NFL Analytics Glossary
Plain-English definitions for every stat on Yards Per Pass.
- EPA (Expected Points Added)
- How much each play changes a team’s expected points. A 3rd-and-1 conversion is worth more than a 1st-and-10 three-yard gain. Above 0 = above average.
- EPA/Play
- EPA averaged across all plays (passing + rushing). The single best measure of a QB’s total impact.
- EPA/Dropback (EPA/DB)
- EPA on passing plays only — pass attempts, sacks, and scrambles. Isolates arm talent from running ability.
- CPOE (Completion % Over Expected)
- How often a QB completes passes compared to what’s expected given throw difficulty. A CPOE of +3 means completing 3% more than expected. Higher is better. Computed via the nflverse completion probability model, which may differ from NFL Next Gen Stats CPOE on ESPN/NFL.com.
- Success Rate
- How often a play generates positive EPA (Expected Points Added > 0). This is the nflverse EPA-based definition, which may differ slightly from PFR’s yardage-based formula (40%/50%/100% of needed yards). QB success rate on this site excludes sacks from the denominator.
- aDOT (Average Depth of Target)
- Average distance in yards a QB throws downfield. Higher = more aggressive. Computed on true pass attempts only (sacks and scrambles excluded).
- Field Heat Map
- A 3×3 grid showing where a QB throws on the field, broken down by depth (short 0-9 yards, intermediate 10-19, deep 20+) and direction (left, middle, right). Air yards measures the distance the ball travels in the air from the line of scrimmage. Direction (L/M/R) is derived from nflverse charting data, which categorizes passes into three zones.
- YPA (Yards Per Attempt)
- Passing yards divided by pass attempts. A simple efficiency measure. Sacks are excluded from the denominator.
- ANY/A (Adjusted Net Yards per Attempt)
- The best single traditional stat for predicting wins. Formula: (Yards + 20×TD − 45×INT − Sack Yards) ÷ (Attempts + Sacks). Rewards touchdowns, penalizes turnovers and sacks.
- Passer Rating
- The traditional NFL quarterback rating on a 0–158.3 scale. Combines completion %, yards, TDs, and INTs. The most familiar stat, though EPA-based metrics are more predictive.
- TD:INT Ratio
- Passing touchdowns per interception. 2:1 is roughly average, 3:1+ is elite. Only counts passing TDs.
- Dropback
- Any play where the QB drops back to pass. Includes pass attempts, sacks, and scrambles — basically everything that starts as a passing play.
- Rush EPA
- EPA per rush attempt for a QB. Includes designed runs and scrambles, excludes kneels. Positive = above-average rushing.
- Run Gap
- The space between offensive linemen where a running back targets their rush. Gaps are labeled left to right: LE (left end), LT (left tackle), LG (left guard), M (middle/center), RG (right guard), RT (right tackle), RE (right end).
- Stuff Rate
- Percentage of rushing attempts stopped at or behind the line of scrimmage (0 or negative yards). Higher stuff rate = worse for the offense. A key indicator of how well a defense plugs run gaps.
- Explosive Run Rate
- Percentage of rushing attempts that gain 10+ yards. Higher is better for the offense. Measures big-play ability in the run game.
- Stuff Avoidance (Stuff Avoid%)
- 1 minus Stuff Rate — the percentage of carries NOT stopped at or behind the line of scrimmage. Higher is better. Used in the RB radar chart as a positive-direction metric (100% = never stuffed).
- EPA/Carry
- Expected Points Added per rushing attempt. Measures how much each carry changes a team’s scoring chances. Positive = above-average efficiency on the ground.
- Fumbles Lost (FL)
- Fumbles recovered by the opposing defense. Only the turnovers that actually cost you possession.
- Off EPA/Play
- Offensive EPA per play for a team. Measures how efficiently an offense generates expected points. Positive = above average.
- Def EPA/Play
- Defensive EPA per play. Measures how well a defense limits opponents. More negative = better defense.
- Pass Rate
- Percentage of plays where a team chooses to pass. Influenced by game script (teams trailing pass more).
- Yards Per Target (Y/Tgt)
- Receiving yards divided by targets. Measures how productive each target to a receiver is, including incomplete passes in the denominator.
- Target Share
- Percentage of a team’s total pass targets directed at a specific receiver. Higher target share = more involved in the passing game. Season-long, primary team only for traded players.
- YAC (Yards After Catch)
- Yards gained by a receiver after catching the ball. Measures ability to create yards in the open field beyond the catch point.
- ADOT (Average Depth of Target)
- Average distance downfield a receiver is targeted. Higher ADOT = deeper route tree. Includes incomplete passes.
- YPRR (Yards Per Route Run)
- Receiving yards divided by routes run. Measures how productive a receiver is on every route, not just when targeted. A top-tier efficiency metric that removes volume bias — a receiver running 50 routes who gains 75 yards is more efficient than one running 150 routes for 100 yards.
- TPRR (Targets Per Route Run)
- Targets divided by routes run. Measures how often a quarterback looks at a receiver on each route they run. High TPRR indicates a receiver who commands attention from the offense regardless of overall target volume.
- Snap Count
- Total offensive plays a player was on the field for. Derived from play-by-play participation data — counts all play types (passes, runs, penalties). Does not include special teams snaps.
- Snap Share (Snap%)
- Player’s offensive snap count divided by their team’s total offensive snaps. A snap share of 85% means the player was on the field for 85% of the team’s offensive plays. The primary measure of a receiver’s playing time.
- Route Participation Rate (Route%)
- Percentage of a team’s dropback plays where this player was on the field. Measures how often a player is involved in the passing game. A WR with 95% route participation is on the field for nearly every pass play. A blocking TE at 60% is only out there for some passing downs. Industry-standard formula: player dropback snaps / team total dropbacks.
- DB/Game (Dropbacks per Game)
- Dropbacks divided by games played. Measures a QB’s passing volume on a per-game basis. Used as the Volume axis on QB radar charts.
- FPts (Fantasy Points)
- Fantasy points calculated from raw stats. QB: 1pt/25 pass yds, 4pt/pass TD, −2pt/INT, 1pt/10 rush yds, 6pt/rush TD, −1pt/fumble lost. RB/WR/TE: PPR (1pt/rec), Half-PPR (0.5pt/rec), or Standard (0pt/rec) plus yardage and TDs. Toggle scoring format on the leaderboard.
- Car/Game (Carries per Game)
- Rush attempts divided by games played. The Volume axis on RB radar charts.
- Tgt/Game (Targets per Game)
- Targets divided by games played. The Volume axis on WR/TE radar charts.
- YPC (Yards per Carry)
- Rushing yards divided by carries. The most basic measure of rushing efficiency, though it doesn’t account for situation or game script like EPA does.
- CROE (Catch Rate Over Expected)
- Actual catch rate minus expected catch rate (based on throw difficulty). Positive means the receiver catches more than expected given the passes thrown to them. A better version of raw Catch% because it adjusts for throw quality. Derived from the same completion probability model that powers CPOE.
- TD% (Touchdown Percentage)
- Passing touchdowns divided by pass attempts, times 100. What percentage of a QB’s throws go for touchdowns. League average is around 4–5%.
- INT% (Interception Percentage)
- Interceptions divided by pass attempts, times 100. Lower is better. League average is around 2–3%.
- SK% (Sack Percentage)
- Sacks divided by (attempts + sacks), times 100. Measures how often a QB gets sacked. Lower is better. Note: sacks are excluded from the attempts count, so the denominator adds them back.
- SCR% (Scramble Percentage)
- Scrambles divided by total dropbacks, times 100. Measures how often a QB abandons the pocket and runs. High SCR% can indicate either great mobility or a collapsing pocket.
- Receiving Success Rate (Recv SR%)
- Percentage of a receiver’s targets that produce positive EPA (Expected Points Added). Measures how often a receiver’s plays help the team. Higher is better.
- Total EPA
- The raw sum of EPA across all plays. Unlike EPA/play or EPA/target, this is volume-based — more plays means a higher total. Measures overall impact rather than per-play efficiency. A QB with 50 Total EPA had more total impact than one with 30, even if the latter had better EPA/play.
- Total Touches (TCH)
- Carries plus receptions. The total number of times a running back touches the ball. Measures overall offensive involvement.
- PFR Qualified
- Pro Football Reference’s minimum thresholds for stat qualification. QBs: 14 attempts per team game (238/season). RBs: 6.25 carries per team game (106/season). WR/TEs: 1.875 targets per team game (32/season). These thresholds filter out players with small sample sizes.
- Complete Passer (QB Archetype)
- A quarterback with 4+ radar axes at the 70th percentile or above. Elite across EPA/DB, CPOE, DB/Game, aDOT, INT%, and Success%.
- Playmaker (QB Archetype)
- A high-efficiency, high-volume quarterback who drives the offense. Defined by EPA/DB ≥ 70th, DB/Game ≥ 70th, and Success% ≥ 60th percentile.
- Gunslinger (QB Archetype)
- Pushes the ball downfield with aggression. Defined by aDOT ≥ 65th, DB/Game ≥ 55th, and INT% ≤ 45th. Trades turnovers for big plays.
- Surgeon (QB Archetype)
- Precise and consistent passer. Defined by CPOE ≥ 70th, Success% ≥ 65th, and EPA/DB ≥ 55th. Picks apart defenses without forcing throws.
- Distributor (QB Archetype)
- High-volume, accurate short-game passer. Defined by DB/Game ≥ 70th, CPOE ≥ 60th, and aDOT ≤ 45th. Moves the chains underneath.
- Volume Passer (QB Archetype)
- Throws at an extremely high rate with solid efficiency. Defined by DB/Game ≥ 80th and EPA/DB ≥ 50th percentile.
- Game Manager (QB Archetype)
- Protects the football and avoids mistakes. Defined by Success% ≥ 65th, INT% ≥ 65th, and DB/Game ≤ 45th.
- Dual Threat (QB Archetype)
- Elite rushing QB who also produces through the air. Defined by Rush EPA ≥ 80th, EPA/DB ≥ 60th, and 4+ axes ≥ 60th. A true dual-threat weapon.
- Mobile Playmaker (QB Archetype)
- Extends plays and creates with his legs. Defined by Rush EPA ≥ 65th, EPA/DB ≥ 60th, and DB/Game ≥ 55th. Dangerous in and out of the pocket.
- Sniper (QB Archetype)
- Accurate deep passer who protects the football. Defined by aDOT ≥ 65th, INT% ≥ 65th, and Rush EPA < 75th. Pushes the ball downfield without turning it over.
- Improviser (QB Archetype)
- Creates plays outside of structure. Defined by EPA/DB ≥ 65th, 3+ axes ≥ 60th, and CPOE ≤ 50th. High EPA despite inconsistent accuracy.
- Pocket Passer (QB Archetype)
- Traditional pocket quarterback with no single elite dimension. Fallback archetype for QBs who have at least one axis above the 60th percentile but don’t match any specialized archetype.
- Alpha WR1 (WR Archetype)
- Dominant number-one receiver. Defined by 4+ radar axes ≥ 70th and Tgt/Game ≥ 65th. Commands targets and produces at an elite level.
- Contested Catch WR (WR Archetype)
- Wins downfield and at the catch point. Defined by aDOT ≥ 65th and Catch% ≥ 60th. High depth of target with reliable hands.
- YAC Monster (WR Archetype)
- Dangerous after the catch. Defined by YAC/Rec ≥ 75th and aDOT ≤ 50th. Turns short throws into big gains.
- Target Magnet (WR Archetype)
- Commands an elite target share. Defined by Tgt/Game ≥ 80th percentile. The offense runs through this receiver regardless of per-target efficiency.
- Field Stretcher (WR Archetype)
- Stretches the field vertically. Defined by aDOT ≥ 75th and Catch% ≤ 50th. Trades catch rate for chunk plays.
- Route Technician (WR Archetype)
- Wins with precision route-running, generating consistent production per route. Defined by YPRR ≥ 70th, Tgt/G ≥ 55th, and 3+ axes ≥ 60th.
- Possession Receiver (WR Archetype)
- Reliable hands and route precision. Defined by Catch% ≥ 70th, YPRR ≥ 60th, and aDOT ≤ 45th.
- Deep Threat (WR Archetype)
- Pure vertical threat. Defined by aDOT ≥ 80th percentile. Lives on deep routes.
- Efficient Producer (WR Archetype)
- Maximizes every route run. Defined by YPRR ≥ 75th and EPA/Tgt ≥ 65th with Tgt/Game ≤ 50th.
- Playmaker (WR Archetype)
- Creates big plays through efficiency and after-catch ability. Defined by EPA/Tgt ≥ 65th, YAC/Rec ≥ 65th, and 3+ axes ≥ 60th.
- Role Player (WR Archetype)
- Contributes in a defined role without an elite dimension. Fallback archetype for WRs who have at least one axis above the 60th percentile but don’t match any specialized archetype.
- Elite TE1 (TE Archetype)
- Dominant tight end with 4+ radar axes at the 70th percentile (among TEs) and Tgt/Game ≥ 60th. Elite receiving production across volume, efficiency, and consistency.
- Mismatch TE (TE Archetype)
- High-efficiency pass catcher who creates mismatches. Defined by EPA/Tgt ≥ 70th and CROE ≥ 60th (among TEs) with Tgt/Game ≥ 40th. Elite per-target production regardless of volume.
- Seam Stretcher (TE Archetype)
- Attacks downfield as a seam threat. Defined by aDOT ≥ 70th (among TEs) and EPA/Tgt ≥ 50th. Stretches the middle of the field vertically.
- YAC Weapon (TE Archetype)
- Dangerous after the catch. Defined by YAC/Rec ≥ 70th (among TEs) and aDOT ≤ 55th. Turns short targets into chunk gains.
- Security Blanket (TE Archetype)
- Reliable short-area target. Defined by Catch% ≥ 70th (among TEs) and Tgt/Game ≥ 55th. The QB’s safety valve.
- Move TE (TE Archetype)
- Deployed like a wide receiver. Defined by YPRR ≥ 70th (among TEs), EPA/Tgt ≥ 55th, and Tgt/Game ≥ 50th. High route involvement and consistent production.
- Target Hog (TE Archetype)
- Commands a massive target share for a tight end. Defined by Tgt/Game ≥ 80th percentile among TEs.
- Blocking TE (TE Archetype)
- Primarily a blocker who catches occasionally. Defined by Tgt/Game ≤ 25th and YPRR ≤ 35th among TEs. Low target volume and route involvement.
- Complementary TE (TE Archetype)
- Secondary receiving tight end who contributes as part of the passing game mix. Fallback archetype for TEs with at least one axis at 70th percentile or Tgt/Game ≥ 50th.
- Three-Down Back (RB Archetype)
- Does it all. Defined by Car/Game ≥ 55th, Tgt/Game ≥ 60th, Success% ≥ 55th, and 2+ of EPA/Car, Stuff Avoid, Explosive%, Success% ≥ 55th.
- Elite Runner (RB Archetype)
- Elite across multiple rushing dimensions. Defined by 3+ of EPA/Car, Stuff Avoid, Explosive%, Success% at the 70th percentile with Car/Game ≥ 55th. A dominant pure runner.
- Dual-Threat Back (RB Archetype)
- Dangerous as both a runner and receiver. Defined by Car/Game ≥ 55th and Tgt/Game ≥ 70th. A true two-way weapon out of the backfield.
- Workhorse (RB Archetype)
- High-volume carrier. Defined by Car/Game ≥ 70th, EPA/Car ≥ 45th, and Tgt/Game ≤ 45th. Grinds out production on the ground.
- Power Back (RB Archetype)
- Runs through contact. Defined by Stuff Avoid ≥ 70th, Car/Game ≥ 50th, and Explosive% ≤ 55th. Avoids getting stuffed.
- Home Run Hitter (RB Archetype)
- Boom-or-bust runner. Defined by Explosive% ≥ 75th and Success% ≤ 45th. Trades consistency for chunk plays.
- Pass-Catching Back (RB Archetype)
- Receiving weapon out of the backfield. Defined by Tgt/Game ≥ 75th and Car/Game ≤ 50th.
- Efficient Runner (RB Archetype)
- High EPA on limited carries. Defined by EPA/Car ≥ 70th, Success% ≥ 60th, and Car/Game ≤ 55th.
- Change of Pace (RB Archetype)
- Maximizes limited touches. Defined by EPA/Car ≥ 65th, Explosive% ≥ 60th, and Car/Game ≤ 40th.
- Bell Cow (RB Archetype)
- Dominates touches in the backfield. Defined by Car/Game ≥ 85th percentile. The clear lead back regardless of efficiency.
- Rotational Back (RB Archetype)
- Part of a backfield committee. Fallback archetype for RBs who contribute in a limited role — at least one quality axis at 60th percentile or Car/Game ≥ 40th.
- Down & Distance Heatmap
- A 4×5 grid showing rushing efficiency by down (1st–4th) and distance bin (1–2, 3–4, 5–7, 8–10, 11+ yards). Color intensity reflects EPA per carry, success rate, or yards per carry. Cells with fewer than 5 carries are marked as low-sample.
- Early Downs
- 1st and 2nd down plays. The broadest situational filter, capturing plays where the offense has the most flexibility in play-calling.
- Passing Down
- Situations where the defense expects a pass: 2nd down with 7+ yards to go, or 3rd down with 5+ yards to go. Rushing on passing downs often has higher EPA due to lighter boxes.
- Short Yardage
- 3rd or 4th down with 2 or fewer yards to go. High-leverage situations where teams often use heavy personnel and power rushing schemes.
- Late & Close
- Plays in the 4th quarter (game_seconds_remaining ≤ 900) with win probability between 25% and 75%. Filters out garbage time to show how a team performs when the game is still competitive.
- Stat Surge Detector
- Identifies players whose recent performance significantly deviates from their season average. Uses z-score analysis comparing the last N weeks to the full season. Players with z ≥ 1.5 are flagged as ‘Rising’ and z ≤ −1.5 as ‘Falling’.
- Z-Score
- A statistical measure of how many standard deviations a value is from the mean. In the Surge Detector, z-score = (recent average − season average) / season standard deviation. Higher absolute values indicate more extreme deviations.
Core Stats
Leaderboard Stats
QB Archetypes
WR Archetypes
TE Archetypes
RB Archetypes
Situational Stats
Trends & Surge Detection
Data source: nflverse play-by-play. Stats may differ slightly from Pro Football Reference due to methodology differences (sack handling, kneel exclusion, etc.).