Reference

Glossary

Concepts

Expected points added (EPA)
How much a play changed the offense’s expected points, given down, distance, field position and clock. A 6-yard completion on 3rd-and-5 is worth far more than the same gain on 3rd-and-12; EPA captures that difference. Values come from nflverse’s expected-points model.
Success rate
Share of plays with positive EPA — a measure of consistency rather than explosiveness.
Per play vs. total
Totals reward volume; per-play rates show efficiency. Leaderboards show both and let you set a minimum volume so small samples don’t dominate.
Qualifying players
Leaderboard ranks, shading and averages only use players above the minimum volume (by default about 22 pass attempts, 10 carries, or 4–5 targets per week).
Table shading
Blue cells are better than the qualifying group’s average, orange worse; the stronger the colour, the further from average.
Next Gen Stats
The NFL’s player-tracking data (from 2016): separation, time to throw, rush yards over expected and more. The NFL only publishes weekly numbers for players above a volume threshold.
Brier score
Average squared error of a probability forecast: 0 is perfect, 0.25 is a coin flip. Lower is better.
Log loss
Like the Brier score but punishes confident misses more heavily. 0.693 is a coin flip. Lower is better.
Calibration
Whether forecasts mean what they say: teams given 70% should win about 70% of the time.
Playoff odds
Share of 10,000 simulated seasons in which a team makes the playoffs, using the game model for every remaining game and random tie-breaks.

General

GamesG
Games played.
Fantasy points (PPR)PPR
Fantasy points in point-per-reception scoring.
Total EPAEPA
Expected points added across dropbacks, runs and targets combined (each scramble counted once).
Scrimmage yardsSCRIM YDS
Rushing plus receiving yards.
TouchesTCH
Carries plus receptions.
Total win probability addedWPA
Win probability added across passing, rushing and receiving. +1.00 is a full win's worth; unlike EPA it weighs plays by how much they swung the game, so late, close-game plays count most.

Fantasy

Fantasy points per game (PPR)PPR/G
PPR fantasy points per game played.
Expected fantasy pointsxFP
Fantasy points an average player would score with the same opportunities (each target, carry and dropback valued by its down, distance, field position and depth), from ffverse's ffopportunity model. Measures role and volume.
Expected fantasy points per gamexFP/G
Expected fantasy points per game played.
Fantasy points over expectedFPOE
Fantasy points scored minus expected fantasy points: how much more (or less) the player made of their opportunities. Large values in either direction tend to shrink.
Expected touchdownsxTD
Touchdowns an average player would score with the same opportunities.
Touchdowns over expectedTD OE
Touchdowns scored minus expected touchdowns. Players well above zero usually score less often going forward; well below, more often.

Passing

CompletionsCMP
Completed passes.
Pass attemptsATT
Pass attempts (excludes sacks).
Completions / attemptsCMP/ATT
Completions and attempts.
Passing yardsYDS
Passing yards (sack yardage not subtracted).
Passing touchdownsTD
Touchdown passes.
InterceptionsINT
Passes intercepted.
Sacks takenSK
Times sacked.
Completion %CMP%
Completions divided by attempts.
Yards per attemptY/A
Passing yards divided by attempts.
Adjusted net yards per attemptANY/A
(Passing yards + 20 × TD − 45 × INT − sack yards) ÷ (attempts + sacks). Rewards touchdowns, punishes interceptions and sacks.
Touchdown rateTD%
Touchdown passes per attempt.
Interception rateINT%
Interceptions per attempt.
Sack rateSK%
Sacks per dropback (attempts plus sacks).
DropbacksDB
Pass attempts, sacks and scrambles.
Passing EPAEPA
Expected points added on dropbacks, including sacks and scrambles.
EPA per dropbackEPA/PLAY
Expected points added per dropback. Zero is an average play; +0.20 is elite.
Completion % over expectedCPOE
Completion percentage minus the expected completion percentage for the same throws, given depth, location and pressure. In percentage points.
Dropback success rateSUCC%
Share of dropbacks with positive EPA.
Average depth of targetaDOT
Air yards per pass attempt: how far downfield the quarterback throws.
Time to throwTTT
Average seconds from snap to throw (Next Gen Stats).
Air yards to the sticksAYTS
Average air yards past (+) or short of (−) the first-down marker on throws (Next Gen Stats).
Expected completion %xCMP%
Completion percentage an average passer would have on the same throws, given receiver separation, throw distance and pressure (Next Gen Stats). Lower means harder throws.
Longest completion in the airMAX AIR
Longest distance a completed pass travelled in the air, sideways movement included (Next Gen Stats).
AggressivenessAGG%
Share of throws into tight coverage (defender within a yard) (Next Gen Stats).
Pressure ratePRSS%
Share of dropbacks under pressure (hurried, hit or sacked), as charted by Pro Football Reference. Reflects the offensive line as much as the quarterback.
Bad throw rateBAD%
Share of pass attempts charted as poorly thrown by Pro Football Reference.
Passing win probability addedPASS WPA
Win probability added on passes and sacks (scrambles count as runs). +1.00 is a full win's worth.
Deep throw rateDEEP%
Share of pass attempts thrown 20+ yards downfield.
Deep completion %DEEP CMP%
Completions on throws 20+ yards downfield.
EPA per deep throwDEEP EPA
Expected points added per throw 20+ yards downfield.
Interception-worthy throw rateIW%
Share of dropbacks with a throw FTN charted as interception-worthy, caught or not (2022 on). A steadier read on risk than interceptions.
Scramble rateSCRM%
Share of dropbacks where the quarterback scrambled.
EPA per scrambleSCRM EPA
Expected points added per scramble.
YAC share of passing yardsYAC%
Share of passing yards gained after the catch. High means receivers did more of the work.

Rushing

CarriesCAR
Rushing attempts.
Rushing yardsYDS
Rushing yards.
Rushing touchdownsTD
Rushing touchdowns.
Yards per carryY/C
Rushing yards divided by carries.
Rushing EPAEPA
Expected points added on carries (quarterback scrambles included).
Designed-run EPARUN EPA
Expected points added on designed runs, leaving out quarterback scrambles (which count as dropbacks).
EPA per carryEPA/CAR
Expected points added per carry. Most running backs land below zero; anything positive is strong.
Rushing success rateSUCC%
Share of designed runs with positive EPA.
Rush yards over expected per carryRYOE/CAR
Rushing yards beyond what an average back would gain given blocking and defender positions at the handoff (Next Gen Stats).
Rush yards over expectedRYOE
Total rushing yards over expected (Next Gen Stats).
Carries beating expectationBEAT%
Share of carries that gained more than expected given blocking and defender positions (Next Gen Stats). A consistency measure next to RYOE, which big runs can carry.
Expected yards per carryxYPC
Yards an average back would gain on the same carries, from blocking and defender positions at the handoff (Next Gen Stats). Mostly a measure of the blocking and the situations.
Rushing efficiencyEFF
Distance travelled per yard gained (Next Gen Stats). Lower is more north-south; elusive backs run higher.
Time behind the lineTLOS
Average seconds a ball carrier spends behind the line of scrimmage (Next Gen Stats).
Yards before contact per carryYBC/ATT
Yards gained before the first defender makes contact, per carry (Pro Football Reference). Mostly a blocking measure.
Yards after contact per carryYAC/ATT
Yards gained after first contact, per carry (Pro Football Reference). Mostly a runner measure.
Broken tacklesBTK
Tackles broken as a runner or receiver (Pro Football Reference).
Stacked-box rate8+ BOX%
Share of carries against eight or more defenders in the box (Next Gen Stats).
Rushing win probability addedRUSH WPA
Win probability added on runs (quarterback scrambles included). +1.00 is a full win's worth.
Explosive run rateEXPL%
Share of designed runs gaining 10+ yards.
Stuff rateSTUFF%
Share of designed runs stopped at or behind the line.
First down rate (rushing)1D%
Carries that gained a first down or touchdown.
Goal-line carriesGL CAR
Carries from the opponent's 5-yard line or closer.
Goal-line TD rateGL TD%
Touchdowns per carry from the opponent's 5-yard line or closer.

Receiving

TargetsTGT
Passes thrown to the player.
ReceptionsREC
Catches.
Receiving yardsYDS
Receiving yards.
Receiving touchdownsTD
Receiving touchdowns.
Catch rateCATCH%
Receptions per target.
Yards per receptionY/R
Receiving yards per catch.
Yards per targetY/TGT
Receiving yards per target, including incompletions.
Receiving EPAEPA
Expected points added on targets, including incompletions and interceptions.
EPA per targetEPA/TGT
Expected points added per target, including incompletions and interceptions.
Target success rateSUCC%
Share of targets with positive EPA.
Target shareTGT%
Share of the team's targets, averaged across games.
Air yards shareAY%
Share of the team's air yards, averaged across games.
Weighted opportunity ratingWOPR
1.5 × target share + 0.7 × air yards share. Measures a receiver’s role in the passing game.
Average depth of targetaDOT
Air yards per target.
Yards after catch per receptionYAC/R
Yards gained after the catch, per reception.
DropsDROP
Catchable passes dropped (Pro Football Reference).
Drop rateDROP%
Drops per target (Pro Football Reference).
Average separationSEP
Yards between receiver and nearest defender when the ball arrives (Next Gen Stats).
Average cushionCUSH
Yards between the receiver and the nearest defender at the snap (Next Gen Stats). High cushion means off coverage.
YAC over expectedYACOE
Yards after catch beyond the expected amount, per reception (Next Gen Stats).
Receiving win probability addedREC WPA
Win probability added on targets. +1.00 is a full win's worth.
YAC over expected (all catches)xYAC+
Yards after catch beyond nflfastR's expectation, per reception. Covers every catch, unlike the Next Gen Stats version, which the NFL only publishes for high-volume players.
20+ yard catches20+
Receptions gaining 20 or more yards.
20+ yard catches per target20+/TGT
Share of targets that became a 20+ yard catch.
Receiver air conversion ratioRACR
Receiving yards per air yard targeted. Above 1 means the receiver gains more than the throws were worth in the air (yards after the catch, catch rate).
First downs per target1D/TGT
Targets that produced a first down or touchdown.
Red zone targetsRZ TGT
Targets inside the opponent's 20-yard line.
End zone targetsEZ TGT
Targets thrown into the end zone.

Defense

TacklesTKL
Solo plus assisted tackles.
Tackles for lossTFL
Tackles behind the line of scrimmage.
SacksSACK
Sacks (half sacks count 0.5).
QB hitsQBH
Hits on the quarterback.
InterceptionsINT
Interceptions made.
Passes defendedPD
Passes broken up or intercepted.
Forced fumblesFF
Fumbles forced.
PressuresPRSS
Hurries, QB hits and sacks combined (Pro Football Reference).
Missed tackle rateMTKL%
Missed tackles as a share of tackle attempts (Pro Football Reference).
Targets allowedTGT
Passes thrown at the defender in coverage (Pro Football Reference).
Completion % allowedCMP%
Completions allowed per target in coverage.
Yards per target allowedY/TGT
Receiving yards allowed per target in coverage.
Passer rating allowedRTG
NFL passer rating on throws into the defender's coverage, computed from completions, yards, touchdowns and interceptions allowed.
Defensive touchdownsTD
Touchdowns scored on defense.
Defensive snapsSNAPS
Snaps played on defense (Pro Football Reference snap counts).
Snap shareSNAP%
Share of the team's defensive snaps played, in the games the player appeared in.
Havoc playsHAVOC
Tackles for loss (sacks included), passes defended (interceptions included) and forced fumbles.
Havoc rateHAVOC%
Havoc plays per defensive snap.
StopsSTOPS
Tackles (solo or shared) that end a play the offense failed on, i.e. one with negative EPA. From play-by-play.
Stop rateSTOP%
Stops per defensive snap.
Run stopsRSTOP
Tackles on designed runs and scrambles that the offense failed on (negative EPA).
Yards per run tackleRTKL YDS
Average gain on the runs the player tackled. Lower means the player makes tackles closer to (or behind) the line.
Pressure ratePRSS%
Pressures per defensive snap. Pass-rush snaps are not published, so run snaps count too; compare players at the same position.
BlitzesBLTZ
Times sent as a blitzer (Pro Football Reference).
Missed tacklesMTKL
Missed tackles (Pro Football Reference).
Touchdowns allowedTD ALW
Receiving touchdowns allowed in the defender's coverage (Pro Football Reference).
YAC allowed per completionYAC/C
Yards after the catch allowed per completion in coverage (Pro Football Reference).
Snaps per targetSNP/TGT
Defensive snaps per pass thrown at the defender. Higher means quarterbacks avoid them (or they rarely cover).

Offensive line

Offensive snapsSNAPS
Snaps played on offense (Pro Football Reference snap counts, 2013 on).
Snap share (offense)SNAP%
Share of the team's offensive snaps played, in the games the player appeared in.
PenaltiesPEN
Penalties called on the player on offense (accepted or declined).
Holding penaltiesHOLD
Offensive holding calls on the player.
False startsFS
False start calls on the player.
Penalties per 100 snapsPEN/100
Penalties called on the player per 100 offensive snaps.
Line sack rateSK%
Sacks per dropback. The line's rate while he was on the field, credited by his share of snaps: public data doesn't say which blocker allowed a sack or opened a hole.
Line pressure ratePRSS%
Dropbacks where the quarterback was hurried, hit or sacked (Pro Football Reference charting, 2018 on). The line's rate while he was on the field, credited by his share of snaps: public data doesn't say which blocker allowed a sack or opened a hole.
Sacks allowed by the lineLINE SK%
Sacks per dropback, leaving out those FTN charted as the quarterback's fault (holding the ball, running into the rush). FTN charting, 2023 on. The line's rate while he was on the field, credited by his share of snaps: public data doesn't say which blocker was beaten.
Pressure rate on his snapsPRSS% ON
Dropbacks where the quarterback was pressured or sacked, counted over the plays he was actually on the field (nflverse participation, 2016 on; published after each season, so not yet for the current one). Still the whole line's result: public data doesn't say which blocker was beaten. Rates before 2023 run a few points higher, from a change in the source's charting.
Pressure rate vs 4 or fewer rushersPRSS% 4-
Pressure rate on his snaps when the defense rushed four or fewer, so no extra blitzers to pick up: the purest public measure of a line's protection (nflverse participation, 2016 on; published after each season).
Sack rate on his snapsSK% ON
Sacks per dropback over the plays he was actually on the field (nflverse participation, 2016 on; published after each season). Still the whole line's result.
Yards before contact per carryYBC
How far runners got before first being touched (Pro Football Reference, 2018 on), the clearest sign of run blocking. The line's rate while he was on the field, credited by his share of snaps: public data doesn't say which blocker allowed a sack or opened a hole.
Line stuff rateSTUFF%
Designed runs stopped at or behind the line. The line's rate while he was on the field, credited by his share of snaps: public data doesn't say which blocker allowed a sack or opened a hole.
Rushing EPA per play (line)RUSH EPA
Expected points added per designed run. The line's rate while he was on the field, credited by his share of snaps: public data doesn't say which blocker allowed a sack or opened a hole.
Passing EPA per dropback (line)PASS EPA
Expected points added per dropback. The line's rate while he was on the field, credited by his share of snaps: public data doesn't say which blocker allowed a sack or opened a hole.

Kicking

Field goals madeFGM
Field goals made.
Field goals attemptedFGA
Field goals attempted.
Field goal %FG%
Field goals made per attempt.
Longest field goalLNG
Longest field goal made.
Field goals over expectedFG OE
Field goals made minus the number an average kicker would make from the same distances (the league's make rate within two yards, over that season and the two before).
FG % over expectedFG% OE
Field goal percentage above what an average kicker would make from the same distances, in percentage points.
50+ yard field goals50+
Field goals made and attempted from 50 yards or more.
50+ yard FG %50+%
Make rate from 50 yards or more.
Extra point %XP%
Extra points made per attempt.

Team

Offense EPA/playOFFENSE
Expected points added per offensive play (passes and runs).
Defense EPA/play allowedDEFENSE
Expected points added per play by opponents. Negative is good.
Net EPA/playNET
Offense EPA/play minus defense EPA/play allowed.
Pass offense EPA/playPASS
EPA per dropback on offense.
Rush offense EPA/playRUSH
EPA per designed run on offense.
Pass defense EPA/play allowedPASS D
EPA per dropback allowed.
Rush defense EPA/play allowedRUSH D
EPA per designed run allowed.
Adjusted net yards per attemptANY/A
(Passing yards + 20 × TD − 45 × INT − sack yards) ÷ dropbacks, scrambles excluded.
ANY/A allowedANY/A
Opponents' adjusted net yards per attempt.
ANY/A differentialANY/A +/-
ANY/A minus ANY/A allowed.
Time to throwTTT
Seconds from snap to throw for the team's passers (Next Gen Stats).
Air yards to the sticksAYTS
Average air yards past (+) or short of (−) the first-down marker (Next Gen Stats).
Rush yards over expected per carryRYOE/C
The team's ball carriers' yards beyond what an average back would gain given blocking and defender positions (Next Gen Stats).
Carries beating expectationBEAT%
Share of carries that gained more than expected (Next Gen Stats).
Stacked boxes faced8+ BOX%
Share of carries against eight or more defenders in the box (Next Gen Stats).
Receiver separationSEP
Yards between the team's receivers and the nearest defender when the ball arrives (Next Gen Stats).
Time to throw allowedTTT
Seconds opposing passers held the ball (Next Gen Stats). Lower suggests a pass rush that forces quick throws.
RYOE per carry allowedRYOE/C
Opposing ball carriers' yards beyond expectation (Next Gen Stats). Negative is good.
Carries beating expectation allowedBEAT%
Share of opposing carries that gained more than expected (Next Gen Stats).
Separation allowedSEP
Yards between opposing receivers and the nearest defender when the ball arrives (Next Gen Stats). Lower is tighter coverage.
Tight-window throws forcedTIGHT%
Share of opposing throws into tight coverage, a defender within a yard (Next Gen Stats).
Stacked-box rate8+ BOX%
Share of opponents' carries the defense met with eight or more in the box (Next Gen Stats).
Offensive success rateSUCC%
Share of offensive plays with positive EPA.
Point differentialPT DIFF
Points scored minus points allowed.
Turnover differential per gameTO DIFF
Takeaways minus giveaways, per game.
Win %WIN%
Wins per game (ties count half).
Points per drivePTS/DR
Points scored by the offense per possession.
Points per drive allowedPTS/DR
Points opponents scored per possession.
Scoring drive rateSCORE%
Share of possessions ending in a touchdown or field goal.
Scoring drives allowedSCORE%
Share of opponents' possessions ending in a touchdown or field goal.
Three-and-out rate3&OUT%
Share of possessions that ended in a punt without a first down.
Three-and-outs forced3&OUT%
Share of opponents' possessions that ended in a punt without a first down.
Red zone TD rateRZ TD%
Share of drives reaching the opponent 20 that ended in a touchdown.
Red zone TD rate allowedRZ TD%
Share of opponents' drives reaching the 20 that ended in a touchdown.
Giveaway rateGIVE%
Share of possessions ending in an interception or lost fumble.
Takeaway rateTAKE%
Share of opponents' possessions ending in an interception or lost fumble.
Explosive play rateEXPL%
Share of plays gaining 20+ yards on a pass or 10+ on a run.
Explosive plays allowedEXPL%
Share of opponent plays gaining 20+ yards on a pass or 10+ on a run.
Runs stuffedSTUFF%
Share of designed runs stopped at or behind the line.
Run stuff rateSTUFF%
Share of opponent designed runs the defense stopped at or behind the line.
Pass rate over expectedPROE
How much more often the team passes than an average team would in the same situation (nflfastR's expected pass model), in neutral situations: 1st-3rd down, win probability 20-80%, outside the last two minutes of a half.
Early-down pass rateED PASS%
Share of 1st and 2nd down plays that were passes, in neutral situations.
Seconds per playSEC/PL
Time of possession per offensive play. Lower is a faster pace.
Shotgun rateGUN%
Share of plays snapped from shotgun.
No-huddle rateNO HUD%
Share of plays run without a huddle.
Motion rateMOTION%
Share of plays with pre-snap motion (FTN charting, 2022 on).
Play-action ratePA%
Share of dropbacks with a play-action fake (FTN charting, 2022 on).
Blitz rateBLITZ%
Share of opponent dropbacks where the defense blitzed (FTN charting, 2022 on).
4th-and-short go rate4TH GO%
How often the offense went for it on 4th and 2 or less in the opponent half, instead of punting or kicking.
4th-down conversion rate4TH CNV%
Share of 4th-down attempts converted.
Pythagorean winsPYTH W
Wins expected from points scored and allowed (exponent 2.37). It predicts the next season better than the actual record does.
Wins over expectedLUCK
Actual wins minus Pythagorean wins. Teams far above zero usually won close games, which tends not to last.
Fumble recovery rateFUM REC%
Share of all fumbles in its games (by either team) that the team recovered. Mostly luck; the average is about 50%.
INTs per interceptable passTHROWN/IW
Interceptions thrown per interception-worthy pass (FTN charting, 2022 on). Low means the offense got away with risky throws, which tends to even out.
INTs made per interceptable passPICKED/IW
Interceptions caught per interception-worthy pass by opponents (FTN charting, 2022 on).
Special teams EPA per gameST EPA
Expected points added on kicks, punts and returns, both units combined, per game.