Home Results Analytics Power Rankings Scoreboard Official Plays · Subscribers Official Plays · Free Plays Pricing FAQ
Home › Analytics › NFL Team Stats

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.