered the goal if not stopped by the goaltender. Does not include shots that miss the net or hit the post.
Shutout (SHO)
A complete game in which the pitcher allows zero runs, whether earned or unearned. Shutouts are one of the rarest achievements in modern baseball, requiring both excellence and durability from the starting pitcher. They represent the pinnacle of single-game pitching dominance.
Shutouts (SO)
Games where a goaltender does not allow any goals and plays the entire game. One of the most prestigious goaltending achievements.
Side Control
A dominant ground position where a fighter pins the opponent from the side, controlling their torso and limiting movement.
Side Out
When the receiving team wins a rally and earns the right to serve, gaining both the serve and a point.
Significant Strikes
All strikes at distance and power strikes in the clinch and on the ground. Includes all strikes that have the potential to cause damage to the opponent.
Skill-Interactive ERA (SIERA)
An advanced pitching metric that estimates a pitcher's true talent level by incorporating strikeout rate, walk rate, ground ball rate, and their interactions. Unlike FIP, SIERA accounts for the fact that strikeouts are more valuable with runners on base and considers a pitcher's batted ball profile. It is designed to be more predictive of future ERA than FIP or xFIP.
Slope Rating
A measure of the difficulty of a course for bogey golfers compared to scratch golfers, ranging from 55 to 155, with 113 being standard difficulty.
Slugging Percentage (SLG)
Measures the total number of bases a player records per at-bat, emphasizing extra-base hits. It is calculated by dividing total bases by at-bats, where singles count as 1, doubles as 2, triples as 3, and home runs as 4. A higher slugging percentage indicates greater power hitting ability.
Solo Block
A block performed by a single player that directly results in a point by stuffing the ball back into the opponent's court.
Southpaw
A fighting stance where the fighter leads with their right hand and foot, typically adopted by left-handed fighters.
Special Teams EPA
Expected Points Added from special teams plays including kickoffs, punts, field goals, and returns. Captures the often-overlooked impact of special teams on overall team performance.
Speed (Speed)
The average speed in miles per hour that a player moves during a game, tracked via player tracking technology. This includes running, walking, and standing still averaged over the entire game. Higher speeds often correlate with defensive intensity and transition play.
Speed (Average Speed)
The average speed in miles per hour that a player moves during a game, tracked via player tracking technology. This includes running, walking, and standing still averaged over the entire game. Higher speeds often correlate with defensive intensity and transition play.
Spike
A forceful overhead attack where a player jumps and hits the ball downward into the opponent's court.
Split Decision
A decision where two judges score the fight for one fighter and one judge scores it for the opponent, resulting in a contested victory.
STL (STL)
When a defensive player legally causes a turnover by taking the ball away from an opponent. Steals can occur through deflecting passes, picking pockets during dribbles, or stripping the ball during shooting motions. High steal numbers indicate active hands and anticipation.
STL (Steals)
When a defensive player legally causes a turnover by taking the ball away from an opponent. Steals can occur through deflecting passes, picking pockets during dribbles, or stripping the ball during shooting motions. High steal numbers indicate active hands and anticipation.
STL% (Steal Percentage)
An estimate of the percentage of opponent possessions that end with a steal by the player while on the floor. This rate statistic adjusts for playing time and pace. Elite perimeter defenders typically have steal percentages above 2%.
STL% (STL%)
An estimate of the percentage of opponent possessions that end with a steal by the player while on the floor. This rate statistic adjusts for playing time and pace. Elite perimeter defenders typically have steal percentages above 2%.
Strike Accuracy
The percentage of strikes thrown that successfully land on the opponent, calculated as (strikes landed / strikes attempted) × 100.
Strikeout Rate (K%)
The percentage of plate appearances that result in a strikeout, calculated by dividing strikeouts by total plate appearances. A lower K% is generally preferred as it indicates better contact ability and bat control. The league average K% has steadily increased in recent years, currently sitting around 23%.
Strikeout to Walk Ratio (K/BB)
The ratio of strikeouts to walks issued by a pitcher, calculated by dividing total strikeouts by total walks. A higher K/BB ratio indicates excellent command and the ability to miss bats while avoiding free passes. Elite pitchers typically maintain K/BB ratios above 4.0, while 2.5 is considered league average.
Strikeouts per Nine Innings (K/9)
The average number of strikeouts a pitcher records per nine innings, calculated by dividing strikeouts by innings pitched and multiplying by nine. Higher K/9 rates indicate better ability to miss bats and avoid putting balls in play. Modern elite pitchers typically maintain K/9 rates above 10.0.
Strikes Landed
The number of strikes that successfully make contact with the opponent, counted separately for significant and total strikes.
Strikes Per Minute
The average rate of strikes landed per minute of fight time, used to measure output and aggression.
Strokes Gained: Approach
Measures approach shot performance from 100-250+ yards, comparing actual results to the expected outcome based on distance and lie. Critical for scoring opportunities.
Strokes Gained: Around-the-Green
Assesses short game performance from within 30 yards of the green, including chips, pitches, and bunker shots, relative to tour average.
Strokes Gained: Long Game
Combines driving and approach shot performance, measuring all shots taken from more than 100 yards from the hole.
Strokes Gained: Off-the-Tee
Evaluates tee shot performance on all par-4 and par-5 holes, factoring both distance and accuracy. Measures the advantage gained from driving position.
Strokes Gained: Par 3
Specific strokes gained measurement on par-3 holes, isolating performance on these shorter holes requiring precise tee shots.
Strokes Gained: Par 4
Measures performance specifically on par-4 holes, which typically make up the majority of holes on a course and require diverse shot-making skills.
Strokes Gained: Par 5
Evaluates performance on par-5 holes, where longer hitters can gain significant advantages and birdie/eagle opportunities are more common.
Strokes Gained: Putting
Measures putting performance by comparing the number of putts taken to the expected number based on distance to the hole. Positive values indicate better-than-average putting.
Strokes Gained: Short Game
Combines around-the-green and putting performance, measuring all shots from within 100 yards to the hole being completed.
Strokes Gained: Tee-to-Green
Combines all aspects of the game except putting, including driving, approach shots, and short game. Measures ball-striking performance overall.
Strokes Gained: Total
A comprehensive metric measuring a player's overall performance relative to the field, combining all aspects of the game including driving, approach shots, short game, and putting.
Stuff Block
A block that sends the ball directly down into the opponent's court for an immediate point, with no chance of recovery.
Stuff Rate
The percentage of running plays that are stopped at or before the line of scrimmage. Indicates defensive line penetration and run defense effectiveness.
Submission Attempt
An attempt to force an opponent to tap out using a choke, joint lock, or other technique designed to cause pain or unconsciousness.
Success Rate (SR)
Percentage of plays that gain enough yards to be considered successful based on down and distance.
Success Rate
The percentage of plays that gain 40% of yards-to-go on first down, 60% on second down, and 100% on third/fourth down. Measures consistent offensive efficiency and staying ahead of schedule.
Swinging Strike Rate (SwStr%)
The percentage of all pitches on which the batter swings and misses, calculated by dividing swinging strikes by total pitches. A higher SwStr% indicates better ability to generate whiffs and avoid contact. Elite pitchers typically maintain SwStr% rates above 12%, while league average is around 10-11%.
Tackle Success Rate
The percentage of attempted tackles that successfully win the ball. Indicates defensive efficiency and timing. Formula: (Successful Tackles / Total Tackles) × 100
Tackles
An action where a player successfully challenges an opponent for the ball, dispossessing them or preventing them from advancing with the ball.
Tackling Efficiency
The ratio of successful tackles to total tackle attempts, including missed tackles. Measures a defender's reliability in bringing down ball carriers.
Takeaways (TK)
Instances where a player legally takes possession of the puck from an opponent through active stick work or body positioning without committing an infraction.
Takedown
A technique used to bring an opponent from a standing position to the ground, including single legs, double legs, throws, and trips.
Takedown Accuracy
The percentage of successful takedown attempts, calculated as (takedowns landed / takedowns attempted) × 100.
Takedown Defense
The percentage of opponent's takedown attempts that are successfully defended, showing grappling defensive skills.
Target Share
The percentage of a team's total pass targets that go to a specific player. Indicates how central a receiver is to the passing game and their opportunity volume.
Third Down Conversion Rate
The percentage of third down attempts that result in a first down or touchdown. Critical for sustaining drives and maintaining offensive possession.
Through Balls
A penetrating pass played into space behind the defensive line for a teammate to run onto. Typically splits the defense and creates goal-scoring opportunities.
Tiebreak
A special game played when a set reaches 6-6 (or specified score). The first player to reach 7 points with a 2-point margin wins the tiebreak and the set.
Time on Ice (TOI)
The total amount of time a player spends on the ice during a game, measured in minutes and seconds. Indicates usage and trust from coaching staff.
Time to Throw (TTT)
The average time in seconds from snap to release for a quarterback. Indicates decision-making speed, pocket presence, and offensive scheme (quick vs. downfield passing).
Tip
A soft, controlled attack using the fingertips to redirect the ball into the opponent's court, often catching defenders off-guard.
TKO
Technical Knockout - a stoppage by the referee when a fighter can no longer intelligently defend themselves, typically due to strikes.
Top 10 Finish
Finishing a tournament in one of the top 10 positions on the final leaderboard, indicating strong consistent play and often resulting in significant prize money and FedEx Cup points.
Top 25 Finish
Finishing a tournament in one of the top 25 positions, demonstrating competitive performance and earning tournament status points.
Topspin Serve
A serve hit with forward rotation that causes the ball to drop quickly, typically delivered with a jump approach.
Total Attempts
The cumulative number of attack attempts by a player or team, including kills, errors, and balls kept in play.
Total Strikes
The total number of strikes attempted by a fighter, including both significant and non-significant strikes.
Touch Time (Average Touch Time)
The average amount of time in seconds that a player holds the ball per touch, tracked via SportVU cameras. Shorter touch times can indicate quick decision-making or off-ball movement, while longer times suggest more isolation play. This helps distinguish between ball-dominant and catch-and-shoot players.
Touch Time (Average Touch Time)
The average amount of time in seconds that a player holds the ball per touch, tracked via SportVU cameras. Shorter touch times can indicate quick decision-making or off-ball movement, while longer times suggest more isolation play. This helps distinguish between ball-dominant and catch-and-shoot players.
Touchback Percentage
The percentage of kickoffs or punts that result in touchbacks. For kickoffs, higher rates indicate strong leg strength. For punts, can indicate either poor directional control or intentional strategy.
Touches (Touches Per Game)
The number of times a player touches the ball per game, tracked by player tracking systems. This includes catches, rebounds, steals, and dribbles. Touch volume indicates involvement in the offense and ball-handling responsibility.
Touches (Touches)
The number of times a player touches the ball per game, tracked by player tracking systems. This includes catches, rebounds, steals, and dribbles. Touch volume indicates involvement in the offense and ball-handling responsibility.
Touches in Opposition Box
The total number of times a player touches the ball inside the opponent's penalty area. Indicates a player's presence in dangerous scoring positions.
Tournament Score
The cumulative total of all round scores in a tournament, typically consisting of four rounds (72 holes) in professional events.
Tournament Winner
The player who achieves the lowest total score over all rounds of a tournament, earning maximum prize money, FedEx Cup points, and often multi-year tour exemptions.
TOV (TOV)
When a player loses possession of the ball to the opposing team before attempting a field goal. Turnovers include bad passes, offensive fouls, traveling violations, and other errors. Lower turnover rates generally indicate better ball security and decision-making.
TOV (TOV)
When a player loses possession of the ball to the opposing team before attempting a field goal. Turnovers include bad passes, offensive fouls, traveling violations, and other errors. Lower turnover rates generally indicate better ball security and decision-making.
Transition
The phase of play when a team shifts from defense to offense, requiring quick adjustment and positioning.
TRB% (TRB%)
The percentage of all available rebounds (offensive and defensive) grabbed by a player while on the floor. This combines offensive and defensive rebounding into one rate statistic. Dominant rebounders like centers often exceed 20% total rebound percentage.
Triple Crown
An achievement for a batter who leads their league in batting average, home runs, and runs batted in during the same season. The Triple Crown is exceedingly rare, occurring only 17 times in Major League Baseball history, with Miguel Cabrera being the most recent in 2012. It represents the pinnacle of offensive dominance across multiple statistical categories.
Triple-Double (Triple-Double)
A single-game performance where a player accumulates double-digit totals in three of five statistical categories. This rare achievement demonstrates exceptional all-around ability. Russell Westbrook and Oscar Robertson are famous for their triple-double frequency.
Triple-Double (Triple-Double)
A single-game performance where a player accumulates double-digit totals in three of five statistical categories. This rare achievement demonstrates exceptional all-around ability. Russell Westbrook and Oscar Robertson are famous for their triple-double frequency.
True Average (TAv)
A rate statistic developed by Baseball Prospectus that measures a player's offensive contribution per plate appearance, adjusted for context. It is scaled to resemble batting average for easy interpretation, with .260 being average and .300 being excellent. TAv incorporates all offensive events weighted by their run values and adjusts for park and league factors.
True Passer Rating
An adjusted passer rating that accounts for drops, throwaways, spikes, and defensive pass interference to better isolate quarterback performance from external factors.
True Shooting Percentage (TS%)
A measure of shooting efficiency that accounts for field goals, 3-pointers, and free throws.
TS% (TS%)
True Shooting Percentage - A measure of shooting efficiency that accounts for field goals, 3-point field goals, and free throws. The formula is: Points / (2 * (FGA + 0.44 * FTA)). This provides a more comprehensive view of scoring efficiency than standard field goal percentage.
Turnover Luck
The difference between actual turnover differential and expected turnover differential based on fumble recoveries and interception opportunities. Measures unsustainable fortune in turnover outcomes.
Turnovers
The number of times a player or team loses possession through poor control, misplaced passes, or being dispossessed. Lower values indicate better ball security.
Two-Minute Drill
Offensive strategy at the end of a half when time management becomes critical. Typically features faster tempo, more passing, sideline routes, and strategic clock management including timeouts.
Ultimate Zone Rating (UZR)
Measures a fielder's defensive contribution in runs above or below average, based on the number of plays made compared to the league average at their position in similar situations. UZR accounts for the difficulty and context of each play, including the location, type, and speed of balls in play. A UZR of +10 means the player saved 10 more runs than an average fielder.
Under Par
A cumulative score that is below the total par for holes played. Represented as a negative number (e.g., -3 means three strokes under par).
Unforced Error (UE)
A mistake made when a player had time and position to make a successful shot but failed to do so. Minimizing unforced errors is crucial for consistent performance.
Unified Rules
The standardized set of MMA rules adopted by most athletic commissions, governing legal techniques, judging criteria, and fouls.
Usage Rate (USG%)
Percentage of team plays used by a player while on court
Usage Rate (USG%)
An estimate of the percentage of team plays used by a player while on the floor.
USG% (USG%)
Usage Percentage - An estimate of the percentage of team plays used by a player while on the floor. This includes field goal attempts, free throw attempts, and turnovers. Higher usage rates indicate players who are more involved in their team's offense.
USG% (Usage Percentage)
An estimate of the percentage of team plays used by a player while on the floor. This includes field goal attempts, free throw attempts, and turnovers. Higher usage rates indicate players who are more involved in their team's offense.
VORP (VORP)
A cumulative statistic that estimates a player's total value compared to a theoretical replacement-level player. It's calculated using BPM and playing time, measuring total contribution rather than per-possession efficiency. Higher VORP indicates greater overall impact on team success.
VORP (VORP)
Value Over Replacement Player - points contributed above replacement level
Walk Rate (BB%)
The percentage of plate appearances that result in a walk, calculated by dividing walks by total plate appearances. A higher BB% indicates better plate discipline and the ability to work counts favorably. Elite hitters typically maintain BB% rates above 12%, while league average is around 8-9%.
Walks per Nine Innings (BB/9)
The average number of walks a pitcher allows per nine innings, calculated by dividing walks by innings pitched and multiplying by nine. Lower BB/9 rates indicate better command and control of pitches. Elite pitchers typically maintain BB/9 rates below 2.0, while league average is around 3.0.
Walks plus Hits per Inning Pitched (WHIP)
Measures the number of baserunners a pitcher allows per inning, calculated by adding walks and hits and dividing by innings pitched. It is a simple but effective measure of a pitcher's ability to prevent batters from reaching base. A WHIP below 1.00 is exceptional, while 1.30 or below is generally considered good.
WAR (WAR)
Wins Above Replacement - A comprehensive statistic that estimates a players total contributions to their team in terms of wins.
WAR (WAR)
Wins Above Replacement - estimates how many wins a player adds compared to a replacement-level player
Weight Class
Divisions that group fighters by weight to ensure fair competition, ranging from strawweight (115 lbs) to heavyweight (265 lbs).
Weighted On-Base Average (wOBA)
An advanced metric that weights different offensive outcomes based on their actual run value contribution. Unlike traditional stats, wOBA properly credits walks, singles, doubles, triples, and home runs according to their true offensive value. The scale is designed to mirror OBP, making it easy to interpret while being more accurate than OPS.
Weighted Runs Above Average (wRAA)
Measures how many runs a player contributes above or below league average based on their weighted offensive events. It is calculated by converting wOBA into runs and comparing to league average performance. A wRAA of +20 means the player created 20 more runs than an average player with the same number of plate appearances.
Weighted Runs Created Plus (wRC+)
Measures a player's total offensive value compared to league average, adjusted for park factors, where 100 is average. A wRC+ of 120 means the player created 20% more runs than an average player would have in the same number of plate appearances. It combines the accuracy of wOBA with park and league adjustments for easy comparison across eras and ballparks.
Win Probability (WP)
The estimated likelihood of a team winning based on current game situation including score, time remaining, field position, and down-and-distance. Ranges from 0% to 100%.
Win Probability Added (WPA)
Measures how much a player's actions change their team's probability of winning the game, with greater weight given to plays in high-leverage situations. A walk-off home run might add .500 WPA, while a solo home run in a blowout might add only .020 WPA. Unlike many stats, WPA is context-dependent and backward-looking rather than predictive.
Winner
A shot that is not touched by the opponent and wins the point outright. Winners demonstrate offensive capability and shot-making quality.
Wins (W)
The number of games won by the goaltender who was on ice when the game-winning goal was scored by their team, regardless of time played.
Wins Above Replacement (WAR)
The number of additional wins a player provides compared to a replacement-level player. Converts GAR into team wins using run environment.
Wins Above Replacement (WAR)
An all-encompassing statistic that attempts to measure a player's total contribution to their team in wins above a replacement-level player. It combines offensive, defensive, baserunning, and positional value into a single number, with different versions like fWAR and bWAR using slightly different methodologies. A WAR of 2.0 is considered average, 5.0 is all-star caliber, and 8.0+ is MVP level.
wOBA (wOBA)
Weighted On-Base Average - A rate statistic that measures overall offensive value.
World Ranking Points
Points awarded based on tournament strength and finish position, used to calculate the Official World Golf Ranking (OWGR) which determines eligibility for major championships.
WPA (WPA)
Win Probability Added. The change in win probability resulting from a single play. Measures individual play impact on game outcome, with positive values helping the offense and negative values helping the defense.
wRC+ (wRC+)
Weighted Runs Created Plus - offensive value adjusted for park and league
WS (Win Shares)
An estimate of the number of wins contributed by a player through offensive and defensive performance. The calculation allocates team wins to individual players based on their contributions. A single-season total above 10 win shares indicates an All-Star caliber performance.
WS (WS)
An estimate of the number of wins contributed by a player through offensive and defensive performance. The calculation allocates team wins to individual players based on their contributions. A single-season total above 10 win shares indicates an All-Star caliber performance.
WS/48 (WS/48)
Win shares divided by minutes played, then multiplied by 48 to get a per-game rate. This normalizes win shares for playing time, allowing comparison between starters and bench players. Values above 0.200 indicate elite performance.
WTA Points (WTA)
Women's Tennis Association ranking points awarded based on tournament performance. WTA points determine world rankings for female professional players.
xA
Expected Assists - Measures the likelihood that a pass will become a goal assist. It considers the quality of the chance created rather than just the final outcome.
xG
Expected Goals - A metric that measures the quality of a shot based on several variables such as distance from goal, angle, body part used, and type of assist. Each shot is assigned a probability (between 0 and 1) of resulting in a goal.
xG +/-
The difference between a team's xG for and xG against. Positive values indicate dominant performances, negative values suggest being outplayed. Formula: xG For - xG Against
xG Against
The expected goals value of shots a team concedes. Measures the quality of chances allowed and defensive performance.
xG Buildup
Similar to xG Chain but excludes the player taking the shot and the player making the final assist. Highlights players who contribute to attacks without direct involvement in the final action.
xG Chain
Credits every player involved in a possession that ends with a shot with the xG value. Measures overall involvement in attacking sequences.
xG Difference
The difference between actual goals scored and expected goals. Positive values suggest clinical finishing or luck, negative values indicate poor finishing or bad luck. Formula: Actual Goals - Expected Goals (xG)
xG Per 90
Expected goals normalized to a full 90-minute match. Allows fair comparison between players with different amounts of playing time. Formula: (Total xG / Minutes Played) × 90
xG Per Shot
The average expected goals value per shot attempt. Higher values indicate a player or team generates higher quality chances. Formula: Total xG / Total Shots
xGOT
Expected Goals on Target - Measures the quality of shots on target by analyzing where the shot was placed. Helps evaluate goalkeeper performance by comparing xGOT against goals conceded.
YAC (YAC)
Yards After Catch/Contact - yards gained after reception or first contact
YAC (YAC)
Yards After Catch. The number of yards a receiver gains after catching the ball. An important metric for evaluating receiver elusiveness and quarterback placement accuracy.
Yards Before Contact (YBC)
The average number of yards a running back gains before being touched by a defender. Primarily reflects offensive line blocking quality rather than running back ability.
Yards Per Coverage Snap
Total yards allowed in coverage divided by total coverage snaps for a defensive back. Measures efficiency on a per-play basis rather than per-target basis.
Yards Per Route Run (YPRR)
Total receiving yards divided by the number of routes a receiver runs. Measures per-play efficiency and is less dependent on target volume than traditional receiving stats.
Yards Per Target Allowed
Average yards gained per pass attempt when targeting a receiver covered by a specific defender. Accounts for both completions and incompletions, providing complete coverage assessment.
Zone Coverage Rate
The percentage of defensive snaps a team plays zone coverage versus man coverage. Indicates defensive scheme philosophy and can correlate with pressure and coverage success.
Zone Entry Success Rate (ZE%)
The percentage of times a player successfully carries or passes the puck into the offensive zone with possession. Higher rates correlate with offensive success.
Zone Starts (ZS)
The location (offensive, defensive, or neutral zone) where a player begins their shift. Defensive zone starts are more challenging than offensive zone starts.
Quick Reference
Common sports analytics metrics you should know
Baseball Metrics
- WAR - Wins Above Replacement
- wOBA - Weighted On-Base Average
- FIP - Fielding Independent Pitching
- wRC+ - Weighted Runs Created Plus
Soccer Metrics
- xG - Expected Goals
- xA - Expected Assists
- PPDA - Passes Per Defensive Action
- PSxG - Post-Shot Expected Goals
Basketball Metrics
- PER - Player Efficiency Rating
- TS% - True Shooting Percentage
- BPM - Box Plus/Minus
- VORP - Value Over Replacement Player
Football Metrics
- EPA - Expected Points Added
- CPOE - Completion Percentage Over Expected
- DVOA - Defense-adjusted Value Over Average
- PFF Grade - Pro Football Focus Grade