Stats Glossary
Definitions for 144+ NBA statistics
2-Point Relative True Shooting Percentage: 2-point TS% compared to league average
2-Point True Shooting Percentage: True shooting percentage on 2-point field goal attempts
2 point true shot attempts: Field goals inside the arc + freethrow possession on fouls drawn inside the arc
2-Point Field Goal Percentage: Percentage of 2-point field goals made
3-Point Relative True Shooting Percentage: 3-point TS% compared to league average
True shooting percentage on 3-point shots, including 3 shot fouls/and1s
3 point true shot attempts: 3 point field goal attempts outside the arc, including fouls drawn on 3 point shots
3-Point Field Goal Percentage: Percentage of 3-point field goals made (excluding heaves)
Three-Point Field Goal Attempts: Shot attempts from beyond the three-point line (23.75 feet, 22 feet in corners)
Three-point rate: 3PA / FGA. The share of field goal attempts that come from three.
Player age at the end of the season.
Assists: Passes that directly lead to a made basket by a teammate
Assist Effective Field Goal Percentage: The eFG% of teammates when receiving passes from the player
Assist Points: Total points scored by teammates off a player's assists
Blocks: Shot attempts by opposing players that are deflected or stopped by a player
Blocks per 100 possessions: Shot attempts by opposing players that are deflected or stopped per 100 possessions
Block Recovery Percentage: Percentage of blocks that result in a rebound
Creation Frequency: Share of total true shot attempts that come from creation playtypes (Iso, PNR Handler, Post-up).
Relative true shooting versus league average on creation playtypes (Handler, Isolation, Postup), stored as a decimal rTS value and displayed as a percentage after multiplying by 100
True shooting on a player's creation attempts. This is how efficiently he scores on Handler, Isolation, Postup.
Creation true shot attempts per 100 possessions. This bucket covers Handler, Isolation, Postup.
Creation adjusted Turnover Percentage: Turnovers divided by Offensive Load. Better than regular TOV% for players who pass a lot or have highly assisted shots. Via Ben Taylor/Thinking Basketball
Passes that directly lead to a teammate scoring
Field goal attempts at rim
Times the player blocks opponent shots
Defensive rebounds secured by the player
3 point shot attempts per 100 possessions
3 point shot attempts by the player
Free throw attempts per 100 possessions
Free throw attempts by the player
Field goal attempts from long midrange
Offensive rebounds secured by the player
Points scored by the player
Total rebounds secured by the player
Field goal attempts from short midrange
Times the player steals the ball from opponents
Times the player loses possession of the ball
Defensive shot quality influence RAPM via @knarsu last updated in December 2024. Negative is better. This number is the decrease in expected eFG based on shot location for the opposing team as determined by lineup data using RAPM. 1 percentage point is theoretically worth around 1.6 points per 100 possessions
Defensive Daily Plus-Minus: The defensive component of DPM, measuring a player's estimated impact on preventing opposing team scoring per 100 possessions. Higher values indicate better defensive impact. Source: Darko.app
darko.app →Deflections: Instances where a defensive player gets a hand on the ball to disrupt a pass or dribble
Deflections per 100 possessions: Instances where a defensive player gets a hand on the ball to disrupt a pass or dribble per 100 possessions
Defended Field Goal Attempts per 100 possessions: Shots where player is closest defender per 100 possessions
Defensive Differential Percentage: Opponent field goal differential when player contests (negative is good)
Darko.app's Daily Plus-Minus: A machine learning model that estimates a player's impact in points per 100 possessions, adjusting for teammates, opponents, and other contextual factors. Positive values indicate above-average impact. Source: Darko.app
darko.app →Overall NBA Draft pick number (null/undrafted shown as UD).
Defensive RAPM: the defensive component of a player's regularized adjusted plus-minus. Higher means stronger defensive impact. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →2-Year Defensive RAPM: The defensive component of 2Y RAPM, measuring a player's impact on team defense over the current and previous season. Uses on/off lineup data adjusted for teammate and opponent quality.
3-Year Defensive RAPM: The defensive component of 3Y RAPM, measuring a player's impact on team defense over the current and previous two seasons. Uses on/off lineup data adjusted for teammate and opponent quality.
4-Year Defensive RAPM: The defensive component of 4Y RAPM, measuring a player's impact on team defense over the current and previous three seasons. Uses on/off lineup data adjusted for teammate and opponent quality.
5-Year Defensive RAPM: The defensive component of 5Y RAPM, measuring a player's impact on team defense over the current and previous four seasons. Uses on/off lineup data adjusted for teammate and opponent quality.
Defensive Rebound Percentage: Percentage of available defensive rebounds a player collects while on the floor
dREB is a Six-Factor RAPM defensive rebounding impact number. Effectively a lineup-adjusted +/- estimate of how much this player changes his team's defensive rebounding and ability to finish possessions. Positive means the lineup finishes more possessions with the rebound. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →Defensive Rebounds: Rebounds collected on the defensive end of the court
Relative Defensive Rating On: Team's defensive rating relative to league average when player is on the court
Difference in relative defensive rating with player on court vs off court (higher is better defensive impact).
dTOV is a Six-Factor RAPM defensive turnover impact number. Effectively a lineup-adjusted +/- estimate of how much this player changes his team's defensive turnover creation. Positive means the lineup forces more turnovers. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →dTS is a Six-Factor RAPM defensive shooting impact number. Effectively a lineup-adjusted +/- estimate of how much this player changes opponent shooting efficiency. Positive means the lineup suppresses opponent shooting better. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →Finish Frequency: Share of total true shot attempts that come from finishing playtypes (Putback, Cuts, Rollman, Misc).
Relative true shooting versus league average on finishing playtypes (Cut, RollMan, Putback, Misc), stored as a decimal rTS value and displayed as a percentage after multiplying by 100. Uses the backend ee bucket.
True Shooting percentage on finishing playtypes (Cut, RollMan, Putback, Misc). Uses the backend ee bucket; transition is now separate.
Finishing playtype true shot attempts per 100 (Cut, RollMan, Putback, Misc). Uses the backend ee bucket; transition is now separate.
Shooting Foul Committed Percentage: Shooting fouls committed / contested shots (lower is better)
Free Throw Percentage: Percentage of successful free throw shots
Free Throw Attempts: Uncontested shots awarded after a foul
Forced Turnovers: Steals + offensive fouls drawn
Free throw rate: FTA / FGA. The number of free throw attempts generated per field goal attempt.
Games Played
Height without shoes in inches. Percentile is position-adjusted (0-100).
ID statistic
Long Mid-Range Field Goal Attempts: Shot attempts from long mid-range distance (typically 10-22 feet from basket)
Long Mid-Range Field Goal Percentage: Shooting percentage on long mid-range shots
Total Minutes and Minutes Per Game
Minutes Per Game: Average minutes played per game
Net Rating: Team's point differential per 100 possessions when the player is on the court
On-Off Net Rating: Difference in team's net rating when the player is on the court versus off the court
Offensive Daily Plus-Minus: The offensive component of DPM, measuring a player's estimated impact on team scoring per 100 possessions. Higher values indicate better offensive impact. Source: Darko.app
darko.app →Offensive Rebound Percentage: Percentage of available offensive rebounds a player collects while on the floor
Charges: Defensive plays where a player legally establishes position and draws an offensive foul on an opponent. Includes other offensive fouls drawn too.
Offensive Fouls Drawn per 100 possessions: Charges, moving screens, and other offensive fouls drawn per 100 possessions
On-Ball Percentage: Percentage of time a player possesses the ball while on the court
Offensive RAPM: the offensive component of a player's regularized adjusted plus-minus. Higher means stronger offensive impact. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →2-Year Offensive RAPM: The offensive component of 2Y RAPM, measuring a player's impact on team scoring over the current and previous season. Uses on/off lineup data adjusted for teammate and opponent quality.
3-Year Offensive RAPM: The offensive component of 3Y RAPM, measuring a player's impact on team scoring over the current and previous two seasons. Uses on/off lineup data adjusted for teammate and opponent quality.
4-Year Offensive RAPM: The offensive component of 4Y RAPM, measuring a player's impact on team scoring over the current and previous three seasons. Uses on/off lineup data adjusted for teammate and opponent quality.
5-Year Offensive RAPM: The offensive component of 5Y RAPM, measuring a player's impact on team scoring over the current and previous four seasons. Uses on/off lineup data adjusted for teammate and opponent quality.
oREB is a Six-Factor RAPM offensive rebounding impact number. Effectively a lineup-adjusted +/- estimate of how much this player changes his team's offensive rebounding and second-chance creation. Positive means the lineup creates more extra possessions. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →Offensive Rebounds: Rebounds collected on the offensive end of the court
Relative Offensive Rating On: Team's offensive rating relative to league average when player is on the court
Difference in relative offensive rating with player on court vs off court (points per 100 possessions).
oTOV is a Six-Factor RAPM offensive turnover impact number. Effectively a lineup-adjusted +/- estimate of how much this player changes his team's offensive turnover game. Positive means the lineup gives the ball away less. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →oTS is a Six-Factor RAPM offensive shooting impact number. Effectively a lineup-adjusted +/- estimate of how much this player changes his team's shooting efficiency on offense. Positive means the lineup shoots more efficiently. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →Potential Assists per Minute: Passes that would be assists if teammate made the shot, per minute of on-ball time
Bad Pass Turnover Percentage: Bad pass turnovers / (potential assists + bad pass turnovers). Lower is better
Player statistic
Pos statistic
Potential Assists per 100 possessions: Passes that would be assists if teammate made the shot
PT Diff: summary of a player's Synergy playtype distribution across the creation, spacing, transition, and finishing buckets shown in this table.
Points: Total points scored by a player
Points Created: Total points scored by a player plus points resulting from that player's assists.
Points Saved per 100 Possessions: Estimate of points saved on defense per 100 possessions compared to average. This is calculated using the DFG% of opposing defenders relative to expected.
Possession Value RAPM: combined turnover and rebounding impact on both ends. Measures how strongly a player shifts the lineup's possession battle. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →Regularized Adjusted Plus-Minus: estimates a player's total two-way impact by isolating individual contribution from lineup data, controlling for teammates and opponents. Higher means stronger overall impact. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →2-Year Regularized Adjusted Plus-Minus: Measures player impact in points per 100 possessions using on/off lineup data from the current and previous season. Statistically adjusts for the quality of teammates and opponents to isolate individual contribution.
3-Year RAPM: Measures player impact in points per 100 possessions using on/off lineup data from the current and previous two seasons. Provides better statistical reliability than shorter timeframes while adjusting for lineup context.
4-Year RAPM: Measures player impact in points per 100 possessions using on/off lineup data from the current and previous three seasons. Offers greater statistical stability by using a larger sample of possessions.
5-Year RAPM: Measures player impact in points per 100 possessions using lineup data from the current and previous four seasons. Provides the most statistically reliable estimate of player value, though less responsive to recent changes.
Rebounds: Total number of missed shots recovered by a player
Residual RAPM: the portion of total RAPM not explained by the six factors. Units: points per 100 possessions. Uses 6-year time-decay weighting (700-day half-life) with rubberband adjustment.
Six-Factor docs →Forced Turnovers relative to league average: Steals + offensive fouls drawn per 100 possessions, relative to league average
At-Rim Field Goal Attempts: Shot attempts made within close range of the basket (typically 0-3 feet)
Rim Defended Field Goal Attempts per 100 possessions: Rim shots where player is closest defender per 100 possessions
At Rim Assists per 100 possessions: Assists that lead to made baskets at the rim (within close range of the basket)
At Rim Assists per 100 possessions: Assists that lead to made baskets at the rim (within close range of the basket)
Rim Field Goal Percentage: Shooting percentage on shots attempted at the rim
Rim Defensive Differential Percentage: Rim opponent field goal differential when player contests (negative is good)
Rim Points Saved per 100 possessions: Rim points saved through shot contesting per 100 possessions
Rim Points Saved: Total rim points saved through shot contesting
Relative True Shooting Percentage: Player's TS% compared to league average TS% (positive values indicate above-average efficiency)
Self Offensive Rebound Percentage: Percentage of available offensive rebounds a player grabs of their own missed shots
SelfORB Adjusted Relative TS%: The SelfORB Adjusted True Shooting% compared to league average. Shows efficiency relative to the league, after accounting for self offensive rebounds.
SelfORB Adjusted True Shooting %: True Shooting Percentage adjusted for a player's own offensive rebounds (self-ORBs). Subtracts self offensive rebounds from true shot attempts to accurately measure efficiency, since rebounding your own miss is less costly.
Shot Offensive Rebound Percentage: Probability that a missed shot will be rebounded offensively
True Shot Attempts per 100: Field goals + 0.44 × free throws per 100 possessions
Short Mid-Range Field Goal Attempts: Shot attempts from short mid-range distance (typically 3-10 feet from basket)
Short Mid-Range Field Goal Percentage: Shooting percentage on short mid-range shots
Spacing Frequency: Share of total true shot attempts that come from spacing playtypes (Spot-up, Handoff, OffScreen).
Relative true shooting versus league average on spacing playtypes (Spotup, OffScreen, Handoff), stored as a decimal rTS value and displayed as a percentage after multiplying by 100
True shooting on a player's spacing attempts. This is how efficiently he scores on Spotup, OffScreen, Handoff.
Spacing true shot attempts per 100 possessions. This bucket covers Spotup, OffScreen, Handoff.
Steals: Possessions gained by taking the ball away from the opposing team
Steals per 100 possessions: Possessions gained by taking the ball away from the opposing team per 100 possessions
Stops per 100 Possessions: Steals + Blocks Recovered by the defense + Offensive Fouls Drawn per 100 possessions.
Scoring Turnover Percentage: Percentage of turnovers committed while attempting to score (non-passing turnovers)
Team statistic
Teammate Miss Offensive Rebound Percentage: Percentage of time player rebounds teammate miss
Turnovers: Possessions ended by losing the ball to the opposing team
Transition Frequency: Share of total true shot attempts that come from transition playtypes.
Relative true shooting versus league average on transition playtypes, stored as a decimal rTS value and displayed as a percentage after multiplying by 100
True Shooting percentage on transition playtypes. Stored on the standard decimal TS scale (0.550 = 55.0%).
Transition playtype true shot attempts per 100. Transition is now its own offensive bucket.
True Shooting Percentage: Shooting efficiency metric that accounts for field goals, three-point field goals, and free throws
True Shooting Added per 100 Possessions: Points added above expected through shooting efficiency per 100 possessions
Wingspan in inches. Percentile is position-adjusted (0-100).
zTS%: relative true shooting adjusted for the player's Synergy playtype distribution context, using the same creation, spacing, transition, and finishing buckets shown in this table.
