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Glossary · how every number is made

The numbers, explained

18terms
defined

Every rate on the site comes from the same public play-by-play, filtered the same way. Here is what each number means, exactly what it counts and leaves out, and where to find it.

What counts as a play · 2026 regular season

In the math, and left out

16,737pass and run plays counted
10,100dropbacks, incl. 641 sacks and 489 scrambles
2,497plays wiped out by penalty, excluded
205kneel-downs, excluded
51spikes, excluded
Method136 games16,737 playsweeks 1–9nflverse play-by-playupdated 3 h agoGlossary →

Special-teams snaps (kickoffs, punts, field goals, extra points) never enter offensive or defensive rates.Passing yards on our boards exclude sack yardage; sacks still count against EPA per dropback.

Efficiency

4 terms

Expected points addedEPA

#

How many points a play added to the drive's expected points, from down, distance, field position and clock.

Every snap starts with an expected-points value: what an average offense scores from that down, distance, yard line and game clock. EPA is the value after the play minus the value before it. A 9-yard gain on 3rd-and-8 is worth far more than the same 9 yards on 3rd-and-15, and EPA captures that where raw yards cannot.

How we compute it
  • Per-play EPA comes from the open nflverse play-by-play model; we do not re-fit it.
  • Team and player EPA per play averages only plays tagged pass or run. Kneel-downs, spikes, special-teams snaps and plays wiped out by a penalty (nflverse "no_play") are left out.
  • Accepted penalties that do not erase the play stay in, with their yardage, inside that play's EPA.
  • Sacks count as pass plays and their (negative) EPA counts against the passing game. Quarterback scrambles count as dropbacks, so a team's rushing EPA excludes them.
  • Team tables use the regular season only.

Success rate

#

Share of plays with positive EPA: the play left the offense better off than it started.

Success rate asks a yes-or-no question of every play: did it raise the offense's expected points? It rewards staying on schedule and is less swayed by one 70-yard bomb than EPA per play.

How we compute it
  • A play is a success when its nflverse EPA is above zero.
  • Same play filter as EPA: pass and run plays only, with kneels, spikes, special teams and nullified plays excluded.
  • With / Without uses team success rate per game in games with and without a player.

Pass rate over expectedPROE

#

How often a team throws compared with an average team in the same situations.

Everyone passes on 3rd-and-12 and runs while protecting a fourth-quarter lead. PROE removes the situation: the nflverse model estimates the pass probability of each snap from down, distance, field position, clock and score, and PROE is how far the team's real choices sit above or below that.

How we compute it
  • Average of nflverse pass-over-expected per play, in percentage points, over the team's pass and run plays in the regular season.
  • Snaps the model cannot score are skipped. Kneels, spikes and nullified plays are excluded like everywhere else.
Where you see itEPA map →Team hubs →

Explosive play

#

A pass that gains 20+ yards or a run that gains 10+.

Big gains flip field position and drives in a single snap. The thresholds are the common analytics convention, and they count the same for every team.

How we compute it
  • A pass attempt gaining 20 or more yards, or a rush gaining 10 or more, on pass or run plays.
  • Sacks can never qualify. Plays nullified by penalty are excluded.

Passing

3 terms

EPA per dropbackEPA/db

#

Average EPA on every play where the quarterback dropped back: throws, sacks and scrambles.

The cleanest single number for a quarterback's season. A dropback is any designed pass play, whether it ends in a throw, a sack or a scramble, so the quarterback is charged for the sacks he takes and credited for the yards he makes with his legs.

How we compute it
  • Counts plays flagged as a quarterback dropback in nflverse data, credited to the dropback player (scrambles included).
  • Spikes and kneel-downs are never dropbacks. Plays nullified by a penalty carry no dropback flag in the data, so they never count.
  • The home Quarterback board ranks regular-season passers with at least 120 dropbacks.
  • The player percentile card qualifies quarterbacks at 12 dropbacks per week of the season so far.

Completion percentage over expectedCPOE

#

Completion rate above or below what the throws' difficulty predicts, in percentage points.

The nflverse completion model estimates how often an average passer completes each throw from its depth, location, down and distance. CPOE is the actual result minus that estimate. +3.0 means he completes three more passes per hundred than the degree of difficulty suggests.

How we compute it
  • We average the nflverse CPOE value of each pass the model can score.
  • Sacks, scrambles, spikes and passes with no recorded air yards (most throwaways) have no CPOE, so they drop out of the average rather than counting as incompletions.

Average depth of targetaDOT

#

Average air yards per pass attempt: how far downfield the ball travels before the catch point.

aDOT measures intent, not result. A receiver with a 14-yard aDOT is used as a vertical threat; a 5-yard aDOT is a short-area, yards-after-catch role. For a quarterback it says how aggressive the passing game is.

How we compute it
  • Average of nflverse air yards (line of scrimmage to the target point) over pass attempts, completed or not.
  • Throws behind the line count with negative air yards. Sacks and passes with no recorded air yards are skipped.

Usage

4 terms

Snap share

#

Share of his team's offensive or defensive snaps a player was on the field for.

The truest measure of role. A receiver who plays 90% of snaps is an every-down starter whatever the depth chart says; one at 35% is a rotational piece.

How we compute it
  • From the weekly nflverse snap counts (Pro Football Reference participation data), per game.
  • Season snap share is the average of his per-game shares in the games he actually played: weeks he missed do not drag it down.
  • Offense, defense and special teams are counted separately.

Target share

#

Share of the team's targeted passes thrown to this player.

Targets are opportunity. A 25% target share means one in four of the team's aimed throws went his way, the clearest sign of a featured receiver.

How we compute it
  • Player targets divided by team targets, where a target is a pass attempt with an intended receiver.
  • Sacks, spikes and throwaways with no intended receiver are not targets. Plays nullified by penalty are excluded.

Air yards share

#

Share of the team's air yards on targets that went to this player.

Target share counts throws; air yards share weights them by depth. A deep threat can own 35% of the air yards on 18% of the targets.

How we compute it
  • Sum of air yards on the player's targets divided by the team's air yards on all targets (completions and incompletions).
  • Throws behind the line subtract. Same target definition as target share.

Yards after catchYAC

#

Yards gained after the ball is caught, averaged per reception.

YAC splits a receiver's production between where the ball arrived and what he did with it. High YAC with a low aDOT is the classic screen-and-slant role.

How we compute it
  • nflverse yards after catch, averaged over completed passes to the player.
  • Incompletions have no YAC and are not counted as zero.
Where you see itCompare players →

Game & season

3 terms

Win probabilityWP

#

The live chance each team wins, updated after every play.

Win probability turns score, time, field position, down and distance into the chance a team goes on to win. The swing on a single play shows how much that play mattered.

How we compute it
  • Live win probability on scores, game pages and the ticker is ESPN's in-game model, stored play by play.
  • We do not adjust it. It is a different model from our playoff odds, which simulate whole seasons.

Playoff odds

#

Share of 10,000 simulated seasons in which the team reaches the playoffs.

We play out the rest of the schedule 10,000 times, seed both conferences with the current format (four division winners and three wild cards, only the No. 1 seed gets a bye) and run the bracket to the Super Bowl.

How we compute it
  • Team strength = half point differential per game, half net EPA per game, shrunk toward average by games played (rating x games / (games + 3)) and centred on the league average.
  • Upcoming games use the betting line when one is posted, otherwise the rating gap plus 1.5 points of home field. Game margins vary with a standard deviation of 13.5 points.
  • Each simulated season also draws a random error on every team's rating, so a hot start is not treated as certain.
  • Tiebreakers are simplified: win percentage, head-to-head, division or conference record, then a coin flip.
  • A fixed random seed means the same data always gives the same numbers. Results refresh at most every 10 minutes.

Strength of schedule

#

Average strength of the opponents left on the schedule, in points above an average team.

Records at midseason flatter some teams and punish others. Strength of schedule rates every opponent by how it has actually played this season and averages the games still to come, and the games already played.

How we compute it
  • Each opponent's rating is the same team-strength number the playoff odds use (point differential and EPA, shrunk by games played).
  • Rank 1 is the hardest remaining schedule. We also show the opponents' combined winning percentage.

Method

4 terms

With / Without

#

How a team played in games with a player on the field against games without him.

Football has no lineup stints, so the unit is the whole game. The split shows what a team's offense or defense looked like when a starter played and when he sat.

How we compute it
  • "With" = he played at least 25% of his unit's snaps. "Without" = zero snaps, and he did not play for another club that week.
  • Games where he played a sliver (hurt early, five snaps) go in neither pile.
  • We need at least two games with and one without. EPA per play and success rate come from the play-by-play (pass and run plays only); points from the final score.
Where you see itWith / Without →

Sample size

#

How many plays or games stand behind a number. Small samples swing wildly.

Efficiency stats settle down only as plays pile up. Three good games can put a backup at the top of any per-play table. We show the plays and games behind our numbers and set minimums before ranking anyone.

How we compute it
  • Quarterback board: 120 regular-season dropbacks.
  • Percentile card minimums grow with the season: per week played, 12 dropbacks (QB), 4.5 carries (RB), 2.5 targets (WR), 2 targets (TE), 15 defensive snaps (DL, LB, CB, S), 0.8 field-goal tries (K), 2 punts (P).
  • A small-sample tag marks numbers below the minimum; they are shown, not ranked.
  • With / Without needs two games with and one without; anything thinner is listed separately.

Grade

#

The average of a player's percentiles on his position's card, from 1 to 99.

The number on the trading card. It summarises five or six position-specific measures into one figure against qualified peers. Tiers: Elite 90+, Pro Bowl 75+, Starter 50+, Depth below 50.

How we compute it
  • Grade = plain average of the player's percentiles on his card (at least three must exist).
  • Only players over the volume minimum get one. Offensive linemen and long snappers have no individual stat line, so no grade.
  • It is a production grade from public stats, not a film grade.

Percentile

#

Where a player ranks among qualified players at his position: 90 = better than 90% of them.

A percentile puts any number on the same 1-99 scale, so yards per carry and sack rate can sit on one radar.

How we compute it
  • Percentile = (peers below him + half of those tied) / qualified peers, rounded and kept between 1 and 99.
  • For lower-is-better numbers (interception rate, sack rate, touchback rate) the scale is flipped.
  • A metric needs at least five qualified peers with a value, otherwise it shows no percentile. The peer group is every active player in the same position group.

Sources: play-by-play models (EPA, success, CPOE, pass rate over expected, air yards) from the open-source nflverse project; scores, box scores, depth charts, injury reports and live win probability from public ESPN feeds; snap counts from the weekly nflverse participation data. More on where the data comes from and how we write.