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WSH ThuNYG NE SunDET BUF SunNYJ CAR SunNO HOU SunCLE JAX SunTEN KC SunATL MIA SunIND MIN SunGB LAR SunARI SEA SunLV SF SunDAL PIT SunCIN LAC MonBAL
The LabWho wins the game against the clock

Clock IQ

The game has a second opponent: the clock. Seven tests from every snap of the 2026 season, from the last two minutes of each half to the final five of each game, turned into one grade. 50 is league average. Rams lead at 72; the Buccaneers sit at 20.

72

Bottom line17 of 32 staffs grade above average. Rams are best at 72, Buccaneers worst at 20.

How to read this chart
One dial = one staff.
The number in the middle is the Clock IQ grade, from 0 to 100, and the ring fills up to it like a clock hand. Color: blue 65 and up (strong), grey 45 to 64 (around average), amber 30 to 44, red under 30.
50 is league average.
Every 15 points above or below is one standard deviation, the usual gap between a good and an average staff. The small number in the corner is the rank.
Tap a team
to jump to its row in the heat map below, with the games behind the grade.
Seven tests, 32 staffs

The clock heat map

Each cell: standard deviations from league average · tap a team

Bottom lineRams top the table; on the first test (Two-minute drill) their mark is +10.1 pts vs expected.

How to read this chart
One row = one team, one column = one clock test.
The last column is the overall grade (IQ).
The number in each cell
says how far the team is from the league average on that test, in standard deviations: +1.0 is clearly better than most teams, −1.0 clearly worse, 0.0 average. Positive always means good clock management, even for tests where fewer is better (like burned timeouts).
Colors
follow the number: the stronger the color, the further from average. The key is under the table.
Tap a row
to open the team: drives, kneels, timeouts and the exact game moments.
Two-minute drillHalves left on the tableDied with timeoutsBurned timeoutsHurry-up when trailingClock stops when leadingBleeding the clockIQ
Rams+0.70.0+0.7−0.8+1.3+1.6−0.372
Texans+2.40.0−0.8+1.6−0.10.00.072
Eagles+1.20.0+0.7+0.3+0.30.00.068
Lions+0.30.0+0.7+1.60.0+0.2−0.565
4late-half drives9points (exp. 2.3)0early kneels0died with timeouts2timeouts burned–hurry-up pace
Lions verdict page →
Panthers+0.40.0+0.7+0.8+0.3−0.10.064
Saints0.00.0+0.7+1.2+0.40.00.064
3late-half drives10points (exp. 5)0early kneels0died with timeouts3timeouts burned23.9shurry-up pace
Saints verdict page →
Raiders+0.60.0+0.7−0.10.0+1.6−0.664
Bears−0.50.0+0.7+1.30.0+0.4+0.863
8late-half drives10points (exp. 7.5)0early kneels0died with timeouts3timeouts burned–hurry-up pace
Bears verdict page →
Cardinals+0.10.0+0.7−0.8+1.60.00.062
8late-half drives9points (exp. 3.1)0early kneels0died with timeouts9timeouts burned19.3shurry-up pace
Cardinals verdict page →
Vikings−0.30.0+0.7−0.40.0+1.3+1.061
6late-half drives6points (exp. 2.5)0early kneels0died with timeouts7timeouts burned–hurry-up pace
Vikings verdict page →
Giants−0.50.0+0.7+0.8+0.5−0.2+0.861
Ravens0.00.0+0.7+0.3+0.70.00.060
Seahawks+1.10.0−1.9+0.9+0.3+0.80.057
Jaguars+0.90.0+0.70.00.0−1.00.057
Cowboys+0.30.0−1.9−0.4+1.8+0.8+0.656
Chiefs−0.60.0+0.7+0.40.0−0.8+1.153
8late-half drives6points (exp. 4.4)0early kneels0died with timeouts5timeouts burned–hurry-up pace
Chiefs verdict page →
Chargers−0.80.0+0.70.0+0.60.00.052
10late-half drives6points (exp. 5.8)0early kneels0died with timeouts6timeouts burned23shurry-up pace
Chargers verdict page →
49ers+0.40.0+0.7−0.80.00.0−1.249
4late-half drives10points (exp. 2.8)0early kneels0died with timeouts8timeouts burned–hurry-up pace
49ers verdict page →
Bills−0.60.0+0.7+0.80.0−1.6+0.849
6late-half drives6points (exp. 4.6)0early kneels0died with timeouts4timeouts burned–hurry-up pace
Bills verdict page →
Dolphins−1.00.0+0.7−0.4+0.50.00.047
Falcons−1.20.0+0.7+0.90.0−1.1+0.546
7late-half drives0points (exp. 2.2)0early kneels0died with timeouts4timeouts burned–hurry-up pace
Falcons verdict page →
Packers+0.70.0+0.7−1.10.0−1.80.045
Commanders+0.10.0−0.8+0.8−1.2+0.50.044
7late-half drives12points (exp. 6.3)0early kneels1died with timeouts4timeouts burned29.6shurry-up pace
Commanders verdict page →
Bengals+0.80.0−0.8−1.2−0.8+0.4+0.643
Patriots+1.50.0−0.6+0.9−1.4−1.2−2.238
Broncos−1.40.0+0.7−1.10.0+0.7−1.036
Steelers+1.70.0−0.8−2.5−2.5+0.4+0.933
Browns−0.80.0+0.7−0.8−0.4−1.5−1.427
Jets−1.90.0−0.6−0.1−0.70.00.024
Colts−1.10.0−1.9+0.3−0.70.00.023
Titans−1.50.0−2.20.0+0.30.00.023
Buccaneers−1.10.0−1.9−1.5−0.2+0.50.020

much better better average worse much worse. Positive always means good clock management.

Best and worst at each test

Who wins each test

Bottom lineA team can be best at one test and worst at another: the overall grade is the weighted average of all seven.

How to read this chart
One card = one clock test.
The top list shows the three best teams at it, the bottom list (dimmer) the three worst.
The small number next to each team
is the raw value on that test, in the unit the test uses (points over expected, timeouts, seconds between snaps, share of plays).
Two-minute drill
  1. HOU+18.5 pts vs expected
  2. PIT+14.4 pts vs expected
  3. NE+15 pts vs expected
  1. NYJ−6.3 pts vs expected
  2. TEN−3.6 pts vs expected
  3. DEN−3.2 pts vs expected
Halves left on the table
  1. LAR0 halves run out with time and timeouts
  2. HOU0 halves run out with time and timeouts
  3. PHI0 halves run out with time and timeouts
  1. LAR0 halves run out with time and timeouts
  2. HOU0 halves run out with time and timeouts
  3. PHI0 halves run out with time and timeouts
Died with timeouts
  1. LAR0 close losses
  2. PHI0 close losses
  3. DET0 close losses
  1. TEN2 close losses
  2. SEA2 close losses
  3. DAL2 close losses
Burned timeouts
  1. HOU0.25 a game
  2. DET0.25 a game
  3. CHI0.33 a game
  1. PIT1.75 a game
  2. TB1.22 a game
  3. CIN1.13 a game
Hurry-up when trailing
  1. DAL18.5s between snaps
  2. ARI19.3s between snaps
  3. LAR20.6s between snaps
  1. PIT35.7s between snaps
  2. NE30.5s between snaps
  3. WSH29.6s between snaps
Clock stops when leading
  1. LAR0% of snaps
  2. LV0% of snaps
  3. MIN3% of snaps
  1. GB29% of snaps
  2. BUF27% of snaps
  3. CLE26% of snaps
Bleeding the clock
  1. KC30.9s between snaps
  2. MIN30.6s between snaps
  3. PIT30.2s between snaps
  1. NE14.4s between snaps
  2. CLE18.4s between snaps
  3. SF19.5s between snaps
The tape doesn't forget

Clock crimes

  1. Lost by 4 with 2 timeouts never usedColts vs Cowboys · Week 9 · Q4 0:35
  2. Lost by 3 with 1 timeout never usedCowboys vs Cardinals · Week 8 · OT 2:58
  3. Ran out the half with 86s and 2 timeouts left, ball at the own 36Buccaneers vs Falcons · Week 8 · Q2 1:26
  4. Lost by 6 with 2 timeouts never usedTexans vs Giants · Week 7 · OT 7:33
  5. Lost by 6 with 1 timeout never usedColts vs Vikings · Week 7 · Q4 0:34
  6. Lost by 3 with 3 timeouts never usedTitans vs Browns · Week 7 · Q4 0:03
  7. Lost by 3 with 2 timeouts never usedSeahawks vs Broncos · Week 6 · OT 4:57
  8. Lost by 3 with 1 timeout never usedSeahawks vs 49ers · Week 5 · Q4 0:20
  9. Lost by 8 with 1 timeout never usedCowboys vs Buccaneers · Week 5 · Q4 0:31
  10. Lost by 3 with 1 timeout never usedSteelers vs Browns · Week 4 · Q4 0:01
  11. Lost by 3 with 1 timeout never usedBuccaneers vs Packers · Week 4 · Q4 0:02
  12. Lost by 3 with 1 timeout never usedBengals vs Steelers · Week 3 · Q4 0:17
  13. Lost by 5 with 2 timeouts never usedTitans vs Giants · Week 3 · Q4 0:17
  14. Lost by 3 with 1 timeout never usedJets vs Packers · Week 2 · OT 5:26
Done right

Two-minute heists

  1. Touchdown drive started with 1:05 left in the halfTexans vs Chargers · Week 9
  2. Touchdown drive started with 0:49 left in the halfCowboys vs Colts · Week 9
  3. Touchdown drive started with 0:57 left in the halfSeahawks vs Bears · Week 8
  4. Touchdown drive started with 1:03 left in the halfJaguars vs Colts · Week 8
  5. Touchdown drive started with 0:40 left in the halfSteelers vs Browns · Week 8
  6. Touchdown drive started with 0:09 left in the halfPatriots vs Bears · Week 7
  7. Touchdown drive started with 0:48 left in the halfTexans vs Jaguars · Week 6
  8. Touchdown drive started with 1:11 left in the halfSaints vs Giants · Week 6

How sure are we? Split into odd and even weeks, this season's grades only partly agree. Read Clock IQ as what each staff did with the clock, not yet as a stable rating of the coach. The test →

MethodHow this is built
Two-minute drill
Drives that start inside the last 2:00 of the first half: points scored by halftime against the expected points at the first snap. League average +0.61 a game.
Halves left on the table
Getting the ball in the last 2:00 of the first half with at least 30 seconds and a timeout, outside your own 20, then running or kneeling it out in four snaps or fewer without scoring. A test only counts toward the grade when at least five staffs differ from the typical value; until then it weighs zero, so one rare event cannot sink a team. Every test is also capped at 2.5 standard deviations.
Died with timeouts
Losses by 8 points or fewer that end with the opponent holding the ball and the loser still holding timeouts.
Burned timeouts
Timeouts the offense calls outside the last 2:00 of either half: play-clock and personnel trouble, not strategy. League average 0.75 a game.
Hurry-up and closing
Last 5:00 of the fourth quarter. Trailing by 1-16: seconds between snaps after plays that keep the clock running (league 24.7s). Leading by 1-16: share of snaps that stop the clock, incompletions and runs out of bounds (league 13%), and seconds between snaps (league 25.8s).
The grade
Each test becomes a z-score against the league, weighted (two-minute drill and hurry-up count most), averaged, and scaled so 50 is average and 15 points is one standard deviation. Small samples count as average.