How to read this siteWhat the grades and the blanks mean — read this section alone and a player page makes sense
Grade
The eight steps — S / A / B / C / D / E / F / G — that every metric is graded on.
A grade comes from nothing but where a player ranks within the league that season.
The top 2% get S, up to 8% A, up to 25% B, up to 50% C, up to 75% D, up to 92% E,
up to 98% F, and the rest G.
What each metric measures is set out in that metric’s own explanation.
Where a player sits in the qualified pool counting from the top, on a 0–100 scale.
The closer to 0, the higher.
It runs the opposite way to the percentile used in statistics. There the figure
counts up from the bottom and higher is better; here it matches a standings table —
how far down the list you are (the two add up to 100).
Even first place is not 0% — a player takes up their own share of the scale, so in
a pool of 434 that is 1 ÷ 434, or 0.2%. Last place lands on exactly 100%.
Every grade on this site is assigned from this ranking.
It is not below G. It means there were too few attempts to rank the player at all.
A metric measured as a rate swings in both directions on luck alone when attempts are
few: a player who hit 3 of 3 would lead the league at 100%. To stop that, every metric
sets a minimum number of attempts, and anyone short of it is left unranked rather
than placed.
Which metric needs how many is listed on the How grades work page for each league.
Metrics that measure volume itself — Scoring, Rebounding and the like — have no minimum.
This is why blanks are common early in a season. They fill in as attempts accumulate.
The age shown on player pages and in the lists is as of February 1 of that season —
not opening night, and not the end of the season.
February 1 falls near the midpoint of a season, and it is the basis the other stats
sites use. Age is a convention rather than something measured, so we matched the one
that can be compared against elsewhere.
The value the league publishes is as of the end of the season, and printing that as-is
would make anyone with a birthday in the second half look a year older. So it is
recalculated here from the date of birth.
The set of players being ranked against one another. It takes in everyone who reached
a set amount of playing time that season. The exact minimum, and how many players
clear it, are on the How grades work page for each league.
The minimum is scaled to the number of games in the season, so that a shortened
season does not end up being the only one with a stricter bar. It scales against the
games the player’s team played, not the player’s own games played — otherwise the bar
would quietly drop for anyone who missed a lot of them.
There is no split by position. Where a player stands in the league as a whole is
what comes out.
The number sitting on each axis of a rose chart you build in the Editor. It is how
many attempts it takes to be ranked in that metric — shots taken, possessions used —
and a player below it shows “—” on that axis.
Shooting percentages use the NBA’s official qualification as it stands (300 FG,
125 FT, 82 3P). Where there is no official qualification — by zone, by play type, on
defense — the number is one this site set.
You can move it.Lower it and more players appear; raise it and fewer do — the
count in the metric’s dropdown changes as you go, so you can read right there how many
you added.
Take it low enough and a player with ten attempts tops the list.The official
qualification exists precisely to prevent that.
A correction applied to every metric measured as a rate. The fewer the attempts, the
harder the value is pulled toward the league average; the more there are, the closer it
stays to what the player actually did.
A player who made 45 of 50 and one who made 450 of 500 both shot 90%, but how far the two
figures can be trusted is not remotely the same. Treat the first like the second and the
top of the list fills with the players who attempted least, not the best ones.
How hard the pull is differs by metric. How many attempts’ worth of league average
gets mixed in is set for each metric from measured reliability (the values are on the
How grades work page for each league).
Whatever that still cannot settle is left unranked (“—”).
A name for a tendency in how someone plays, such as “Slasher” or “Pull-Up Shooter”.
Like grades, every one of them comes from a formula — none are put on or taken off by
hand.
Quality is the grades’ job; tags cover the way a player contributes. So a player
with no tags at all is not a lesser player — no pattern happened to fit.
The order on a player page runs from the rarest tag first, not by rank. Nor does
carrying more of them put a player above anyone else. How many players each tag covers
is shown on that tag’s own page, along with the list for the season.
Four of them: scoring mix, play-type mix, rebounding mix and defensive mix. Each splits
where the points come from, and what the player is doing, into shares stacked to 100%.
They show proportions, not volume, so two identical bars can sit on very different
contributions when the playing time differs. Volume is the grades’ job.
They describe a style. They do not rank one above another.
The circle under “Grades” on a player page. It shows every metric’s grade as the length
of a petal — the longer, the higher.
A petal that runs straight through the center is a “—”, and it does not mean the same
thing as G: there were too few attempts to rank it. Those are drawn with hatching.
The career and single-season leaders, taken from every season on record (1946-47 onward).
Anything from before its record began is missing — steals and blocks begin in 1973-74, and
three-pointers in 1979-80. Players who were already active before then have career totals that
fall short by that much.
On the per-game side, seasons where a player did not reach 70% of that season’s schedule are
left out (the same line as “Hide players with few minutes” in Players & Teams). The order is by
value, and among equal values the order means nothing.
The career leaders for every franchise, current and defunct, plus their best single
seasons.
The most wins favors the 82-game era — shortened seasons (50 games in 1998-99, 66 in 2011-12,
and 64 to 75 by team in 2019-20) cannot reach it. Win percentage does not depend on the number
of games, so both are given side by side.
Last season is where that player stood in the same metric a year ago.
“Rookie” means that year was their NBA debut.“—” means no rank was assigned in this metric
last year — too few games, or below the minimum attempts. Neither means the player was poor.
The difference cannot be read as how much a player improved — the number of players ranked
changes from season to season.
That year’s picks, in order of round and selection.
The faded rows are players who never appeared in an NBA game (they have no player page). Career
figures are the totals across every season on record.
Some picks show a round or a number of 0 — territorial picks, which had no round as a matter of
the rules, and picks from the early seasons where no record survives.
One row per season, reading champions and the main awards down the page.
The MVP was created in 1955-56 and Defensive Player of the Year in 1982-83, so earlier seasons
are blank.
Team abbreviations are the ones in use that season, and an abbreviation shown as an outline is
a team name that no longer exists. An abbreviation with no color is a team that ended there.
Grades are assigned to players with a set amount of playing time that season. They exist
only for the seasons that are graded, and the range is on the How grades work page for each
league.
Per game and totals go back to 1946-47, and they are the NBA’s own record, unconnected to the
grades.
Advanced starts in 1996-97 and does not exist for earlier seasons (the NBA does not publish the
totals). There are no career figures for it either — rates cannot be added up across seasons.
Measurements and backgroundHeight, weight, age, country, draft — the player rather than the play
Height
The height listed on the roster. It arrives in feet and inches, and is converted to
centimeters here.
It is not a fixed value. Listings used to be a mix of measurements taken in shoes and
figures self-reported back in college. Before the 2019-20 season the NBA required every
team to measure its players barefoot and submit the result, and the listings were
updated across the board that year.
Counting it up: 243 of 400 players had their listing move between 2018-19 and 2019-20,
shrinking by 2.4cm on average. Neighboring years move about a third as much (110 of 433
from 2021-22 to 2022-23). It is the kind of shift a single season will not show you,
so comparing heights across years takes care.
Several tags — Inside Defender, Post Player and others — use height as a condition.
The weight listed on the roster. It arrives in pounds, and is converted to kilograms
here.
It moves more than height does. Weight changes during a season, but the listing is only
updated once a year, so it is not necessarily what a player weighed that year.
The spot listed on the roster. It is some combination of guard (G), forward (F) and
center (C), up to three of them.
It is a separate thing from what a player actually does. Two players both listed “G”
can be a ball-carrier and a spot-up shooter. That is why this site does not rank by
position — what a player does is the tags’ job.
Listings can change from season to season, so the letters move as the years do.
How a player entered the league. It is given as which round and which overall pick,
and anyone not selected is shown as undrafted.
Where a player went is an assessment made at that moment, a separate thing from what
they went on to do. Every year, someone undrafted turns into a starter.
The country the NBA has on file. It is neither where the player was born nor whom they
represent.
It comes apart in both directions in the actual data. Sabonis was born in the United
States and is filed as Lithuania.Embiid was born in Cameroon and plays for the United
States, and is filed as Cameroon.Clarkson is filed as the United States and plays for
the Philippines.
The NBA holds one value per player, and that is what is shown.
Players who came straight from a club overseas, or through a minor league, have none
(the field is left blank). There are routes into the league that do not pass through
college, so a blank on its own means nothing.
It does not separate twos from threes. The more threes a player takes, the lower their
FG% falls, so comparing shooters on FG% alone will mislead you. The metrics that weigh in
the value of the shot are eFG% and TS%.
Three-pointers made, attempted and the percentage, for shots taken from beyond the arc.
They are part of FG as well — threes sit inside the field-goal totals.
Each one is worth three points, so at the same percentage a three produces 1.5 times what
a two does. 3P% of 35% is as efficient as 2P% of 52.5%.
The number of missed shots a player came away with.
Abbr.
Meaning
OREB
Taken on offense (offensive rebounds)
DREB
Taken on defense (defensive rebounds)
REB
The two together
The count moves with the team around a player. A shot that goes in creates no chance
at all, and a strong rebounder alongside takes some of the share away. To read it against
the chances available, use REB%.
The number of passes that led directly to a teammate’s basket.
It is only credited once the receiver scores, so a good pass that ends in a miss
produces no number. The other way round, an easy pass counts as long as the shot drops.
The record involves a judgment call — how directly is directly enough. To see what
share of a team’s baskets a player was part of, use AST%.
The number of times a player got to an opponent’s shot and stopped it. Getting a hand on
it and changing its flight is not enough — the shot has to miss.
It is part of protecting the rim, but the shots never taken leave no number behind.
Some players have few blocks precisely because nobody comes in any more.
Losing possession without getting a shot off — a bad pass, a lost dribble, an
offensive foul.
This site’s Ball security metric measures them per 100 touches. Without dividing by
playing time or by how often a player has the ball, anyone who barely touches it would
rise to the top automatically.
How many points the team won or lost by while that player was on the floor. Score ten
and concede six during those minutes and it reads +4.
The four teammates alongside and the five opponents opposite go straight into it. A
reserve on a strong team tends to read high, a starter on a weak one low.
Of five categories — points, rebounds, assists, steals and blocks — reaching double figures
in two is a double-double, and in three a triple-double.
It is a widely used marker, and one that gets counted as a record in its own right. But the
count is confined to those five, so a game built on, say, points and threes made never shows
up here, however good it was.
The number of seasons with an appearance in an NBA game. A single game counts as one, so it
is not the same as years on a roster — years spent only on the books do not count.
It covers every season on record (1946-47 onward), and a year with a mid-season trade still
counts as one.
The column carries the same name Basketball Reference uses, Yrs.
AdvancedMetrics turned into rates and efficiencies, and numbers cut by situation
Possession (POSS)
One stretch of holding the ball, from gaining it until it ends in a shot, a turnover or a foul
drawn. Think of it as one turn with the ball.
Teams play at different tempos, so comparing raw point totals favors players on fast ones.
Scaling to possessions cancels that out.
The POSS that appears in the stats tables is the total number of times the team attacked
while that player was on the floor — not the number the player finished themselves (that share
is USG%).
A volume figure scaled to 100 turns with the ball. It is the unit that keeps players on fast
teams from gaining an advantage in points alone.
100 is the same unit as the NBA’s official stats and Basketball-Reference’s Per 100 Possessions,
so the figures compare directly with numbers from elsewhere. They look larger than a per-game
average because a rotation player’s game runs about 75 possessions.
Possessions per 48 minutes — how many times the team attacked while that player was on the
floor. Around 100 is typical, and higher means a faster game.
The more a team runs, the more points, rebounds and assists everyone collects in a game.
Before comparing totals or per-game averages, check that this is level first. Scaling volume
to possessions, as this site does, is a way of cancelling the difference.
Playing fast does not mean playing well.
A team’s own PACE is how many times that team attacked per 48 minutes. A player’s value is
the team’s pace while they were on the floor, so the two sit on the same scale.
The average number of points a play produces each time it is run. At 1.00, one turn with the
ball is worth one point.
Across the league it sits around 1.10. The going rate differs by play type — cuts and transition
run high, isolation and post-ups low. It is meant for comparing within a type, not across
them.
Shooting efficiency given by (FGM + 0.5 × 3PM) ÷ FGA.
A three is worth three points, so it is counted back in as 1.5 times a two. FG% counts a
three and a two as one shot each, which reads unfairly low for anyone who shoots from outside.
eFG% removes that distortion.
Free throws do not go into it. That is the difference from TS%, which is the one to use when
the ability to draw fouls should count too.
Shooting efficiency given by points ÷ (2 × (FGA + 0.44 × FTA)).
FG% has two holes in it. It counts a three and a two as one shot each, so anyone who shoots
a lot of threes reads unfairly low; and free throws sit outside the calculation, so the
contribution of anyone who draws a lot of fouls disappears. TS% folds in both.
0.44 is the widely used coefficient for the share of free throws that actually used up a turn
with the ball — and-ones and technicals are in there too, so one free throw does not equal one
possession.
Of the team’s possessions while that player is on the floor, the share the player ended
themselves — with a shot, a turnover, or by drawing a foul.
It measures the size of a role, not quality. At 30%, a player is finishing one possession in
three, which is lead-option territory; down in the teens, the role is about making others work.
It means something read alongside efficiency (TS%). A player high in both — shooting a great
deal without the efficiency falling — is the most valuable type there is.
Of the field goals a player’s teammates made while that player was on the floor, the share
that came off their assist.
This site’s Playmaking metric is built on it.
For a team it refers to something else. A team’s AST% is the share of made shots that
carried an assist, which describes not one player’s work but how well the ball is moving.
Of the rebound chances that arose while a player was on the floor, the share they came away
with. OREB% is on offense, DREB% on defense, and REB% the two together.
Counting rebounds per game favors anyone who plays long minutes; a share cancels that out.
How often possessions end in a turnover, as a share. The denominator differs for players and
teams. The same “%” is a different thing in each, so an explanation of one does not carry to
the other.
Denominator
Player
FGA + 0.44 × FTA + assists + turnovers
Team
Possessions (turns with the ball)
For a player it is the share of the plays they were involved in — shooting, assisting or losing
it — that ended in a loss. Assists are in the denominator, so at the same number of
turnovers, a player whose passes are connecting reads lower. Which also means a player who
barely touches the ball gets no credit here.
For a team it is simply how many of its turns with the ball were thrown away.
0.44 is the share of free throws that used up a turn with the ball, the same coefficient as in
TS%.
Assists ÷ (FGA + 0.44 × FTA + assists + turnovers). Of the plays a player was involved in —
shooting, assisting or losing it — the share that ended in an assist.
The denominator is exactly the one TOV% uses, with only the numerator changed. Put the two
side by side and you can read whether the plays a player touched ended by being handed off or by
being dropped.
It is not the similarly named AST/TO. That one simply divides assists by turnovers, and the
total number of plays involved never enters it.
Assists ÷ turnovers. It is only a division, so it is untouched by playing time or by how
often a player has the ball.
Easy to read, but cutting mistakes alone will raise it. A player who only makes the safe pass
reads high, so without the volume of assists (AST%) beside it the role is easy to misread.
It is not assist ratio. The names and the words are alike, but that one puts the total
number of plays involved in the denominator.
Points the team scored per 100 possessions while that player was on the floor.
It is the team’s result over those minutes, not an individual’s scoring. Teammates land close
to one another, and most of the spread is explained by the difference between teams. A reserve on
a strong team reads high, a starter on a weak one low.
A team’s own ORtg is the points that team scored per 100 possessions. A player’s value is the
team’s result while they were on, so the two sit on the same scale — above the team’s figure
means the team scores more with that player out there.
Some sites use the same name for a different metric that measures the points an individual
produced. When the numbers do not agree, check which one is meant first.
Points the opponent scored per 100 possessions while that player was on the floor. Lower is
better.
Like ORtg it is a team result, so it is not an individual’s defense. How a team defends is
largely decided by the team, and the four teammates’ work rides along with it. A fine defender on
a poor team will read badly.
A team’s own DRtg is the points that team conceded per 100 possessions. It is what team pages
show as defensive efficiency.
Defense on this site is built from the records that count as the player’s own actions.
ORtg − DRtg. How many points per 100 possessions the team came out ahead by while that player
was on the floor.
Think of it as +/− put on a per-100-possession footing. Removing the difference in minutes makes
it easier to compare than +/−, but the four teammates and five opponents still ride along with
it all the same.
A team’s own NetRtg is widely used as a measure of how good a team really is. It often
reorders teams before their win-loss records do, which makes it good for spotting the teams
that are better, or worse, than their record says. It is what team pages show as margin per 100
possessions.
Short for Player Impact Estimate. It takes points, rebounds, assists, steals and blocks, subtracts
the failures — misses, turnovers, fouls — and gives the result as a share of the combined total
for both teams in that game. It is the league’s own all-in-one metric.
Do everything in a game single-handed and it reads 100%. In practice the league leaders sit around
20%.
Rounding to a single number loses what a player is actually good at. This site shows it for
reference only.
An all-in-one metric that adds and subtracts a player’s production per minute — points, rebounds,
assists and the rest — into a single figure. It is adjusted so that the league average always
comes out at 15.0, which makes it readable on the same scale across years.
It is not PIE, despite the similar name. PIE is the league’s own, and gives the share of
everything that happened in a game which that player produced.
This column alone is not supplied by the NBA but computed by this site (the NBA does not
publish PER). The formula is John Hollinger’s as published, checked against the figures in
circulation. It needs turnovers, so it cannot be computed before 1977-78. It has nothing to do
with the sixteen graded metrics on this site.
Only the passages late in a game where the result is still open. The cut is the last five
minutes within five points, and it takes in the team ahead and the team chasing alike.
Team resultsStandings, and the numbers you read a team by
Team ratings
A team’s offense and defense put on a common footing of points per 100 possessions. Offensive
efficiency (ORtg), defensive efficiency (DRtg) and the gap between them (NetRtg) — the three that
appear on team pages.
Points and points allowed per game leave the difference in tempo in place. A team that runs
both scores and concedes more, so as they stand the numbers do not say whether the offense or the
defense was any good. Dividing by turns with the ball takes that difference out.
Players carry values under the same names, and theirs are the team’s result while that player
was on the floor. The scale is the same, so setting them beside the team’s own figures shows
whether the team is better with them out there.
The distance to the leader, converted into games. It is (the gap in wins + the gap in losses)
÷ 2.
One win adds one to your own column and closes the gap to theirs by one, so each win moves it by
0.5. That is why it comes in half-game steps.
Its advantage is that it compares teams that have played different numbers of games, and unlike
win percentage alone it tells you whether catching up is still on.
Geographic divisions of the league. The larger split is the conference, and each conference is
split again into divisions.
The standings are ordered within each conference. Two teams on the same win percentage can sit
in different places East and West. Teams play more games against others in their own grouping
to keep travel down, so the strength of the schedule varies by grouping too.
After the full schedule, the leading teams play a knockout tournament — the playoffs. The higher
the seed, the kinder the draw, and the more games are played at home.
Just below those places sit short games for the remaining spots — the play-in. Win and the
playoffs follow; lose and the season is over.
Team pages on this site show how far that team went in a given season.
The matchups and results of the knockout rounds (the playoffs), laid out as teams advance. The
figures under each team are their regular-season record, and the small number on the left is
the seed — their place within the conference.
Seeds start in 1970-71 — before that no order was assigned, so they show “—” (the groupings of
the day were divisions, not conferences).
The rounds are named counting back from the Finals — some seasons gave the top seeds a bye in
the first round, which throws the count off from the front in those years.
The play-in is not included (those games decide who gets a place; they are not part of the
knockout itself).
The standings and the team numbers for that season. The figures are per game, and the
order is within the grouping (the league-wide view lists them by win percentage).
Anything not recorded at the time is left out as a whole column — steals, blocks and offensive
rebounds begin in 1973-74, turnovers in 1977-78, and three-pointers in 1979-80.
Conferences exist from 1970-71; before that there were only divisions. Team abbreviations are
the ones in use that season.
None of this is connected to the grades on this site — grades are assigned only from 2017-18
onward, and what appears here is the NBA’s official record as it stands.
How strong a team was (the four factors on each side of the ball) and how it played (tempo,
passing, where it shot from), read as its place within that season’s league. When the league as
a whole shifts, the same figure means something different, so everything is converted to a rank
before it is lined up.
It is available from 1996-97 — that is as far back as opponent numbers and shot locations
reach. Earlier seasons have only the standings and the team stats per game.
Points scored and points conceded per game. The gap between them is the margin, a number that
often says more about a team’s real strength than its record does.
The effect of tempo remains in it, though. A team that runs both scores and concedes more, so for
comparisons the per-100-possession version (team ratings) is the more accurate one.
Points allowed are not published, so they are computed here from points scored and +/−.
The number of fouls drawn from opponents — the mirror image of the fouls a player commits (PF).
A high number means a player is going at the rim or has a way of forcing contact. It moves closely
with free-throw attempts but is not the same thing — fouls drawn away from a shot are in there
too.
It is recorded for teams as well, and the gap between fouls drawn and fouls committed shows which way
the whistle was leaning.
Play typesThe categories that appear in the mix bar
Transition
A fast break finished before the defense can set. It is the most efficient play type there is
(unsurprisingly, since the shot goes up before the other side is in place).
A player with a high share of it on the mix bar is the type who can run, or who looks up the floor
off a rebound.
Pick and roll
A teammate comes to the ball-handler and sets a wall — a screen — to shake the defender loose, and
the gap is attacked. It is the most frequently used play in the modern game.
What it asks of the player with the ball (the handler) and the player setting the wall (the screener)
is entirely different, so the mix bar keeps the two apart.
Not carrying the ball but waiting in a set position, catching a pass and shooting on the spot — or
attacking off one dribble.
It exists because a teammate drew the defense in, so it depends as much on how the team is built as
on the individual. Its share of the league as a whole has grown over the past decade.
Cut
Running into a gap in the defense without the ball and catching it near the basket to finish. The
distance is short, so the efficiency is high.
There is nothing flashy about it, but it shows whether a player keeps moving and can read the timing.
This site grades it as the Cutting metric.
Isolation
Teammates deliberately clear out to open up space, and the player attacks one-on-one.
It is the lead option’s play, but the defense can concentrate on one man too, so the efficiency
itself runs low. Its value is as a last resort — when the clock is gone, or when the defense has
set.
The mix bar shows it added together with post-ups (both are ways of creating one-on-one).
Post up
Setting up near the rim with your back to the basket, backing in and then attacking.
Across the league it has halved in a decade, from 6.8% to 3.4%, displaced by threes and the more
efficient play types. Grading is by rank, so the number of players it applies to does not change, but
the same “post-heavy player” carries a different weight from year to year.
Elbow (high post)
The two corners, left and right, where the free-throw line meets the painted area. They bend like an
elbow, which is where the name comes from. It is also known as the high post (the end nearer the
basket being the low post).
It is a relay point within reach of both the rim and the perimeter, so a big man catching and
distributing from here creates a starting point for the offense somewhere other than a guard’s hands.
The High-Post Hub tag comes from how often a player catches here.
Shot typesWhere the shot came from, and how it was taken
Restricted area
A shot from inside the semicircle of four feet (about 1.2m) measured from the center of the rim —
the arc marked on the floor. It has the highest percentage of any zone, and the most attempts.
Getting a shot here is itself the result of having beaten the defense. The high percentage reflects
not just finishing but having won good position.
This site’s 2P finishing looks at this zone together with the paint and mid-range (after correcting
for the different going rate in each).
A shot from inside the painted area — a rectangle 16 feet wide (about 4.9m) running 19 feet
(about 5.8m) from the baseline to the free-throw line — excluding the semicircle right under the
rim.
Even within “inside”, directly under the rim and a step or two back from it convert at very
different rates. That is why they are counted separately.
Shots here are often released short of finishing through, so the percentage falls below the rim.
A shot outside the paint but inside the three-point line. By distance it is roughly the band from
8 feet to 23 feet (about 2.4 to 7m).
It is worth two points and goes in less often than a three, so the league has been shrinking it
for a long time. It survives all the same for when the defense has set, or the clock is gone.
The Mid-Range Shooter tag goes to players with a high share of their points from this zone. It does
not mean they are good at it — it means that is where they make their living.
A shot made from outside this line counts three. It is an arc 23 feet 9 inches (7.24m) from the
center of the rim.
Along the sides the arc is cut off and runs straight. The court is 50 feet wide and the arc does
not fit inside it, so those straight sections sit 3 feet (0.91m) from the sideline and only
22 feet (6.71m) from the rim.
That is why the corners alone are 1.75 feet (about 53cm) closer, and why the percentage there is
higher.
A three taken from beside the sideline, where the arc runs straight. It is 22 feet (6.71m) to the
rim, 1.75 feet shorter than from the arc.
Being shorter, it goes in more often. So within the same “3P%”, a player who shoots mostly
corners and one who does not are shooting different things.
This site’s 3P finishing corrects corners and everything else separately before putting them
together. Without the distinction, players whose role is to wait in the corner would gain an
advantage.
A three from above the point where the arc turns straight — the break — in other words, anything
that is not a corner. Straight on and at 45 degrees either side all belong here, at a distance of
23 feet 9 inches (7.24m).
Being farther out than the corners, the percentage is lower. Attempts are far more numerous here;
this is where threes are taken.
A shot taken several steps farther back from the three-point line. The distance costs percentage,
but the shot is still worth three. This site cuts it at 25 feet (7.6m) from the rim (the arc
being 23 feet 9 inches, that is about a step outside it).
If the defense is coming out to the line, dropping farther back pulls them out. A player who can
do this routinely is also opening up space for teammates.
Shots are recorded by distance band, so this range can be cut out and counted on its own.
Shots sorted into five-foot bands (about 1.5m) by distance from the rim. It is a different cut
from the zones on the floor — restricted area, paint, mid-range, three — the same shots lined up
again by distance alone.
Closer is not always better. The lowest point comes just outside the restricted area, and the
figure recovers a little farther out. That band is where shots released short of finishing through
collect.
Not having to create it leaves the body in better shape, so the efficiency per turn with the ball
is high. But it leans heavily on whether teammates draw the defense in.
FG% makes it look the opposite way round. Nearly all of these are threes, and FG% counts one shot
as one shot, which penalizes them. Compare on eFG% or TS%.
The Catch & Shoot Shooter tag goes to players with a high share of their threes in this form.
A shot taken by stopping mid-dribble and making the space yourself.
It is taken with a defender attached, so it is less efficient than catch and shoot. Even so, when
the clock is gone or the defense has set, an offense with nobody who can do it has no way to finish.
The Pull-Up Shooter tag goes to players with a high share of their threes in this form.
Points scored in the semicircle right under the rim and in the paint outside it, added together. It
gathers up the points taken from inside, and broadcasts show it often.
But it contains two different things. Right under the rim the shots go in; outside it they do
not. From the total alone there is no telling whether a player is finishing through or stopping
short.
The shot goes in and the foul comes with it, so one free throw is added. English calls it an
and-one; Japanese broadcasts call it a basket count.
One attack becomes three or four points, which makes it the most valuable way a possession can end.
It is because these are mixed in that the TS% calculation puts a coefficient of 0.44 on free
throws: one free throw does not correspond to one turn with the ball.
TrackingRecords counted by cameras tracking movement on the floor
Touches
The number of times a player received the ball. It is used as the denominator for Ball security
— how rarely a player turns it over.
The denominator is touches because that is the number of chances to make a mistake. USG% could serve
instead, but it is pulled around by the size of a player’s role.
Times the ball was received on the far side of half-court — the attacking half. The rest were
received in a team’s own half, which shows involvement from the point of bringing it up.
Its share of all touches varies a great deal by role. A low share belongs to the player who carries
the ball; a high one to the player waiting up front to receive.
The Ball Handler tag uses being on the low side of this as one of its conditions.
The time from receiving the ball to letting it go, accumulated over a season.
Holding it longer is neither a virtue nor a fault. It simply reflects the difference between
carrying the ball and catching and moving it on. At the same number of assists, one player holds it
and then distributes, another taps it on the moment it arrives.
Divided by touches it becomes how many seconds a player holds it each time.
The average number of dribbles between receiving the ball and letting it go. Together with seconds
per touch (time of possession ÷ touches), it describes ball handling.
The high side carries and attacks; the low side catches and moves it on.
But it is strongly tied to height. Measure a role by this alone and what you are measuring turns
into whether the player is big or small.
Times the ball was received inside the painted area — the colored rectangle under the basket.
It counts receiving, not scoring. Catching here draws the defense, which opens both the route to
attack and the route back out to the space that leaves.
Whether a player shot or passed from there is recorded separately.
Times the ball was received near the rim with the back to the basket, set up in that position.
This too counts receiving, so whether a player shot or passed from there is recorded separately.
Catching with the back turned and then distributing outside is one of the ways a big man becomes a
starting point for the offense.
Times a player held the ball away from the rim and drove it in close with the dribble.
What happened at the end of it — scored, drew a foul, passed, lost it — is recorded separately, so
the type that drives and finishes and the type that drives and kicks out can be told apart.
This site’s Drives metric is built from the number of them and the share that drew a foul. The
Slasher and Drive & Kick tags are separated by the share that ends in a pass.
The number of passes that would have been assists had the receiver made the shot. Misses still
count, so it comes out clearly higher than assists.
An assist depends on how the receiver plays; this comes closer to the work of the passer. The
weaker the finishers around a player, the wider the gap between the two.
Credited to the player who made the pass immediately before the assist. Borrowed from the sport on
ice, it is also called a hockey assist.
When the ball swings, draws help and then finds the open man, the pass before the last one is
sometimes the one that did the work. It is one of the few records that catches the build-up that
never reaches the stat sheet.
The total points a player’s teammates scored off their assists. Each assist is worth two or three, so
it carries a little more weight than counting them.
It grows with the number of teammates who make threes, so it is pulled around by the cast. In
mixing a player’s own skill with how the team is built, it is no different in kind from the assist
count.
Times a rebound came down near a player and they left it for a teammate.
Because this is counted, the ones deferred can be taken out of the denominator when working out
how many of the available chances a player secured. “Could not get it” and “chose not to” are
different things, and mixing them makes players with a strong rebounder alongside read unfairly low.
This site’s Rebound conversion metric is built on that thinking.
The average distance from the rim at which a player’s rebounds came down. It is recorded in feet.
The near side seals and takes them under the basket; the far side picks up the ones that spin out.
It is a separate axis from the number of them — at the same count, two players are collecting them
in different places.
The distance covered on the floor, derived from the camera tracking.
Player pages give it per game (kilometers or miles (mi) can be chosen under Settings on
My page; the NBA publishes miles). Left as a total it would move almost in step with playing time,
which would make it another way of saying “played a lot”.
Covering more ground does not make a player better. How much movement a role requires varies, so
it is shown as one of the things that make a player who they are.
Average speed while on the floor (km/h or miles per hour (mph) can be chosen under Settings
on My page; the NBA publishes mph).
The levels differ between offense and defense, so they are given separately. Players move faster
attacking and slower defending, and a combined figure alone does not say which side a player is
moving on.
It averages in the time spent standing still, so it is not a top speed.
Defense and hustleRecords kept to measure the work that resists being counted
Deflections
Times a player got a hand on an opponent’s pass or dribble and disturbed its path. The ones that
never became steals are recorded too.
A steal is a result — did the ball come loose — whereas a deflection measures the act of keeping the
hands active. That makes it less exposed to luck and steadier from year to year.
Times a player reached out to disturb an opponent’s shot. The result does not matter.
Whether a shot goes in depends heavily on the shooter’s skill, so as a measure of the defender’s work,
“did they get a hand up every time” comes closer to their own ability. It is recorded separately for
threes and twos.
After a shot goes up, putting your body between the opponent and the basket to seal them off. It is
work done not to get the rebound but to stop the other side getting it, so the player who does it
is often not the one who ends up with the ball.
The league publishes a column for the “quality” of them too, but it moves almost identically to the
count, so this site measures the count only.
Times a ball came down near a player. It is recorded by the tracking.
A rebound count on its own mixes together “was in the right place” and “came away with it”.
Putting chances in the denominator isolates the second. That is this site’s Rebound conversion metric.
Defense played by stepping into the path, standing your ground and drawing an offensive foul.
It is a choice to take the pain, and it owes more to willingness than to skill. Close to half of
all players go a whole season without one, so while it can find the players who do it a lot, it cannot
line up the ones who do not.
A paired record of what happened while one player was guarding another — time spent on them, the
points they scored, their shooting percentage and so on.
It is estimated from the tracking, not an assignment made by a coach. Switches and help defense
move the attribution around, so a single game is noisy. Added up over a season it holds as a tendency.
This site uses it for Ace suppression, part of on-ball defense: how far a player held an opponent’s
lead option (USG% of 25% or more) below that opponent’s usual scoring.
The shots recorded against a player as the nearest defender at the moment they went up. It gives
how many were taken (the count) and how many went in (the percentage). The Editor uses the same names,
with defensive metrics prefixed Opp.
It is not a record of assignments. It is attributed automatically by proximity, so it falls on
whoever came over to help as well.
The count describes where a player defends. Players who guard near the rim have many; players who
guard outside have few.
There are records split by location too. Alongside the overall figure, near the rim (within six
feet) and threes can be taken separately. This site’s Rim protection is built from the near-the-rim
part.
The difference between the shooting percentage opponents managed against a player and their own
usual percentage. A negative figure means they were held below their norm.
Read the raw percentage and defenders who guard good shooters look worse. Subtracting each
opponent’s usual level cancels that out.
The difference only shows up near the rim. It shrinks as the shot moves out, and taken as a whole
almost nothing remains — the farther away the shot, the narrower the band a defender can move.
That is why this site’s Rim protection looks only near the rim.
AwardsThe individual awards and all-league teams chosen once the season ends
MVP (Most Valuable Player)
Awarded to the most valuable player of the regular season. It has run since 1955-56.
It is decided by a vote of the media and broadcasters, each ranking up to five players. Places carry
points — 10 for first, 7 for second, 5 for third, 3 for fourth, 1 for fifth — and the totals set the
order.
The playoffs do not enter it. Work in the Finals is the business of a separate award, the Finals
MVP.
Awarded to the best player across the NBA Finals series. Its full name is the Bill Russell NBA
Finals Most Valuable Player Award.
The winner does not have to come from the winning team — in 1968-69 it went to Jerry West of the
defeated Los Angeles Lakers, the only time in its history.
It is a separate vote from the regular-season MVP.
Awarded to the best player on defense. It was created in 1982-83.
Like the MVP it is a media vote, with 5 points for first, 3 for second and 1 for third — fewer places
than the MVP, so the weight sits higher up.
It is not an award decided by numbers. Blocks and steals do not line up neatly with who wins; rim
protection, how a player handles switches and other work that never reaches the box score all count.
Awarded to the best player among those who came off the bench more often than they started.
To be eligible, a player must have appeared as a substitute in more games than they started. It does
not mean playing few minutes — most winners are out there about as much as the starters.
Awarded to the best player in clutch situations — the last five minutes of the fourth quarter or
overtime, within five points. Created in 2022-23, it is a new award, formally the Jerry West Trophy.
It has nothing to do with the grades on this site — figures taken from clutch minutes alone never
reached a size that could be read as a difference in ability, however many seasons were added together.
The season’s finest players, named in three teams of five (1st / 2nd / 3rd). It has run since
1946-47.
It became three teams in 1988-89; before that there were two (1st / 2nd). From 2023-24 the
position groupings were dropped, and the top fifteen are now selected regardless of position.