Glossary
Definitions for stats, metrics, and contract terms used across the site.
| Term | Category | Definition |
|---|---|---|
| +/- | Basic | Plus/minus. The point differential when a player is on the court. A +5 means the team outscored opponents by 5 while that player was playing. |
| 1st Apron | Salary | The first hard cap threshold above the luxury tax. Teams above this line face stricter roster-building restrictions. |
| 2nd Apron | Salary | The second and highest hard cap threshold. Teams above this line face the most severe roster-building restrictions in the NBA. |
| 3P% | Basic | Three-point percentage. Made three-pointers divided by attempted three-pointers. |
| 3PAr | Advanced | Three-Point Attempt Rate. Percentage of field goal attempts that are three-pointers. |
| Above the Break 3 | Shooting | A three-pointer from anywhere along the arc above the corners, at the full 23'9" distance. Includes wing and top-of-the-key threes. |
| AII | Advanced | Adjusted Interior Impact. A legacy Metric Hoops interior defense metric that blended block rate with defensive context. |
| API | Advanced | Adjusted Perimeter Impact. A legacy Metric Hoops perimeter defense metric that blended steal rate with defensive context. |
| AST | Basic | Assists per game. A pass that directly leads to a made basket. |
| AST/TOV | Advanced | Assist-to-turnover ratio. How many assists a player creates for every turnover they commit. Higher is better for ball handlers. |
| AST% | Advanced | Assist Percentage. Percentage of teammate field goals a player assisted while on the floor. |
| Backcourt | Shooting | A shot attempted from beyond half court — typically an end-of-quarter heave. |
| Bird Rights | Salary | An exception letting teams exceed the salary cap to re-sign their own players who have been with them for three seasons. Named after Larry Bird. |
| BLK | Basic | Blocks per game. Times a defender deflects a shot attempt. |
| BLK% | Advanced | Block Percentage. Percentage of opponent two-point attempts blocked by that player while on the floor. |
| Box Outs | Hustle | Times a player physically seals an opponent away from the basket to secure rebounding position, whether or not they grab the rebound themselves. |
| BPM | Advanced | Box Plus/Minus. Estimates how many points per 100 possessions a player contributes above a league-average player, based purely on box score stats. |
| Buyout | Salary | An agreement where a player gives back part of their remaining salary in exchange for being released, becoming a free agent. The remaining money counts as dead cap. |
| Cap % at Signing | Salary | A contract's starting salary expressed as a percentage of the salary cap in the year it was signed. Used to compare contract sizes across different eras. |
| Cap Space | Salary | The difference between a team's current payroll and the salary cap. Teams with cap space can sign free agents to standard contracts. |
| Charges Drawn | Hustle | Times a defender establishes legal position and absorbs contact from an offensive player, forcing an offensive foul. |
| Clutch | Advanced | Clutch time. The final 5 minutes of the 4th quarter or overtime with the score within 5 points. Clutch stats measure how players perform in these high-leverage moments. |
| Confidence | Model | How strongly the model favors its predicted winner. Higher confidence means the model sees a more lopsided matchup — not a guarantee of the outcome. |
| Contested Shot Rate | Hustle | The share of a player's own shot attempts that were contested by a defender. A high rate means tougher, more defended looks. |
| Contested Shots | Hustle | Shot attempts where a defender closes out with a hand up within arm's reach of the shooter. |
| Corner 3 | Shooting | A three-pointer from either corner, where the line is closest to the basket (22 feet vs. 23'9" elsewhere). The most efficient three-point shot. |
| Day-To-Day | Injury | A minor injury being evaluated daily. The player could return at any time. |
| Dead Cap | Salary | Salary that counts against a team's cap even though the player is no longer on the roster, typically from a buyout or trade. |
| Deflections | Hustle | Times a defender gets a hand on the ball during a non-shot attempt — tipping passes or poking at dribbles. A leading indicator of defensive activity. |
| DNP | Basic | Did Not Play. A player who was on the roster but logged zero minutes — due to a coach's decision, injury, or rest. |
| Double-Double | Basic | Reaching double digits (10+) in two statistical categories in a single game — most commonly points and rebounds, or points and assists. |
| Doubtful | Injury | Unlikely to play — roughly a 25% or lower chance of suiting up. |
| DREB | Basic | Defensive rebounds per game. Gaining possession after a missed shot by the opposing team. |
| DREB% | Advanced | Defensive Rebound Percentage. Percentage of available defensive rebounds a player grabbed while on the floor. |
| DRTG | Advanced | Defensive Rating. Points allowed per 100 possessions. Lower is better. |
| DWS | Advanced | Defensive Win Shares. The portion of Win Shares attributed to defensive contributions. |
| eFG% | Advanced | Effective Field Goal Percentage. Adjusts FG% to account for the extra value of three-pointers. |
| Fast Break Points | Team | Points scored on fast break possessions — typically transition baskets after a turnover or defensive rebound. |
| Feature Importance | Model | How much each input (rest days, net rating, injuries, etc.) contributes to the model's predictions. Larger values mean the model leans on that signal more. |
| FG% | Basic | Field goal percentage. Made field goals divided by attempted field goals. |
| Four Factors | Advanced | The four stats that most determine winning, per Dean Oliver: shooting (eFG%), turnovers (TOV%), rebounding (OREB%), and free throws (FT rate). |
| FT% | Basic | Free throw percentage. Made free throws divided by attempted free throws. |
| FTr | Advanced | Free Throw Rate. Free throw attempts relative to field goal attempts. Measures how often a player gets to the line. |
| Game Time Decision | Injury | Availability will be decided shortly before tip-off, often after pre-game warmups. |
| GP | Basic | Games played. |
| GS | Basic | Games started in the starting lineup. |
| Loose Balls Recovered | Hustle | Times a player gains possession of a ball that neither team controls — diving on the floor, winning 50/50 balls. |
| Lottery | Team | The NBA Draft Lottery. The 14 teams that miss the playoffs enter a weighted drawing for the top draft picks — worse records get better odds. |
| Luxury Tax | Salary | A financial penalty applied to teams whose payroll exceeds the tax threshold. Teams pay a dollar amount for every dollar over the line. |
| Max Contract | Salary | The largest contract a team can offer a player. The maximum value is a percentage of the salary cap based on years of experience. |
| Mid-Range | Shooting | Two-point shots outside the paint but inside the three-point line. The least efficient shot zone league-wide, though skilled shot-makers still thrive here. |
| MIN | Basic | Average minutes played per game. |
| MLE | Salary | Mid-Level Exception. An exception allowing teams over the salary cap to sign a player to a contract around the league's mid-level salary. |
| Model Drift | Model | Degradation in prediction accuracy over time as the league changes — rosters turn over, play styles evolve. Monitored so the model can be retrained before accuracy slips. |
| MOV | Team | Margin of Victory. Average point differential per game. |
| NBA Cup | Team | The in-season tournament. Group-stage games count toward the regular season standings; the championship final does not. |
| NETRTG | Advanced | Net Rating. Offensive Rating minus Defensive Rating. Shows overall team or player impact on point differential. |
| On/Off | Advanced | The difference in team performance (usually net rating) when a player is on the court versus off it. A large positive on/off suggests strong two-way impact. |
| OPP PPG | Team | Opponent points per game. Average points allowed per game. |
| OREB | Basic | Offensive rebounds per game. Gaining possession after a missed shot by your own team. |
| OREB% | Advanced | Offensive Rebound Percentage. Percentage of available offensive rebounds a player grabbed while on the floor. |
| ORTG | Advanced | Offensive Rating. Points scored per 100 possessions. Higher is better. |
| Out | Injury | Ruled out — will not play in the upcoming game. |
| Out For Season | Injury | Will not return this season, typically due to major injury or surgery. |
| OWS | Advanced | Offensive Win Shares. The portion of Win Shares attributed to offensive contributions. |
| PACE | Team | Pace. Estimated number of possessions per 48 minutes. High-pace teams play faster with more possessions. |
| Paint (Non-RA) | Shooting | Shots taken in the lane but outside the restricted area — floaters, short hooks, and push shots. Harder than rim attempts, but closer than mid-range. |
| PER | Advanced | Player Efficiency Rating. A per-minute rating of a player's overall statistical production. League average is 15. |
| Per 100 Possessions | Advanced | Stats scaled to 100 team possessions. Removes the effect of pace, so fast and slow teams (or eras) can be compared fairly. |
| Per 36 | Advanced | Stats scaled to 36 minutes of playing time. Lets you compare bench players and starters on equal footing by removing minutes differences. |
| Percentile | Advanced | Where a value ranks against a comparison pool, from 0 to 100. A 75th percentile mark means the player beat 75% of qualifying players on that metric. |
| PF | Basic | Personal fouls per game. |
| Play-In Tournament | Team | A post-regular-season mini tournament among seeds 7–10 in each conference. Seeds 7 and 8 get two chances to claim a playoff spot; seeds 9 and 10 must win twice. |
| Player Option | Salary | A contract clause that gives the player the right to opt out of the final year(s) of their deal and become a free agent. |
| Points in the Paint | Team | Points scored inside the lane area (the "paint") — layups, dunks, post moves, and short shots near the basket. |
| Points off Turnovers | Team | Points scored directly following an opponent turnover. |
| Possession | Advanced | One trip down the floor that ends with a shot attempt, free throws, or a turnover. The basic unit for rate stats like ORTG and DRTG. |
| PPG | Team | Points per game. Average points scored per game. |
| Probable | Injury | Expected to play — roughly a 75% or better chance of suiting up. |
| PTS | Basic | Points scored per game. |
| Pythagorean W% | Team | An expected win percentage based on points scored vs. points allowed. More predictive of future performance than actual wins. |
| Qualifying Offer | Salary | A one-year contract offer a team extends to make an outgoing player a restricted free agent, giving the team the right to match outside offers. |
| Questionable | Injury | Uncertain to play — roughly a 50/50 chance. Status is usually resolved closer to tip-off. |
| REB | Basic | Total rebounds per game — offensive and defensive combined. |
| Restricted Area | Shooting | The semicircle within 4 feet of the basket. The highest-value shot zone on the floor — mostly layups and dunks. |
| Restricted Free Agent | Salary | A free agent whose current team can match any offer sheet they sign with another team, retaining the player at that price. |
| Rookie Scale Contract | Salary | The standardized four-year contract for first-round picks — two guaranteed years plus two team option years, with salary set by draft position. |
| Salary Cap | Salary | The maximum total salary a team can pay its players in a season. Teams that exceed the cap must use specific exceptions to sign players. |
| Screen Assists | Hustle | Screens that directly free a teammate for a made basket. Credits big men whose picks create offense without appearing in the box score. |
| Second Chance Points | Team | Points scored on offensive rebounds — a second shot attempt after a missed field goal. |
| Seed | Team | A team's playoff ranking within its conference (1–8), determined by regular season record. Higher seeds get home-court advantage. |
| Self-Creation | Hustle | The percentage of a player's made field goals that were unassisted. High self-creation means a player generates their own offense off the dribble rather than finishing plays created by teammates. |
| Shot Chart | Shooting | A court map plotting where a player or team attempted shots, colored by makes/misses or efficiency by zone. |
| SOS | Team | Strength of Schedule. A measure of how difficult a team's opponents have been. |
| STL | Basic | Steals per game. Times a defender takes the ball from an offensive player. |
| STL% | Advanced | Steal Percentage. Percentage of opponent possessions that end with a steal by that player while on the floor. |
| Supermax | Salary | A designated player extension worth up to 35% of the salary cap. Can only be offered by a player's current team to players who meet specific award criteria. |
| Team Option | Salary | A contract clause that gives the team the right to keep or release a player at a predetermined salary for the option year. |
| TOV | Basic | Turnovers per game. Times possession is lost without a shot attempt. |
| TOV% | Advanced | Turnover Percentage. Turnovers committed per 100 plays. |
| Trade Exception | Salary | A credit created when a team trades away more salary than it takes back, usable within a year to absorb a contract without matching salaries. |
| Triple-Double | Basic | Reaching double digits (10+) in three statistical categories in a single game — usually points, rebounds, and assists. |
| TS% | Advanced | True Shooting Percentage. A shooting efficiency measure that accounts for two-pointers, three-pointers, and free throws. More accurate than FG% alone. |
| Two-Way Contract | Salary | A special contract allowing a player to split time between an NBA team and its G League affiliate. Carries a lower salary and limited NBA game eligibility. |
| Unrestricted Free Agent | Salary | A free agent who can sign with any team with no right of first refusal for their previous club. |
| USG% | Advanced | Usage Rate. The percentage of team possessions a player uses while on the floor via field goal attempts, free throw attempts, or turnovers. |
| VORP | Advanced | Value Over Replacement Player. Total value a player contributes above what a replacement-level player would provide over the season. |
| Win Probability | Model | The model's estimated chance that a team wins a given game, expressed as a percentage. Based on team strength, form, rest, injuries, and matchup history. |
| WS | Advanced | Win Shares. An estimate of the number of wins a player produces for their team through offense and defense. |
| WS/48 | Advanced | Win Shares per 48 minutes. Normalizes Win Shares by playing time. League average is around .100. |

