NFL Team Stats
Every offense and defense on EPA, success rate, explosiveness, tendencies and situational efficiency, with ranks, league averages and percentiles.
Reading the table
Pick Offense or Defense, a season and a window. Rank (#) is EPA per play: for offenses the highest is first, for defenses the lowest allowed is first. Green is better than the league and brick-red is worse, with defensive colours flipped. Display → Show → Percentiles swaps every value for its percentile against the league (100 = best). Greyed cells have fewer plays than that metric's minimum sample, so treat them with care. Click a team for its full profile.
EPA here is raw: it is not adjusted for the opponents a team has faced, so it differs from the opponent-adjusted EPA on Power Rankings. Explosive plays use our long-standing definition (a pass play of 15+ yards or a designed run of 10+); the 20+ yard pass rate is shown alongside it.
Windows. Season is every regular-season game so far. Last 8 / 5 / 3 are each team's most recent games played (bye weeks are skipped, so every team has the same number of games). Home and Away keep only those games; neutral-site games count in Season but in neither split. Every number is recomputed from the plays themselves, never averaged from per-game rates, and a window never uses a game played after its last week.
Free and members. Season and Last 5 are free for everyone. Last 8, Last 3 and the home/away splits are part of Analytics, and every higher plan includes them.
Every metric
Efficiency
- EPA/play (raw)
- Sum of nflverse EPA over scrimmage plays divided by the number of scrimmage plays. Defense: EPA allowed per play, so lower is better. Raw (not opponent-adjusted); the Power Rankings EPA is opponent-adjusted and will differ. Offense: higher is better; defense: lower is better. Minimum sample: 120.
- Success rate
- Plays with EPA > 0 divided by scrimmage plays. Defense: success rate allowed. Offense: higher is better; defense: lower is better. Minimum sample: 120.
- Yards/play
- Sum of yards_gained over scrimmage plays divided by scrimmage plays. Offense: higher is better; defense: lower is better. Minimum sample: 120.
Passing
- EPA/dropback
- Sum of EPA on dropbacks (qb_dropback = 1, incl. sacks and scrambles) divided by dropbacks. Offense: higher is better; defense: lower is better. Minimum sample: 70.
- Dropback success
- Dropbacks with EPA > 0 divided by dropbacks. Offense: higher is better; defense: lower is better. Minimum sample: 70.
- Net yds/dropback
- Sum of yards_gained on dropbacks divided by dropbacks. Offense: higher is better; defense: lower is better. Minimum sample: 70.
- Comp %
- Completions divided by attempts (completions + incompletions + interceptions; no sacks, scrambles or spikes). Offense: higher is better; defense: lower is better. Minimum sample: 50.
- CPOE
- Mean of nflverse cpoe (completion minus the nflverse completion-probability model, x100) over pass attempts where it is defined (throwaways/spikes excluded by nflverse). Offense: higher is better; defense: lower is better. Minimum sample: 50.
- aDOT
- Sum of air_yards over pass attempts with air_yards recorded, divided by those attempts. A style measure: neither high nor low is better. Minimum sample: 50.
- YAC/completion
- Sum of yards_after_catch on completions divided by completions with YAC recorded. Offense: higher is better; defense: lower is better. Minimum sample: 30.
- YAC over expected
- Mean of (yards_after_catch − xyac_mean_yardage) over completions where both are defined. Offense: higher is better; defense: lower is better. Minimum sample: 30.
- Sack rate
- Sacks divided by dropbacks. Offense: lower is better; defense: higher is better. Minimum sample: 70.
Rushing
- EPA/rush
- Sum of EPA on non-dropback scrimmage plays divided by those plays. Offense: higher is better; defense: lower is better. Minimum sample: 50.
- Rush success
- Designed runs with EPA > 0 divided by designed runs. Offense: higher is better; defense: lower is better. Minimum sample: 50.
- Yards/rush
- Sum of yards_gained on designed runs divided by designed runs. Offense: higher is better; defense: lower is better. Minimum sample: 50.
Explosiveness
- Explosive pass %
- Non-sack pass plays (incl. scrambles, excl. aborted snaps and 2-pt tries) gaining ≥ 15 yards, divided by those plays. Same thresholds as the G&W research stores (explosive_pit / trench_pit). Offense: higher is better; defense: lower is better. Minimum sample: 70.
- Explosive run %
- Designed runs (no scrambles, aborted snaps or 2-pt tries) gaining ≥ 10 yards, divided by designed runs. Offense: higher is better; defense: lower is better. Minimum sample: 50.
- Explosive pass % (20+)
- Non-sack pass plays (incl. scrambles, excl. aborted snaps and 2-pt tries) gaining ≥ 20 yards, divided by those plays. Same base as Explosive pass %; the common public 20-yard convention, kept alongside the G&W 15-yard definition. Offense: higher is better; defense: lower is better. Minimum sample: 70.
Tendency
- Dropback rate
- Dropbacks divided by scrimmage plays. A style measure: neither high nor low is better. Minimum sample: 120.
- PROE
- Mean of nflverse pass_oe / 100 (dropback indicator minus the nflverse xpass model) over snaps where xpass is defined. All situations (not neutral-filtered). A style measure: neither high nor low is better. Minimum sample: 120.
- Early-down pass %
- Dropbacks on 1st/2nd down divided by 1st/2nd-down snaps. A style measure: neither high nor low is better. Minimum sample: 80.
- Shotgun %
- Snaps with shotgun = 1 divided by snaps. A style measure: neither high nor low is better. Minimum sample: 120.
- No-huddle %
- Snaps with no_huddle = 1 divided by snaps. A style measure: neither high nor low is better. Minimum sample: 120.
- Neutral sec/snap
- Game-clock seconds from a snap to the same offense's next snap on the same drive, when the score is within 7 and outside the last two minutes of either half, regulation only; gaps over 60s (stoppages) dropped. Value = mean gap. A style measure: neither high nor low is better. Minimum sample: 60.
Situational
- Early-down EPA
- Sum of EPA on 1st/2nd-down snaps divided by those snaps. Offense: higher is better; defense: lower is better. Minimum sample: 80.
- Early-down success
- 1st/2nd-down snaps with EPA > 0 divided by those snaps. Offense: higher is better; defense: lower is better. Minimum sample: 80.
- Late-down EPA
- Sum of EPA on 3rd/4th-down snaps divided by those snaps. Offense: higher is better; defense: lower is better. Minimum sample: 40.
- 3rd-down EPA
- Sum of EPA on 3rd-down snaps divided by 3rd-down snaps. Offense: higher is better; defense: lower is better. Minimum sample: 35.
- 3rd-down conv %
- 3rd-down snaps with third_down_converted = 1 divided by 3rd-down snaps. Offense: higher is better; defense: lower is better. Minimum sample: 35.
- Red-zone EPA
- Sum of EPA on snaps at or inside the opponent 20 divided by those snaps. Offense: higher is better; defense: lower is better. Minimum sample: 30.
- Red-zone success
- Red-zone snaps with EPA > 0 divided by red-zone snaps. Offense: higher is better; defense: lower is better. Minimum sample: 30.
- Red-zone TD %
- Drives reaching the opponent 20 that ended in an offensive touchdown, divided by drives reaching the opponent 20. Offense: higher is better; defense: lower is better. Minimum sample: 8.
Ball security
- Turnovers/play
- (interception + fumble_lost) over scrimmage plays divided by scrimmage plays. Offense: lower is better; defense: higher is better. Minimum sample: 120.
Play-by-play data: nflverse (CC-BY 4.0). Two-point tries count as plays in the overall, dropback and run numbers, matching the rest of our NFL stats; down-and-distance and red-zone numbers leave them out.