Glossary

Box Score

These stats are specific to each sport (e.g. NHL shots on goal, MLB hits, NFL sacks, NBA rebounds) and represent the strategy and tactics of teams attempting to produce performance metrics (i.e. scoring points).

Unless otherwise stated, all stats are calculated as the average (mean) across all games in the currently applied filter.

See Power Ranking for details on how these stats are formatted.

See Offensive vs. Defensive Stats for more info about how stats are framed and ranked.

Match History

This table shows the previous 20 matches for each team as well as the previous 20 head-to-head encounters between the two teams. The 'team' columns show what the winning probability was when the match started, with the favored team bolded. The score columns use a color gradient based on the score differential. This can quickly be used to determine a teams form, where upsets happen (i.e. when the highlighted score is on the opposite side of the bolded team name), and how close recent games were.

A color gradiant is used for the scores based on the margin of victory (aka diff between both scores).

The middle column shows '@' to indicate when the left-column team was on the road, thus making the right-column the home team. When there is no '@' symbol shown, then the right-column team was the away team.

Match Previews

The preview page is the core feature of DecodedSports.com. It was the driving idea behind creating the site after identifying a market gap in sports analytics sites that default to simple metrics without context for their previews.

We show a pre-match preview, meaning all the stats shown are as they stats existed the minute before the match started. We take painstaking steps to ensure no future information is leaked into these previews

When viewing historical matches, these previews are also as they existed at the minute prior to the match. For these historical previews, the only 'future information' we show is the final score of the game to help develop your understanding of how the previews translate to outcomes.

Anonymized Previews:

When using our training feature, we show these same historical previews via an anonymized filter to ensure you are not biased by team names or dates when deciding which picks to make. The match history could technically reveal the true identies of teams and the match date if you were to go through the trouble to reverse engineer specific historical scores, but what's the point of training if you cheat! Learn more about training here.

Offensive vs. Defensive Stats

All stats can be viewed from a defensive or offensive lens. Something that is good for the defense, is bad for the offense, and vice versa. Often times, this concept is most commonly represented as 'For' and 'Against', e.g. 'rushing yards for' and 'rushing yards against', or 'points for' and 'points against'.

The concept of 'For' and 'Against' sometimes gets confusing without knowing what lens the stat is being viewed from, i.e. 'For Offense' vs. 'For Defense'. For many stats this is obvious, like 'NFL Third Down Conversion' is most obviously interpreted as an offensive stat, but some stats are less obvious depending on how they are phrased — we frame NFL Sacks and Interceptions from the defensive lens (better when higher). Some stats could apply to both offense and defense like 'NFL Penalties', and 'NHL Shifts', in these cases we convert the stat to be from the lens of which side most commonly generates the stat, e.g. NFL penalties could occur for both sides, but are most commonly committed by the defense. When in doubt and when a stat could be viewed both ways we frame it from the offensive lens by default.

Somes stats are better when they are high (e.g. offensive rebounds), some are better when they are low (e.g. offensive turnovers). If a stat definition says `OffensiveHigher values are better.', then that means when it is viewed from a defensive lens that lower values will be better, and vice versa. This is what determines ordering in Metric Power Ranking.

Most filters on the matchup preview page allow you to view both the offensive and defensive side of a stat. This glossary is your quick reference to see the default lens a stat is framed from and if lower or higher values are better from that lens.

Percentile Ranks

Some places where we show team abbreviations or statistics on this website, we also show the percentile ranking in parenthesis next to it. In these cases, we deemed that using percentile rankings instead of ordinal power rankings (e.g. #1 team, #12 team) was better to maintain a consistent representation since leagues may differ in size season to season or between sports. e.g. #20 may be considered worst in the 1980s, but mid-pack by 2010 after a dozen more teams have been added. In both cases, a percentile ranking of '(0)' would represent worst without confusion.

A percentile ranking of 'ABC (73)' should be read as: 'Team ABC is better than 73% of teams'.

A percentile ranking of 'NHL Shots: (45) 25.12' should be read as: 'Team ABC averages 25.12 shots per game which is better than 45% of teams'.

If a percentile ranking is '0', that means the team is the worst. Conversely, if a percentile ranking is '100', the team is the best.

Percentile rankings are shown for a team's standings in the league (like on the home page) as well as for their rank for specific stats (like on the matchup preview page).

Rankings add important context that is not always conveyed by probabilities or metrics. For example, a #1 team may have a 60% chance of beating a #5 team. Similarly a #20 team may also have a 60% chance of beating a #24 team. The lower ranked teams may not be as consistent as the higher ranked teams though, thus conveying different assumptions about the probabilities and metric averages (i.e. the shape of the distribution, standard deviation, etc).

Player Roster

This table shows the roster of both teams combined. We combine them so they can be directly compared to easily see which players outperform the others on average. This adds more context to understanding lineups compared to traditional methods of representing rosters in their individual team tables.

We keep this table as simple as possible by only showing a few key metrics that are universal to all sports. While we could show all the sport specific stats (goals, hits, blocks, rebounds, etc) we believe that it is noise that could distract from the context. Don't worry, we are rolling out other tools on the site to show the nitty gritty.

The metrics we show are:

  • Fantasy Points Per Game (FPPG): This number follows the formula of DraftKings.com as close as possible where our stats support. While Daily Fantasy scoring formulas are not the end-all-be-all, they are a pretty decent method of aggregating all information about a player into a single number that reprents their performance contribution. The better this formula, the less need there is to analyze sport specific stats for the matchup preview.
  • Standard Deviation (Stdev) of FPPG: This number represents the variability in FPPG. Averages only tell a very simple story. Standard Deviation completes this story by representing potential upside and downside to a player's contribution, assuming a normal distrution of course (big assumption).
  • Play Time Per Game (TPG): How much time a player is in the game, not on the bench. This means different things for different sports. Hockey is 'time on ice', basketball is 'minutes played', but baseball is 'plate appearances' and 'pitches' since there is not a direct time equivalent. Likewise for American football, this is 'snap count'. This number is important since it reveals who star players are that the team relies on to perform. It also reveals where FPPG could be artifficially high if a player had a stellar few games, but doesn't get a lot of play time overall.

Power Ranking

Power Rankings are similar to normal league standings but leverage a more sophisticated statistical method to calculate the rankings. These are represented as ordinal rankings (e.g. #3, #12) where lower ranks are better (e.g. #1 is always best).

Traditional standings use a variety of methods such as team winning percentage or points for win/loss. These traditional methods are easy to calculate and understand by humans, but ignore a lot of nuance that can dramatically change our understanding of which teams are better than others.

For example, if the worst team beats the best team in a traditional system, the win is credited with only 1-point. Perhaps a better ranking system would grant the worst team 4 points for such a feat and deduct 4 points from the best team.

Learn about our Elo model here.

Scoring Distributions

Distributions represent the statistical frequency at which different scoring scenarios occur based on the applied filter.

All probabilities should be read as 'X% of historical values are ≤ the slider value', e.g. if the slider shows '80% ≤ 21', that means that 80% of historical scores for that team have been less than or equal to 21. This is also known as the Cumulative Distribution Function (CDF).

We show four different scoring distributions:

  • Away Team Score: See Score.
  • Home Team Score: See Score.
  • Total Score: See Score Total. We merge the individual Team Score distributions of both teams together (via addition, home_team + away_team) to produce a single distribution. This value represents the Over/Under lines shown by sports books.
  • Score Spread: See Score Diff. To compute this value, we again merge the individual distributions (via subtraction, home_team - away_team) to produce a combined distribution.

We try five different types of statistical distributions to determine which is the best fit for representing scores

  • Normal (Gaussian)
  • Logistic
  • Student's T
  • Chi Squared
  • Weibull Min

For our calculation of Total Score and Score Spread, not all distributions can be combined so easily. The properties of a normal gausian distribution allow this (see Summing Two Normal Distributions) and a Logistic distribution can be similarly aproximated. For all other distributions, however, we must resort to simulation, i.e. we randomly generate a few thousand scoring combinations from each distribution, then determine which distribution fits the result of the simulation best.

You can hover each slider to see a popup with information about the underlying distribution.

Scoring Performance

Performance focuses on scoring and winning. These scoring based stats are standard across all sports and are agnostic to tactical level box score style stats that are specific to each sport. Performance represents the totality of a team's achievements and their ability to get results.

See Power Ranking for details on how these stats are formatted.

See Offensive vs. Defensive Stats for more info about how stats are framed and ranked.

Segment

Metrics can be sliced and diced in a variety of ways. We slice them by 'segment', which is our way of generically referring to the different names sports give time period divisions (e.g. Quarters, Innings). Some segments are common to all sports (e.g. Full-time, Regular Time).

Segment stats and scores are always based on how they stand at the end of a segment, not during a segment. This is particularly important for calculating scoring based stats

All of our stats can be filtered by segment.

  • All:
    • (FT) Full Time: includes overtime
    • (RT) Regular Time: does not include overtime
    • (FH) First Half: aka Half-Time, some sports have an explicit half-time (e.g. Soccer, Baseball, Football, Basketball), others do not (e.g. Hockey, Baseball). For those that do not, we use this formula, First_Half = RoundUp(Total_Segments / 2). For baseball this means we use the ending of the 5th Inning as half-time. For hockey, it is the end of the 2nd Period.
    • (SH) Second Half: Begins with the segment after the final segment of the first half, e.g. for baseball this is the 6th Inning, for hockey this is the 3rd period.
  • MLB: Inning (Inn. 1 - Inn. 9)
  • NFL: Quarter (Q1 - Q4)
  • NBA: Quarter (Q1 - Q4)
  • NHL: Period (P1 - P3)
Team Abbreviations

We only use three-letter abbreviations for teams.

Unfortunately, there is no industry standard for abbreviations or formal lists published by leagues. Each league and media outlet often maintain their own lists, meaning sometimes team abbreviations match and sometimes they do not, e.g., NHL's Montreal Canadiens is 'MON' on CBS Sports, but 'MTL' on ESPN.

The art of abbreviating team names is further complicated when working with historical data. For instance, there are three historical MLB teams to carry the 'Baltimore Orioles' name, each at different time periods (1882-1899, 1901-1902, 1954-present) and treated as different franchise legacies, meaning they each need their own abbreviation. We assign the abbreviations BOR, ORI, and BAL respectively, prioritizing 'BAL' for the most current version of the team since that abbreviation is most recognized by media today.

Algorithmically, we can assign abbreviations using templates like below, assigning more appealing formats to the most recent teams and using less appealing formats near bottom of list for older teams. Fun fact: it takes a list of ~20 such templates to guarantee uniqueness for all historical teams.

e.g., "West Meadowland Unicorns" would be abbreviated as "WES" or "WMU" using the first two formats.

  • ABC- ---- ----
  • A---- B--- C---
  • A--- BC-- ----
  • A--- ---- BC--
  • AB-- C--- ----
  • AB-- ---- C---
  • etc

Upcoming Games

This table shows the Power Rankings for each team and the probability (aka odds) of the home team winning the game.

We do not show the probability for the away team to maintain a cleaner UI and since it is the inverse of the home team probability, 100 - home_team_probability

Both Score Offensive Higher values are better.
Both teams score at least one point in the segment.
Comeback % Offensive Higher values are better.
Measures how often a team goes onto to win the overall match (Full Time) when they are behind at the end of a given segment.
Lead Any % Offensive Higher values are better.

Percentage of games where the team has led atleast one segment or won the overall game. Note that this measures the score at the end of a segment, not during a segment. If a team was losing at some point during a segment, but was winning at the end of the segment, then they are credited with a lead.

If a team is behind at the end of every segment, but wins the overall game (Full Time), then they get credit for leading at any point.

If a team wins an individual segment but was not leading overall, then they are not credited with the lead

Lead First % Offensive Higher values are better.
Percentage of games where the team led first. Note that this measures the score at the end of a segment, not during a segment. If team is behind during a segment, but ends up in the lead at the end of the segment, then they are credited with leading first. If segments end in a tie, then both teams are still eligible for a lead_first credit during the next segment.
Loss % Offensive Lower values are better.
Loss means a team's score is less than the other team's score for the segment.
Never Lead % Offensive Lower values are better.
Percentage of games where the team has never led a single segment the entire game. Note that this measures the score at the end of a segment, not during a segment. If a team was winning at some point during a segment, but was losing at the end of the segment, then they are not credited with a lead.
Reliability % Offensive Higher values are better.
Measures how often a team goes onto to win the overall match (Full Time) when they are leading at the end of a given segment.
Score Offensive Higher values are better.
Average score of a team for the given segment.
Score Diff Offensive Higher values are better.
Average difference between two scores. e.g. Score_Diff (4) = Team_Home (9) - Team_Away (5)
Score Total Offensive Higher values are better.
Average total of two scores. e.g. Score_Total (13) = Team_Home (9) + Team_Away (5)
Shutdown Offensive Lower values are better.
Team was shutout AND the opposing team scored.
Shutout Offensive Lower values are better.
Team was shutout, meaning they ended the segment with zero points regardless if the opposing team scored or not.
Win % Offensive Higher values are better.
Win means a team's score is greater than the other team's score for the segment.
Wire-to-Wire % Offensive Higher values are better.
Led every segment by total score. If a team loses an individual segment, but they are still winning overall, then they still get credit for wire-to-wire. If any segment results in the overall score being a tie, then neither team gets credit for wire-to-wire.

Bat: 2-out RBI Offensive Higher values are better.
Runs batted in (RBI) when there are already two outs.
Bat: At Bats Offensive Higher values are better.
Total number of turns a batter gets at the plate to attempt a hit.
Bat: Batting Avg Offensive Higher values are better.
Measures a batters success. Calculated by Hits / At_bats.
Bat: cWPA Offensive Higher values are better.
Championship Win Probability Contribution.
Bat: Doubles Offensive Higher values are better.
When a batter hits the ball and reaches second base on their hit alone, i.e. without the fielding team commiting an error.
Bat: GIDP Offensive Higher values are better.
Ground Into Double Play. When a batter hits a ground ball that results in the defending team achieveing multiple outs, including forced outs.
Bat: Hit by Pitch Offensive Higher values are better.
When the batter is physically struck by a pitch and does not swing at the ball. This results in the batter being awarded first base and an increase to their on-base percentage (OBP) and potentially an RBI.
Bat: Hits Offensive Higher values are better.
When a batter hits the ball in fair territory and reaches the base without the fielding team erroring or choosing to let the batter reach base (e.g. fielders choice).
Bat: Home Runs Offensive Higher values are better.
When a batter hits a fair ball and scores on the play without the defending team commiting an error. Typically this occurs with the ball flying over the outfield fencing.
Bat: Lvg Index Offensive Higher values are better.
Leverage index measures how important a situation is in a game based on how much the winning probability could change.
Bat: On Base % Offensive Higher values are better.
On Base Percent. (H + BB + HBP)/(At_bats + BB + HBP + SF). Measures how often a batter reaches base per appearance at plate.
Bat: OPS Offensive Higher values are better.
On-base plus slugging. OBP + SLG.
Bat: Pitches Offensive Higher values are better.
Total number of pitches received during plate appearances.
Bat: Plate Appearances Offensive Higher values are better.
AB + BB + HBP + SF + SH
Bat: RBI Offensive Higher values are better.
Runs batted in, reflects a batter's ability to drive in runs and capitalize on scoring opportunities. An RBI does not count when it is the result of a fielding error.
Bat: RE24 Offensive Higher values are better.
Run expectancy based on 24 base-outs.
Bat: Runs Offensive Higher values are better.
Runs == Score. When a runner successfully advances around all bases and returns to home base before there are three outs.
Bat: Sacrifice Fly Offensive Higher values are better.
A batter deliberately hitting the ball in such a way (typically straight into the air) that allows a runner to score while the ball is in flight. It does not count against a hitters batting average.
Bat: Sacrifice Hit Offensive Higher values are better.
A batter deliberately hitting the ball, before there are two outs, in such a way that it allows a baserunner to advance forward a base even if it means giving up their own at-bit and likely getting out themselves. Most often a sacrifice hit is in the form of a bunt, aka 'sacrifice bunt'.
Bat: Slugging % Offensive Higher values are better.
Measures a batter's power and ablity to generate extra base hits.
Bat: Strike outs Offensive Lower values are better.
When a batter looks at a pitch (in strike zone) or swings at a pitch (in any zone) three times without achieving a hit.
Bat: Strikes Offensive Lower values are better.
Total number of strikes received during plate appearances.
Bat: Team Left on Base Offensive Lower values are better.
The number of baserunners that remain on base at the end of an inning or after a batter makes an out.
Bat: Total Bases Offensive Higher values are better.
The number of bases a batter gains through hits. e.g. a batter that achieves two singles and 1 double would be credited with a TB = 4.
Bat: Triple Offensive Higher values are better.
Batter reaches 3rd base.
Bat: Walk Offensive Higher values are better.
Base on Balls (aka Walk). When a pitcher throws four pitches out of the strike zone that the batter does not swing at.
Bat: Win% Added Offensive Higher values are better.
Amount the batter added to the overall winning probability throughout the game.
Bat: Win% Change Offensive Higher values are better.
Total amount the batter contributed to the overall winning probability throughout the game. Sum(WPA+ + WPA-).
Bat: Win% Subtracted Offensive Higher values are better.
Amount the batter detracted from the overall winning probability throughout the game.
Bat: wRISP Attempts Offensive Higher values are better.
At-bat attempts when with Runners in Scoring Position (wRISP).
Bat: wRISP BA Offensive Higher values are better.
Batting average with Runners in Scoring Position (wRISP).
Bat: wRISP Hits Offensive Higher values are better.
Hits from at-bats with Runners in Scoring Position (wRISP).
Field: Assists Defensive Higher values are better.
When a fielder touches the ball before another fielder completes a putout.
Field: Assists (outfield) Defensive Higher values are better.
When a outfielder throws the ball to an infielder that then completes a putout.
Field: Double Play Defensive Higher values are better.
The fielding team achieves two outs on the same play.
Field: Error Defensive Lower values are better.
A mistake by the fielding team that benefits the offense, e.g. dropping a ball, misplaying a ball, etc.
Field: Passed Ball Defensive Higher values are better.
When the catcher cannot hold onto a pitch that they should have and subsequently allows a runner to move up bases.
Field: Putout Defensive Higher values are better.
Any form of achieving an out by the defending team. i.e. tagging a runner, striking out a batter, catching a fly ball, forced out on a base, etc.
Pitch: Batters Faced Defensive Lower values are better.
Total plate appearances against a team and its pitchers.
Pitch: CLI Avg Defensive Higher values are better.
Average championship leverage index, represents the amount of pressure a pitcher saw. Above 1.0 is high pressure, less than 1.0 is low pressure.
Pitch: cWPA Defensive Higher values are better.
Championship Win Probability Contribution
Pitch: Earned Runs Defensive Lower values are better.
Earned Runs Allowed. Measures how many runs a fielding team gave up without errors.
Pitch: ERA Defensive Lower values are better.
Earned run average. Number of runs a pitcher allowed per nine innings. One of the primary pitcher stats.
Pitch: Fly Balls Defensive Lower values are better.
Pitches that resulted in fly balls, line drives, and pop-ups.
Pitch: Game Score Defensive Higher values are better.
Developed by Bill James to measure pitcher performance. See Wikipedia
Pitch: Ground Balls Defensive Higher values are better.
Pitches that resulted in ground balls/bunts.
Pitch: Hits Allowed Defensive Lower values are better.
Number of hits allowed by a pitcher.
Pitch: Inherited Runners Defensive Lower values are better.
Number of runners already on base when a relief pitcher starts on the mound.
Pitch: Inherited Score Defensive Lower values are better.
Number of inherited runners that end up scoring during the relief pitchers tenure on the mound.
Pitch: Pickoffs Defensive Higher values are better.
Runners picked off by the defense.
Pitch: Pitches Defensive Lower values are better.
Number of pitches thrown by a pitcher which represents ther overall efficiency of a team to get through batters while trying to minimize wear and tear on their bullpen.
Pitch: RE24 Defensive Higher values are better.
Base-Out Runs Saved.
Pitch: Runs allowed Defensive Lower values are better.
Number of runs allowed by the pitcher.
Pitch: Strikes Defensive Higher values are better.
Strikes_Swinging + Strikes_Looking.
Pitch: Strikes Looking Defensive Higher values are better.
When the batter does not swing at a pitch that the umpire calls as a strike.
Pitch: Strikes Swinging Defensive Higher values are better.
When the batter either swings and misses the ball (regardless of what zone the pitch is in) or the batter strikes the ball but it flies into foul territory (foul ball).
Pitch: Walks Defensive Lower values are better.
Number of times a pitcher walked a batter, aka Bases on balls (BB).
Pitch: Win Prob. Contribution Defensive Higher values are better.
Amount that a pitcher contributes to the overall probability of winning a game, measured from the time the pitcher takes the mound till they leave they mound.
Run: Caught Stealing Offensive Lower values are better.
Number of times a runner is tagged out while attempting to steal a base.
Run: Stolen Bases Offensive Higher values are better.
Number of bases stolen by a runner.

Assists Offensive Higher values are better.
Awarded to up to two players who touch the puck prior to the goal scorer without a defender possessing the puck in between.
Blocks Defensive Higher values are better.
When a defending skater deliberately intercepts an opponent's shot attempt, preventing it from reaching the net. This often means the skater sacrificing their body, physically throwing themselves into the path of the puck. Note: Blocks are when skaters stop a shot, not when the goalie stops the shot, which is referred to as a save.
Corsi Offensive Higher values are better.
A metric measuring puck possession by combining into a formula all shot attempts (on goal, missed, or blocked) by both teams while a skater is on the ice. A positive Corsi indicates that a skater is creating more offensive opportunities for their team while they are on the ice.
Corsi Tot. (For) Offensive Higher values are better.
Number of recorded shot events for a team that are used in the Corsi formula.
Corsi Tot. (Opp.) Defensive Lower values are better.
Number of recorded shot events against a team that are used in the Corsi formula.
Goals EV Offensive Higher values are better.
Goals scored during even-strength situations when both teams had the same number of skaters on the ice, e.g. 5-on-5, 4-on-4, 3-on-3.
Goals PP Offensive Higher values are better.
Goals scored during power-play situations when a team has more skaters on the ice than the opposing team, typically due to one of the opposing skaters being in the penalty box, e.g. 5-on-4, 5-on-3, 4-on-3. These situations can also occur at the end of the game when losing team decides to pull their goalie in order to add an extra skater on the ice.
Goals SH Offensive Higher values are better.
Goals scored during shorthanded situations when a team has less skaters on the ice than the opposing team, typically due to one of their skaters being in the penalty box, e.g. 4-on-5, 3-on-5, 3-on-4. These situations can also occur at the end of the game when losing team decides to pull their goalie in order to add an extra skater on the ice.
Hits Defensive Higher values are better.
A hit (aka check) is when a defender physically throws their body into an offensive player, effectively separating them from the puck.
Off. Zone Start % Offensive Higher values are better.
Number of faceoffs a team takes in the offensive zone and thus potentially creating more scoring chances.
Penalty Minutes Offensive Lower values are better.
Total amount of time that a team's players spend in the penalty box. Higher values may indicate more physicality for a team, but also means less skaters on the ice and less scoring opportunities.
Shifts Offensive Higher values are better.
Total number of times players take the ice during the course of shift and line changes throughout a game. Higher shift changes typically means shorter shifts on ice for a skater, which is considered more effective for maintaining stamina and intensity throughout the game.
Shot % Offensive Higher values are better.
goals / total_shots. Measures scoring efficiency.
Shots Offensive Higher values are better.
Total number of shots attempted, used in the Shot % formula.

1st Downs Offensive Higher values are better.
Average number of first downs a team attempted per game.
3rd Conv. Offensive Higher values are better.
Average number of times per game a team's offense successfully converted a third down attempt.
3rd Conv. Attempts Offensive Higher values are better.
Average number of times per game a team attempts to convert a third down.
4th Conv. Offensive Higher values are better.
Average number of 4th downs a team successfully converts into a first down or touchdown per game. successful_fourth_downs / tot_fourth_down_attempts.
4th Conv. Attempts Offensive Higher values are better.
Average number of times per game a team attempts to convert a fourth down. i.e. does not punt or go for field goal.
Fumbles Offensive Lower values are better.
Total number of fumbles, including those recovered and not recovered.
Fumbles Lost Offensive Lower values are better.
Average number of fumbles a teams gives up per game. A fumble that is recovered by the team who fumbled it does not count.
Interceptions Defensive Higher values are better.
Interceptions recorded by the defense — passes caught by this team that resulted in a turnover. Higher is better for Defense.
Pass: Attempts Offensive Higher values are better.
Total number of attempted passing throws.
Pass: Cmp % Offensive Higher values are better.
tot_succesful_passes / tot_attempted_passes
Pass: Net Yards Offensive Higher values are better.
Pass: TDs Offensive Higher values are better.
Total number of touchdowns that were the result of a successful passing play.
Pass: Yards Offensive Higher values are better.
Total yards gained via completed forward passes.
Penalties Defensive Lower values are better.
Total number of penalties for a team.
Penalty Yards Defensive Lower values are better.
Yards given up as a result of penalties a team received. This stat includes both offensive and defensive penalties. The defense most often commits penalties in the NFL, so the stat is from that lens (i.e., lower is better for Defense, higher is better for Offense).
Possession Time Offensive Higher values are better.
Total amount of time a team held possession of the ball. Measured in minutes.
Rush: Attempts Offensive Higher values are better.
Number of plays where the team attempted to advance the ball down the field by running the ball.
Rush: TDs Offensive Higher values are better.
Number of touchdowns achieved via rushing.
Rush: Yards Offensive Higher values are better.
Yards gained by a team advancing the ball on the ground.
Sack Yards Defensive Higher values are better.
Average yards lost by the opposing offense due to sacks by this defense. Higher is better for Defense.
Sacks Defensive Higher values are better.
Average number of sacks recorded by the defense per game. Higher is better for Defense.
Total Yards Offensive Higher values are better.
Rushing Yards + Passing Yards - Sack Yards
Turnovers Offensive Lower values are better.
When the offensive teams loses possession of the ball and is gained by the opposing team, typically via a fumble or interception.

Assists Offensive Higher values are better.
A pass that directly leads to a basket being made by a teamate.
Blocks Defensive Higher values are better.
When a player deflects an opponent's field goalt attempt.
eFG% Offensive Higher values are better.
Effective Field Goal %. Measure of shooting efficiency that adjusts for the extra value of 3-point shots. eFG% = ((FGM + (0.5 * 3PM)) / FGA).
FG (2 & 3pt) Offensive Higher values are better.
Total number of field goals (i.e. baskets made), including 2-point and 3-point field goal, excluding free throws.
FG (2 & 3pt) % Offensive Higher values are better.
Field Goal Percentage for all field goals (2pt and 3pt). fg_made / fg_att.
FG (2 & 3pt) Attempts Offensive Higher values are better.
Total number of 2pt and 3pt field goals attempted.
FG (3pt) Offensive Higher values are better.
Total number of 3pt field goals made.
FG (3pt) % Offensive Higher values are better.
3pt Field Goal Percentage. fg_3pt_made / fg_3pt_att.
FG (3pt) Attempts Offensive Higher values are better.
Total number of 3pt field goals attempted.
Free Throw % Offensive Higher values are better.
free_throws_made / free_throws_attempted.
Free Throw Attempts Offensive Higher values are better.
Number of free throw shots taken during game. Note: This measures shots, not visits to the free throw line, i.e. one visit to the free throw line could have multiple shots.
Free Throw Rate Offensive Higher values are better.
Measures how often players draw a foul by comparing the ratio of free throw attempts to field goal attempts.
Free Throws Made Offensive Higher values are better.
Successful number of free throw baskets made.
Off. Rating Offensive Higher values are better.
Measures scoring efficiency by normalizing points produced per 100 possessions.
Pace Offensive Higher values are better.
Measures speed of play and aggression by averaging number of possessions per 48 minutes
Rebound: Off. % Offensive Higher values are better.
successful_off_rebounds / potential_off_rebounds.
Rebounds: Def. Defensive Higher values are better.
When a defending player secures possession of the ball for their team after an opponent's missed shot.
Rebounds: Off. Offensive Higher values are better.
When an offensive player secures possession of the ball for their team after their team misses a shot.
Rebounds: Total Offensive Higher values are better.
off_rebounds + def_rebounds.
Steals Defensive Higher values are better.
Total number of times the defense was able to steal possession of the ball from the offense.
Turnover % Offensive Lower values are better.
Average number of turnovers per 100 plays.
Turnovers Offensive Lower values are better.
Total number of turnovers.