Glossary Every stat on the site, defined. The same text appears when you tap or hover a column header.

Role & share
Snap %
Share of the team's offensive snaps the player was on the field for. The leading indicator of role size: snap share moves before production does.
Target share (Tgt %)
Player targets divided by team targets. One of the stickiest, most predictive volume stats for PPR scoring.
Air yards share (AY %)
The player's share of the team's total air yards (the distance passes travel toward him). Captures intended downfield volume, and it is stickier than receiving yards.
aDOT
Average depth of target: air yards per target. Describes role: low = short/slot work, high = downfield shots. Not better or worse, just different volatility.
WOPR
Weighted opportunity rating = 1.5 × target share + 0.7 × air yards share. Combines the two stickiest receiving-volume signals; ≥0.6 is elite territory.
TE1 / TE2
A team's tight ends ranked by targets per game in the selected season: TE1 is the most-targeted tight end, TE2 the next, and everyone else at the position is grouped as others. Only a TE1 with a real share of his team's tight-end targets is a weekly fantasy starter.
Route participation proxy
The tight-end map of snap share (across) against target share (up). Routes run are not in the source data, so snap share stands in for route participation: a tight end on the field for most snaps but with a small target share is blocking, not running routes.
Receiving
Targets/g (Tgt/g)
Passes thrown the player's way per game. In PPR, a target is worth roughly 1.6 points of expectation, so volume is king.
Receptions/g (Rec/g)
Catches per game. Each is a full point in PPR scoring before any yardage.
Receiving yards/g (Rec yds/g)
Receiving yards per game: the yardage half of receiving value (0.1 points per yard under every format). Pair it with targets to tell volume from efficiency.
YAC/g
Yards after catch per game: production created after the ball arrives.
YAC/reception (YAC/rec)
Yards after catch per reception (YAC per game divided by receptions per game). Separates players who create after the catch (screens, slot work, broken tackles) from those whose yards arrive through the air.
TPRR
Targets per route run, the best per-play measure of target earning. Needs charted routes data, which has no reliable free weekly source; not on the site yet, on the roadmap.
Target concentration
How a team's targets split among its pass catchers (WR, TE, RB), season totals: the top earner's share of team targets, then the next four, then everyone else. A concentrated offense funnels volume to one receiver, which is what makes a WR1 valuable; a spread offense caps everyone.
Rushing
Carries/g (Car/g)
Rush attempts per game. A carry carries about 0.6 points of PPR expectation, less than half a target's value.
Rushing yards/g (Rush yds/g)
Rushing yards per game (0.1 points per yard under every format). Yards follow carries closely, so carries per game is the leading indicator.
Touches/g (Tch/g)
Carries plus receptions per game: every play the player had the ball in his hands. Targets are opportunity; touches are the volume that actually scores.
Workload quadrant
The running-back map of carries per game (across) against targets per game (up), cut at the season medians. Top right: bell cow (both). Top left: pass-down back (targets without carries). Bottom right: early-down back (carries without targets). Bottom left: committee.
Red zone
RZ touches/g (RZ/g)
Red-zone touches per game: carries plus targets inside the opponent's 20-yard line. Predicts future touchdowns better than past touchdowns do.
RZ carries/g (RZ car/g)
Carries snapped inside the opponent's 20-yard line, per game. Goal-line role is the biggest driver of RB touchdown expectation.
RZ targets/g (RZ tgt/g)
Targets thrown inside the opponent's 20-yard line, per game.
End-zone targets/g (EZ tgt/g)
Passes thrown into the end zone for this player, per game (air yards ≥ yards to goal). The sharpest touchdown-opportunity signal, but small samples, so expect noise.
RZ share (RZ %)
A running back's share of his team's red-zone carries: his red-zone carries divided by the team's red-zone carries, season totals over every position. The goal-line role in one number; a back with most of it owns the touchdown equity.
Passing (QB)
Pass att/g (Att/g)
Pass attempts per game: raw QB throw volume.
Completions/g (Comp/g)
Completions per game. Volume, not accuracy: see Comp % for the rate.
Pass yds/g
Passing yards per game (0.04 points per yard, 1 point per 25). The bulk of a quarterback's fantasy scoring.
Pass EPA/g (EPA/g)
Expected points added on pass plays, per game, the best single QB efficiency number (accounts for down, distance and field position).
Sacks/g (Sk/g)
Times sacked per game. Sacks end drives and drain fantasy points, so pressure volume matters.
QB hits/g (Hits/g)
Times hit while throwing, per game (from play-by-play). Sustained punishment predicts decline and injury risk.
INT/g
Interceptions thrown per game, the turnover drag on QB scoring (−2 each).
Passer rating (Rating)
Official NFL passer rating (0 to 158.3), from completions, yards, TDs and INTs per attempt.
Comp %
Completions divided by attempts.
Dropbacks/g (DB/g)
Pass attempts plus sacks taken: total passing opportunity.
Sack rate (Sack %)
Sacks divided by dropbacks: how often pressure becomes a lost play.
Yards/att (Y/A)
Passing yards per attempt.
EPA/dropback (EPA/DB)
Expected points added per dropback: passing EPA divided by dropbacks (pass attempts plus sacks). The cleanest per-play quarterback efficiency number; roughly +0.20 and up is elite, below zero costs the team points.
Pressure rate (Press %)
Sacks plus QB hits divided by dropbacks: how often a dropback ends with the quarterback hit or on the ground. Hurries are not in the source, so read it as a punishment rate rather than true pressure.
Rushing share (Rush %)
The share of a quarterback's fantasy points that comes from rushing (0.1 per rushing yard and 6 per rushing TD, divided by total points under the selected scoring). A high share is a floor: those points arrive even when the passing game stalls.
Passing TD (Pass TD)
Passing touchdowns over the span (season total).
Interceptions (INT)
Interceptions thrown over the span (season total). Lower is better.
Dropback
One passing play from the quarterback's side, as counted here: a pass attempt or a sack taken. Scrambles that end as runs are carries, not dropbacks. Per-dropback rates (EPA, pressure) put every quarterback on the same per-play footing.
Kicking (K)
FG att/g (FGA/g)
Field-goal attempts per game. Attempts come from the offense stalling in range, so they track team drives more than kicker skill.
FG made/g (FGM/g)
Field goals made per game.
FG %
Field goals made divided by attempts over the selected span.
Long-range share (50+ %)
Field-goal attempts from 50 yards or more divided by all attempts. A big long-range share means more variance (misses) and more upside (5 and 6 point kicks under tiered scoring).
PAT att/g (PATA/g)
Extra-point attempts per game: one per touchdown the offense scores (minus two-point tries), so a proxy for offense quality.
PAT made/g (PATM/g)
Extra points made per game (1 point each under every preset).
PAT %
Extra points made divided by attempts over the selected span. Almost always above 90 percent; a low number usually means a windy or cold home stadium.
FG scoring
Kicker points are recomputed from makes by distance under the FG scoring preset.
Tiered 3/4/5/6: 0-39 yds = 3, 40-49 = 4, 50-59 = 5, 60+ = 6, PAT 1
Tiered 3/4/5: 0-39 = 3, 40-49 = 4, 50+ = 5, PAT 1
Flat 3: every field goal 3, PAT 1
FG accuracy by range
Field goals made divided by attempts inside each distance band (0-39, 40-49, 50-59, 60+ yards), from the finalized weeks where attempts by band are known. A band needs at least 5 attempts before a percentage is shown; smaller samples read n/a.
Defense (DST)
DST pts/g (DST/g)
Team defense and special teams fantasy points per game, recomputed on the page from the raw components under the DST scoring preset: sacks, interceptions, fumble recoveries, defensive and special-teams touchdowns, safeties, blocked kicks, plus the points-allowed tier.
Points allowed/g (PA/g)
Points the opposing offense scored per game. The points-allowed tier of a DST preset turns this into a bonus or a penalty.
Points allowed tiers
The bonus or penalty a defense earns for the points its opponent scored, in bands.
Standard: 0 pts = 10, 1-6 = 7, 7-13 = 4, 14-20 = 1, 21-27 = 0, 28-34 = −1, 35+ = −4
ESPN: 0 = 5, 1-6 = 4, 7-13 = 3, 14-17 = 1, 18-27 = 0, 28-34 = −1, 35-45 = −3, 46+ = −5
The No points-allowed tiers preset scores the components only (sack 1, INT 2, fumble recovery 2, defensive or special-teams TD 6, safety 2, blocked kick 2).
Points
Pts/g
Actual fantasy points per game under the Scoring selector (Full / Half / No PPR; 4 or 6 pts per passing TD).
Pts total (Pts tot)
Total fantasy points over the span (not per game), under the selected scoring format.
xFP/g
Expected fantasy points from opportunity alone: 1.6 per target + 0.6 per carry (league-average values). Compare with actual points; big gaps usually close. Early in a season the values line up in columns because they are built from whole targets and carries; they spread out as games accumulate.
Fumbles lost/g (Fum/g)
Fumbles lost per game (−2 each under every scoring format).
Games (G)
Games with at least one touch or pass attempt in the selected span.
Scoring rules
Every points column is computed from raw stats under the Scoring selector.
Receiving: 1 / 0.5 / 0 per catch (Full / Half / No PPR), 0.1 per yard, 6 per TD
Rushing: 0.1 per yard, 6 per TD
Passing (QB): 0.04 per yard (1 pt per 25), 4 or 6 per TD, −2 per INT
All: −2 per fumble lost, +2 per two-point conversion
ΔxFP/g
Change in expected points per game: the last 3 games vs the 5 before them. The Trending panels rank risers and fallers by it.
Touchdowns (TD)
Touchdowns scored over the span: receiving plus rushing plus passing. A season total, not per game.
Expected points model (Expected)
On a position page's What drives production panel, the points per game a small linear model predicts from up to three chosen drivers (for example dropbacks, pressure rate and EPA per dropback for quarterbacks). The fit is ordinary least squares on the season's qualifying players; the model line shows the coefficients, R² and the player count. It is a description of that season, not a projection.
Adjusted pts/g (Adjusted)
Actual points per game minus what the expected points model predicts, plus the league average: what a player scores once the chosen drivers are held equal across everyone. The Δ column is the same gap without the average added back (positive = earning more than the drivers explain).
Variance explained (R²) (R²)
The share of the spread in points per game a driver (or the whole model) accounts for, from 0 (none) to 1 (all). A single driver's bar is the squared correlation with points per game; the model's R² comes from the fitted line. High R² means the stat and the points move together in that season, not that one causes the other.
Data notes
Missed
Regular-season games the player did not appear in: the season's scheduled games minus games played. Injured-reserve stints count here even though they never reach a weekly injury report.
Games ahead (Ahead)
Regular-season games the player's team still has to play this season. Blank for a finished season.
Remaining schedule vs position (Sched)
The average rank of the team's remaining opponents in fantasy points allowed to the player's position this season: 1 = the stingiest defense, 32 = the most generous. Higher means an easier schedule ahead. Blank for a finished season.
Availability map
On a player page, one square per week since his first season on record: played (filled), played under a Questionable, Doubtful or Out designation (ringed), missed to injury (red), missed for another reason (gray), bye (dotted), not played yet (dashed); a blank is a week he was not on an NFL roster. Source: the weekly NFL roster files (active, inactive, injured reserve, practice squad, suspended) joined with the official injury reports; a missed game is 'injury' when the player was designated that week or on injured reserve, PUP or the non-football injury list, otherwise 'other'.
Provisional
Same-evening numbers from box scores, minutes after games end. Replaced by cleaned official stats overnight (and corrected again by Thursday).
Partial week
The NFL schedule says this week still has unplayed games, e.g. “1/16 games” after the Thursday game. Stats shown are only from completed games.
WC / DIV / CON / SB
Playoff rounds: Wild Card, Divisional, Conference championship, Super Bowl. Playoff weeks are numbered 19+.
Injury designation (Inj)
The official game-status tag from the NFL injury report: Questionable (Q), Doubtful (D) or Out (O). Charts draw a hollow ring around a game played under a Questionable tag and a dashed ring for Doubtful or Out; the Exclude injury-flagged weeks toggle drops those games from lines and averages. Practice participation is not in the data.
Healthy baseline
A player's mean fantasy points (full PPR) in that season's games with no injury designation. Needs three such games; otherwise there is no baseline and no ratio.
Ratio to baseline (Ratio)
Points in one game divided by the player's healthy baseline for that season: 1.00 is a normal game, 0.50 half of one. Used for games played under a designation and for the first four games back from an absence. Snap ratio is the same idea for snap share.
Missed stretch
Consecutive designated weeks with no game played, counted from the first Out, Doubtful or Questionable report and labeled with the body part on that first report. Weeks missed is its length; the return-to-play games are the first four games played after it ends.
Injury type
The diagnosis behind a designation (ACL, the anterior cruciate ligament in the knee; high ankle sprain; Achilles; AC joint, the acromioclavicular joint in the shoulder; and so on), collected from the public injury feeds (ESPN and Sleeper) on every refresh from Oct 2026 on. The official injury report names only a body part, so designations captured before then carry the body part alone and count as unspecified. The Injury Research panels open on Body part until 25 designations carry a diagnosis, then group by injury type and leave the unspecified rows out; Body part counts every designation.
Game conditions (Wx)
Three flags from the schedule file: dome (roof closed or fixed), cold (kickoff temperature under 40°F) and wind (over 15 mph). Small glyphs above a chart dot and in the game log; a game with none of the three shows its temperature instead.
Matchup grade (Grade)
A letter for this week's opponent against the player's position: teams ranked by fantasy points allowed to that position per game this season, cut into fifths (A = most allowed, F = fewest). Kickers rank opponents by points allowed per game, defenses by the opposing offense's points scored. Two games in, grades swing; there is no strength-of-schedule adjustment.
Usage trend (Usage)
On the league page, the player's key volume stat over the last six games played (dropbacks for QB, carries plus targets for RB, targets for WR and TE, field-goal attempts for K, fantasy points for D/ST) as a sparkline with the latest value. Trend is the latest game minus the mean of the three before it.
All-play record (All-play)
On the league page, a team's record if it had played every other team every week: for each scored matchup period, one win per team it outscored, one loss per team that outscored it, a tie per equal score, summed over the season. It strips the schedule out of the standings.
Luck
Actual wins (a tie counts half) minus expected wins, where expected wins is the all-play win percentage times games played. Positive luck is winning more matchups than the scores earned; negative is losing close ones or facing the week's top score.
Power rank (Power)
League teams ordered by all-play win percentage, then points for. It ranks by scoring strength rather than by who happened to be on the schedule.
Roster strength
On the league page, each starter's points per game under the site's scoring summed by position (a FLEX starter counts at his own position), compared with the league median for that position; a surplus is 10% or more above the median, a hole 10% or more below. The bench is summed the same way. Players not in our data count as zero and are noted.
Start score
On the Start/Sit page, one number per candidate for this week: 0.45 times points per game over the last three games played, plus 0.25 times this season's points per game, plus 0.20 times the matchup adjustment, plus 0.10 times the usage adjustment, all multiplied by the injury factor. Kickers swap the usage term for a weather term; defenses use their D/ST points and the opposing offense. Every input is observed data; nothing is projected.
Matchup adjustment (Matchup)
This week's opponent's fantasy points allowed per game to the player's position this season minus the league average, in points, capped at plus or minus 6. Kickers use the opponent's points allowed per game scaled by the league's kicker points per team point; defenses use the league average minus the opposing offense's points scored per game (a weak offense is a plus). On a bye the player is excluded.
Usage adjustment (Usage)
The player's key volume stat (dropbacks for QB, carries plus targets for RB, targets for WR and TE) over the last three games played minus the mean of the five games before them, times the position's points per unit of that stat. The points per unit is the slope of a least-squares fit of points per game on the volume stat across the position's season summary, printed in the hover; it is measured each time, not a fixed constant.
Injury factor (Inj)
The multiplier the Start score applies for this week's designation: Questionable and Doubtful use the median ratio of points to healthy baseline measured from the site's injury research data (the position's own median when it has 30 or more games, otherwise every position pooled; sample sizes are printed on the page), Out is 0, no designation is 1. When the week's report is not in the data yet, the latest week's designation carries forward and the hover says so.