Stats Glossary

What every number on this site means, how it is calculated, and where it matters, what it does not tell you. The first line of each entry is the plain explanation and the grey line underneath is the technical version, with the formula or method and any caveats worth knowing. Stats marked higher are better when larger, lower when smaller, and style when neither direction is good or bad.

General conceptsTeam statsPlayer statsNotes and caveats

General concepts

A few ideas that most of the numbers on this site are built on. Worth reading first, since nearly every rating below is some variation of these.
Possessionstyle
One team's turn with the ball. It ends when they score, turn it over, or go to the line. An offensive rebound keeps the same possession alive rather than starting a new one, which is why both teams finish a game with almost exactly the same number of possessions.
Box score possessions are estimated with the standard formula, FGA minus ORB plus TOV plus 0.44 times FTA. Play by play possessions are counted directly off the event stream instead of estimated, so the two figures differ slightly for the same game.
Appears on: everywhere
Efficiency (per 100 possessions)PPP times 100style
Points scored or allowed per 100 possessions. Rating a team per possession instead of per game takes tempo out of the picture, so a team that plays fast and a team that grinds it out can be compared directly.
Points per game rewards playing fast, since a faster team simply gets more chances at the basket. Per 100 possessions does not, which is why every rating on this site is built on it.
Appears on: everywhere
Opponent adjustmentthe "Adj" prefixstyle
Correcting a number for the quality of the opponents a team actually faced. Scoring 105 per 100 against a schedule of elite defenses is a better performance than scoring 108 against a soft one, and the adjustment is what puts those two on the same footing.
Ratings are fit with ridge regression across every game at once. Each row is team offense, opponent defense and game location, so every team's rating depends on every other team's and the whole system resolves together. Home advantage is learned from the data rather than assumed, and blowout margins are capped so that a single lopsided result cannot drag a team's season rating around.
Appears on: team and player pages
TempoPace, AdjTstyle
Possessions per 40 minutes. Neither fast nor slow is better. Provides important context for per game numbers.
On the ratings page tempo is opponent adjusted with its own ridge model, where both teams in a game pull the pace toward their own norm. Playing a team that walks it up will drag your raw pace down, and the adjustment accounts for that.
Appears on: team ratings, team stats
Garbage timestyle
Late possessions in a game that has already been decided, with benches on the floor. Whether it counts toward a stat depends on the stat.
Kills include garbage time so the figures line up with published kill counts. The transition and halfcourt splits exclude it, on the basis that garbage time defense is not really defense.
Appears on: play by play stats
QuadrantsT1 to T4, Q1 to Q4, NET quadrantsstyle
The NCAA's system for grading a win by how good the opponent was and where the game was played. Beating a top 30 team at home is a Quad 1 win, and since that same win on the road is harder to come by, the thresholds loosen as you move away from home.
Men's thresholds by opponent rank are, at home, Q1 up to 30, Q2 up to 75 and Q3 up to 160. At neutral sites, Q1 up to 50, Q2 up to 100 and Q3 up to 200. On the road, Q1 up to 75, Q2 up to 135 and Q3 up to 240. Everything left over is Q4. Women's thresholds are different and are applied automatically on the women's pages. On the men's side Q1 and Q2 split further into A and B bands, which show up on hover.
Appears on: team ratings

Team stats

Everything that describes a team. Strength ratings first, then the play by play splits, then resume and schedule, and finally the conventional box score numbers.
AdjEMAdjusted efficiency marginhigher
How many points per 100 possessions a team would be expected to win by against an average opponent on a neutral floor. This is the headline rating and the default sort for the table.
AdjO minus AdjD. The number shown blends the current season ridge result with a preseason projection, weighted by games played, so that a two game sample in November does not swing a rating wildly. The weight on the prior decays as games accumulate, and by February the rating is almost entirely current season.
Appears on: team ratings
AdjOAdjusted offensive efficiencyhigher
Points a team would be expected to score per 100 possessions against an average defense.
League average sits around 106. Elite offenses run 120 and up.
Appears on: team ratings
AdjDAdjusted defensive efficiencylower
Points a team would be expected to allow per 100 possessions against an average offense. Lower is better, so this column sorts ascending on the first click.
Elite defenses sit under 90.
Appears on: team ratings
Road±Venue splithigher
How much better or worse a team plays away from home once you account for who they played and for normal home advantage. A negative number means a team is unusually reliant on its own building.
Calculated as the residual between actual and expected margin per 100 possessions split by venue, then differenced as away plus neutral minus home. It is shrunk heavily toward zero for teams without many road games, since venue splits are noisy on small samples.
Appears on: team ratings
ConsistencyConshigher
How repeatable a team's performance is from night to night. A high score means they play close to their rating most games, while a low score means they swing hard in both directions.
Built from the spread of per game performance versus expectation residuals, combining overall volatility with the size of the largest swings, then shrunk toward league average for teams with few games played.
Appears on: team ratings
MomentumMom.higher
How a team has played over its last five games relative to what its own rating expected. Positive means they have been beating their rating lately. It is worth noting this measures recent over or under performance rather than recent strength, so a good team beating bad opponents by its usual margin lands at roughly zero.
Weighted with exponential decay so the most recent game counts most.
Appears on: team ratings
KillsKills/Gmhigher
Kills per game, where a kill is three straight defensive stops. A stop is any opponent possession that produces no points, and the term comes from Bill Self at Kansas.
Counted greedily and without overlap, so a run of six stops is two kills and a run of five is one. Streaks carry across halftime and garbage time is included, which matches the convention used by published kill counts. It is worth knowing that kills correlate around -0.88 with points allowed per possession, so in practice they mostly restate stop rate rather than adding independent information. Stops also cluster only slightly more than chance would predict, which undercuts the momentum idea behind the stat.
Appears on: team ratings
Trn%O and Trn%DTransition rate, offense and allowedstyle
The share of possessions that start in transition, for a team's own offense and for its opponents. League average is about 21 percent. How often a team runs is a real and persistent part of its identity, which is why these repeat well from year to year.
Year over year correlation is 0.53 on offense and 0.50 on defense. Both columns are deliberately left without a color scale, since running more is a style choice rather than a virtue. A low Trn%D can come from getting back well, but it can equally come from a slow ball control offense that never gives up a run out, so it should not be read as a defensive rating on its own.
Appears on: team ratings
TrnO and TrnDTransition efficiency, rawstyle
Points per 100 possessions scored and allowed in transition, with no adjustment for opponent. League average is around 137, which is a useful reminder of how much more efficient transition is than halfcourt play.
Shown uncolored next to the adjusted versions, so the gap between the two columns is the schedule effect for that team.
Appears on: team ratings
AdjTrnO and AdjTrnDTransition efficiency, opponent adjustedhigher
The transition splits run through the same adjustment as AdjO and AdjD. AdjTrnD is lower is better.
These deserve more caution than the halfcourt pair. Transition is only about 21 percent of possessions, so the samples behind them are roughly a quarter the size and the ratings repeat year over year at 0.35 on offense and 0.33 on defense, against 0.67 for the halfcourt versions. Adjustment does help, since the raw versions sit at 0.29, but it does not close the gap. A large edge here is more likely to be noise than the same edge in AdjHcO.
Appears on: team ratings
HcO and HcDHalfcourt efficiency, rawstyle
Points per 100 possessions with transition possessions stripped out, unadjusted. This is simply what happened in the halfcourt.
Schedule dominates these columns, which is why raw halfcourt correlates only 0.86 with AdjO on offense and 0.66 with AdjD on defense. They carry no color scale for that reason, since a gradient would largely be ranking teams by strength of schedule.
Appears on: team ratings
AdjHcO and AdjHcDHalfcourt efficiency, opponent adjustedhigher
The halfcourt splits run through the same adjustment as AdjO and AdjD, which puts them on a comparable scale. AdjHcD is lower is better. The most useful way to read them is against a team's overall rating, since a team much better in AdjHcD than in AdjD is losing its defense in transition.
These correlate 0.97 and 0.96 with AdjO and AdjD, but they are not a replacement for them. Because they use only about 79 percent of possessions they repeat year over year slightly less well, at 0.67 against 0.73 for AdjO and 0.72 for AdjD. Read them as a description of where a team's efficiency comes from rather than as a better strength rating.
Appears on: team ratings
Live% and LiveD%Live ball turnover sharestyle
The share of turnovers that are the live ball kind, meaning steals and lost balls rather than travels, shot clock violations and offensive fouls. Only the live ball kind hands the opponent a run out, which is why splitting them matters. On offense you want this low, and on defense you want the turnovers you force to be live, so you want LiveD% high.
This is the mechanism behind the transition columns, since live ball giveaways are what actually produce opponent transition. It repeats year over year at 0.61, better than raw turnover rate at 0.50, and it is close to independent of everything else on the page, with a maximum correlation of 0.30 against any existing column. Opponent adjusted.
Appears on: team ratings
2nd% and 2ndD%Second chance ratehigher
The share of possessions that include a second chance opportunity after an offensive rebound. Higher is better on offense and lower is better on defense.
Repeats at 0.57 on offense but only 0.46 on defense, and the defensive side carries a moderate 0.42 correlation with adjusted halfcourt defense, so it is the weakest of the three profile stats. Opponent adjusted.
Appears on: team ratings
Paint% and PaintD%Paint attempt ratestyle
The share of field goal attempts taken in the paint, which is the shot selection counterpart to 3PAr. Paint% is left uncolored because neither a paint heavy nor a perimeter heavy diet is better on its own. On defense, keeping opponents out of the paint is generally good, so PaintD% is lower is better.
Interestingly the defensive side is the more stable one, repeating at 0.56 against 0.43 for offense. Opponent adjusted.
Appears on: team ratings
SOSStrength of schedulehigher
The average AdjEM of every opponent a team has played. Higher means a harder schedule.
Non D1 opponents are included at a rating slightly below the worst D1 team rather than being dropped, so scheduling cupcakes shows up in the number instead of being invisible.
Appears on: team ratings
NCSOSNon conference strength of schedulehigher
Average opponent AdjEM across non conference games only, which is the part of the schedule a program actually chooses.
Appears on: team ratings
CSOSConference strength of schedulehigher
Average opponent AdjEM in conference play. It varies inside a league because unbalanced schedules mean not everyone plays the same teams twice.
Appears on: team ratings
SDiffStrength Adjusthigher
Whether a team plays up to good opponents or down to bad ones. Positive means it performs relatively better against the tougher half of its schedule.
Each team's schedule is split at its own average opponent, and performance versus expectation is compared on either side of that line. A negative value describes a team that feasts on weak opponents and disappoints against good ones.
Appears on: team ratings
RQResume qualityhigher
What a team's results are actually worth, built up game by game rather than averaged across the season.
Every game is scored against what a bubble quality team would have been expected to do against that opponent at that venue, using a Pythagenport win expectation model. Beating a top team on the road is worth far more than beating a bad one at home, and a genuinely bad loss can be worth less than nothing.
Appears on: team ratings
T1 to T4Quadrant recordshigher
Win and loss record in each NCAA quadrant. Hovering T1 or T2 shows the A and B sub quadrant split.
See Quadrants under general concepts for the rank and venue thresholds.
Appears on: team ratings
Avg WQ and Avg LQAverage win and loss qualityhigher
The average resume value of a team's wins and of its losses. A high Avg LQ is a good thing, since it means the losses came against quality opponents.
Appears on: team ratings
Top3W and Bot3Lhigher
The combined resume value of a team's three best wins and three worst losses, which tend to be the games a selection committee actually argues about. Hover to see which games they were.
Appears on: team ratings
Sel.Selection Scorehigher
A weighted composite of rating and resume, meant to approximate how a selection committee would order teams.
The weights live in model_weights.json and combine AdjEM with RQ and the related resume components.
Appears on: team ratings
Pacestyle
Possessions per 40 minutes, without any adjustment for opponent.
Use AdjT on the ratings page for the version that accounts for who a team played.
Appears on: team stats
PPG and PPG Allowedhigher
Points per game scored and allowed. These are tempo dependent, so AdjO and AdjD are the better tools for comparing teams that play at different speeds.
Appears on: team stats
Four FactorseFG%, TOV%, ORB%, FT Ratehigher
The four things that decide basketball games, roughly in order of importance: shooting it, keeping it, rebounding it, and getting to the line. Each has an offensive and a defensive side.
Dean Oliver's framework. Shooting matters more than the other three by a wide margin, which is worth remembering before reading too much into a rebounding edge.
Appears on: team stats
3PRThree point ratestyle
The share of a team's field goal attempts taken from three, which is the team level version of 3PAr.
Appears on: team stats
RPG, APG, SPG, BPGhigher
Rebounds, assists, steals and blocks per game. These are counting stats and therefore inflated by a fast tempo, so the rate versions are more comparable across teams.
Appears on: team stats

Player stats

Everything that describes an individual. Value metrics first, then shooting, then the per opportunity rates, then the role ratings and bio columns.
BPMBox Plus/Minushigher
An estimate of how many points per 100 possessions a player contributes above an average player, built from box score production and adjusted for role and team context. Zero is average and anything above 8 is elite.
Below a full season sample the displayed value is shrunk toward zero in proportion to games played and marked with an asterisk, and hovering shows the raw figure alongside the weight applied. Without that shrinkage a four game cameo would sit on top of the leaderboard.
Appears on: players page
VORPValue Over Replacement Playerhigher
Cumulative value above a replacement level player. This metric combines per possession impact with volume, giving a fairly well rounded measure of player impact from box score statistics, so a good player logging 35 minutes a night will rank above a slightly better one who plays 20.
Calculated as (BPM plus 2) times (MPG divided by 40) times (games divided by 33). Unlike BPM this is a counting stat, so it rewards availability as well as quality.
Appears on: players page
USG%Usage ratestyle
The share of his team's possessions a player finishes while on the floor, whether by shooting, turning it over, or drawing a shooting foul. Around 20 percent is average by construction. This describes a role rather than a level of quality, since high usage is only a good thing if the efficiency holds up alongside it.
Appears on: players page
ORtg and DRtgOffensive and defensive ratinghigher
Points produced or allowed per 100 individual possessions. DRtg is lower is better.
Both are box score derived. DRtg in particular is heavily shaped by team defense rather than by the individual, so it is worth reading with some caution at the player level.
Appears on: players page
Adj ORtg and Adj DRtghigher
ORtg and DRtg corrected for the quality of the defenses and offenses a player actually faced.
Adj ORtg is ORtg minus the difference between average opponent AdjD and league average, so facing stingy defenses earns a boost. Adj DRtg applies the mirror correction using opponent AdjO.
Appears on: players page
TS%True shooting percentagehigher
Scoring efficiency with twos, threes and free throws all on one scale. It is the best single number for shooting efficiency because it prices a three at what it is actually worth and gives credit for getting to the line.
Points divided by shooting possessions, where the denominator is FGA plus 0.44 times FTA.
Appears on: players page
rTSRelative true shootinghigher
TS% expressed as percentage points above or below league average, so that a 58 percent shooter in a low scoring season is not compared directly against one in a high scoring season.
The reference group is configurable. Clicking the gear beside the column changes what league average means for the comparison.
Appears on: players page
eFG%Effective field goal percentagehigher
Field goal percentage that counts a three as one and a half twos. Unlike TS% it ignores free throws entirely.
Calculated as (FGM plus 0.5 times 3PM) divided by FGA.
Appears on: players page, team stats
3PArThree point attempt ratestyle
The share of a player's field goal attempts that come from three, which describes shot selection rather than quality.
Appears on: players page
FTrFree throw ratehigher
Free throw attempts per field goal attempt, which is a decent proxy for how well a player or team pressures the rim and draws contact.
Appears on: players page, team stats
FG%, 3P%, FT%higher
Straight shooting percentages from the field, from three, and at the line.
Appears on: players page, team stats
AST%higher
The share of teammate field goals a player assisted while he was on the floor.
Appears on: players page
STL% and BLK%higher
The share of opponent possessions a player ends with a steal, and the share of opponent two point attempts he blocks, while on the floor. Steal rate is a stat I often utilize as a proxy for IQ and athleticism, and notably it does not tend to regress as much as other defensive statistics when a player moves up a level.
Appears on: players page
ORB% and DRB%higher
The share of available offensive and defensive rebounds collected. Using a rate rather than a raw count means the number is not inflated by a fast tempo or by a team that misses a lot of shots.
Appears on: players page, team stats
ZB and ZB%Z-boundshigher
A z-bound is an offensive rebound a player collects off his own missed shot. ZB is the count and ZB% is the share of his own misses he rebounds himself. It is the one part of offensive rebounding that is purely about a player's second effort rather than about where the ball happened to come off, which is what separates it from ORB%. League average is about 4 percent and the leaders sit near 20.
Built from play by play by carrying the most recent missed shooter forward within a possession and checking whether the rebounder is the same player, which keeps the link intact when a blocked shot event lands between the miss and the board. Misses at the free throw line are excluded. ZB% is only reported at 20 or more missed field goals, since below that a single putback reads as an enormous rate. Covers 2020-21 onward. Earlier seasons are blank because the events inside a possession are not stored in chronological order in that data, so a rebound cannot reliably be tied to the shot it followed.
Appears on: players page
Rim% and Mid%Shot type mixstyle
The share of a player's field goal attempts that come at the rim (dunks, layups and tips) and from midrange. Together with 3PAr these describe a player's whole shot diet. Neither direction is better on its own, which is why they are style stats.
Taken straight from the play-by-play event type, so no shot coordinates or tagging is needed and it works back to 2010-11. The distinction between a dunk, a layup and a tip is a scorer's-table judgement rather than a real difference in shot type, so the three are grouped into one rim rate.
Appears on: players page
Blk'd%Blocked-against ratelower
The share of a player's own field goal attempts that get blocked. A genuine weakness signal, particularly for players who live at the rim, and the mirror of a stat everyone already tracks from the defensive side.
Covers 2021-22 onward. The blocked tag does not exist in the earlier data, and recovering it from block events instead would need the within-possession event ordering that is unreliable before then.
Appears on: players page
Unast%Unassisted ratestyle
The share of a player's made field goals that came with no assist. The cleanest available measure of self-creation: a high rate means he is generating his own offence rather than finishing what someone else set up. League average is about 44 percent.
Available for every season back to 2010-11, since the assister is recorded on roughly half of all made field goals throughout. See the Assist Network page for the full passer to scorer breakdown.
Appears on: players page
Close%Closing-lineup sharehigher
The share of his team's close-game endgame possessions a player was on the floor for, defined as the last five minutes with the game within six points. Because every team fills the same five slots in those moments, this reads as a coach's revealed ranking of his roster rather than as playing time.
Counted per possession rather than per event, so a scrappy sequence with several whistles does not count more than a clean one.
Appears on: players page
TOV%lower
The share of possessions that end in a turnover. Lower is better on offense, and the defensive mirror, turnovers forced, is higher is better.
Appears on: players page, team stats
SCORERhigher
Scoring volume weighted by how efficiently it was produced. Like the five ratings below it, this is a descriptive label for what kind of player someone is rather than a measure of how good they are.
Points per game times TS% divided by league average TS%.
Appears on: players page
SHOOTRhigher
Three point production, combining volume with accuracy.
Threes made per game times 3P% divided by league average.
Appears on: players page
CREATRhigher
Playmaking, weighted by how cleanly a player takes care of the ball while doing it.
Assists per game times assist to turnover ratio divided by league average.
Appears on: players page
ATTKRhigher
Rim pressure and foul drawing.
Free throws made per game times FT% divided by league average.
Appears on: players page
DSRPTRhigher
How often a player creates defensive events.
Steals plus blocks per game times the sum of STL% and BLK% divided by league average.
Appears on: players page
REBRhigher
Rebounding volume weighted by rebounding rate.
Rebounds per game times total rebound percentage divided by league average.
Appears on: players page
Posstyle
Listed position.
Appears on: players page
Ht and Wtstyle
Height and weight. Height sorts by true inches rather than by the displayed string.
Appears on: players page
Yrstyle
Class, from freshman through senior.
Appears on: players page
RSCIlower
High school recruiting rank from the RSCI consensus. Lower is better and a blank means the player was unranked.
Appears on: players page
G and MPGhigher
Games played and minutes per game. Both matter for reading everything else on the row, since small samples get shrunk or flagged elsewhere on the page.
Appears on: players page

Notes and caveats

A few things worth knowing before drawing conclusions from any of the above.
Where the data comes fromstyle
Box scores and player season stats come from public game data. The ratings, the resume metrics and everything derived from play by play are computed here.
Appears on: site wide
Play by play coveragestyle
Kills cover 2010-11 onward. The transition and halfcourt splits begin in 2020-21, and the possession profile stats begin in 2021-22. Earlier seasons are left blank.
Two separate limits. First, the upstream transition flag changes definition at 2019-20, with the share of events flagged jumping from about 8.5 percent to 15.6 percent without any matching change in how the game was played. Second, the event description tags behind Live%, 2nd% and Paint% do not exist at all before 2019 and are not applied completely for some years after: the share of layups and dunks carrying the paint tag runs 0.86 in 2020 and does not reach 1.00 until 2025. Publishing across either boundary would show trends that are tagging artifacts rather than basketball, so the earlier seasons are left blank.
Appears on: team ratings
Small samplesstyle
Early season numbers are less trustworthy than they look, and the site handles that in a few different places.
Team ratings blend toward a preseason prior early in the year, player BPM is shrunk toward zero below a full season, and both Consistency and Road± are shrunk toward league average. All of it stabilizes as games accumulate.
Appears on: site wide
Adjusted versus rawstyle
Anything labelled Adj accounts for opponent quality and anything without that label does not. Where both are shown side by side, the gap between the two is the schedule effect for that team.
Appears on: site wide
Reading the rank chipsstyle
The small grey number next to a value is that team or player's national rank in the column. Color intensity tracks that rank, with greener being better.
Style columns such as Tempo, transition rate and the raw splits are deliberately left uncolored, since neither direction is good or bad and a gradient would imply otherwise.
Appears on: team ratings, players page
Last updated 2026-07-28 13:00 UTC · Definitions live in glossary.json · Team ratings · Players