Games, scores, and records
Stats and records include completed regular-season games through your selected week. Bye weeks do not count as games. Total yards combine passing and rushing yards; giveaways include interceptions and lost fumbles.
EPA and passing stats
EPA: how much did a play help?
EPA stands for expected points added. It measures how much a play improves an offense's scoring outlook, based on field position, down, and distance. Positive is good for the offense; negative is good for the defense.
Think of a five-yard gain: it gets a first down on third-and-four, but falls short on third-and-ten. EPA helps put those yards in context.
EPA per play is total EPA divided by the number of plays with an EPA value. For example, 20 EPA over 100 plays is 0.20 EPA per play. Higher is better for an offense; lower EPA allowed is better for a defense.
- Passing EPA per dropback: passing EPA divided by passing plays, including pass attempts and sacks.
- Rushing EPA per carry: rushing EPA divided by carries.
- Receiving EPA per target: receiving EPA divided by targets. A target is a pass thrown toward a receiver, whether or not it is caught.
These averages use plays with the relevant stat available. A defense's EPA allowed is its opponents' offensive EPA.
CPOE: completions compared with expectations
CPOE stands for completion percentage over expected. It compares a quarterback's completion percentage with a model's expectation for those throws. Completing 70% of passes when the model expects 65% gives a CPOE of +5 percentage points. Higher is better.
The dashboard combines weekly CPOE estimates by giving more weight to weeks with more eligible attempts. A 40-attempt game counts twice as much as a 20-attempt game.
Passer rating: the familiar box-score measure
Passer rating combines completions, yards, touchdowns, and interceptions. Higher is better; 158.3 is perfect. Unlike EPA, it does not account for sacks or game situation.
How we combine games
We add the totals first, then calculate the rate. If a team has 10 successful plays out of 20 in one game and 30 out of 40 in another, its combined success rate is 40 out of 60, or 66.7%. We do not simply average the two game percentages, because the games had different numbers of plays.
Situational stats
- Success rate: the percentage of qualifying run and pass plays marked successful in the play-by-play data. A play is successful when its EPA is above zero. Higher is better for an offense; lower is better for a defense.
- Explosive plays: passes gaining at least 20 yards and runs gaining at least 10 yards. Explosive-play rate is the percentage of qualifying plays that meet those thresholds.
- Third-down conversion rate: successful third-down conversions divided by all recorded third-down attempts. Converting 6 of 12 is 50%.
- Red-zone touchdown rate: the percentage of drives that reach the opponent's 20-yard line or closer on a qualifying play and end with an offensive touchdown. Scoring touchdowns on 3 of 5 trips is 60%.
- Giveaways: interceptions thrown plus fumbles lost to the other team. A fumble recovered by the offense is not a giveaway.
For success and explosive-play rates, qualifying plays are recorded runs and passes with the needed results. Kneel-downs, spikes, aborted plays, and deleted plays do not count. Sacks recorded as passing plays do count.
Who qualifies for a ranking?
Quarterbacks have no minimum-attempt cutoff. Keep workload in mind when comparing a backup's handful of throws with a starter's season.
Other categories require a minimum workload. Use whichever requirement below is higher: the fixed minimum or the per-game minimum. Games means games played by the player's latest team through your selected week.
- Rushing, running backs and fullbacks: at least 15 carries or 6 carries per team game.
- Rushing, quarterbacks: at least 10 carries or 2 carries per team game.
- Receiving, wide receivers and tight ends: at least 15 targets or 3 targets per team game.
- Receiving, running backs and fullbacks: at least 10 targets or 2 targets per team game.
- Pressure, defensive linemen and linebackers: at least 50 defensive snaps with pressure data or 15 such snaps per team game.
After four team games, for example, a running back needs 24 carries. Traded players keep their stats from both teams.
Rankings and ties
Rankings compare qualified players or teams across the league. Filtering to one team or searching for a name does not change anyone's league rank.
Exact ties share a rank: two players tied for second show T-2, and the next player is fourth. Rankings use values before rounding, so matching numbers on screen may still have different ranks. A dash means a player has no rank.
Snap counts
A snap is a play on which a player is on the field. Snap counts show workload; snap percentages show how much of their team's activity they participated in.
Passing, rushing, and receiving player details show offensive snaps. Pressure details show defensive snaps. A defender playing 45 of his team's 60 defensive snaps has a 75% defensive snap share.
Pressure stats
Pressure rate
Pressure rate divides a defender's credited pressures by their defensive snaps in games with pressure data. Ten pressures over 200 defensive snaps gives a 5% pressure rate.
The denominator includes all of those defensive snaps, including run plays and snaps spent in coverage. Read it as pressure production relative to playing time, rather than the percentage of pass-rush attempts won.
Pressure share
Pressure share shows how much of a team's credited pressure production belongs to one player. A player with 10 of the team's 40 player pressure credits has a 25% pressure share. More than one defender can receive credit on the same play, so credits are not necessarily separate pressured plays.
Weighted disruption index
This combines sacks, quarterback hits, and hurries into one measure relative to playing time. Add one point for each sack and three-quarters of a point for each hit or hurry, then divide by defensive snaps in games with pressure data. Higher means more credited disruption per snap. These categories can overlap, so this is a weighted score, not a count of unique plays.
Pass-rush win rate (PRWR)
PRWR measures how often a player wins a pass-rush opportunity. Winning 20 of 100 opportunities gives a 20% win rate. It appears only when verified wins and opportunities are available; pressure rate does not stand in for it.