NFL DFS Field Dictionary

The following NFL data fields are available on DFS Hub…

Field Name

Description

Pro

Sample Value

2-5xSal

2.5 Times Salary

The number of fantasy points a player would have to score to earn 2.5 times his salary.

2.5x salary is an absolute minimum floor your player should exceed to avoid dud status in classic 9-player single-entry cash games.

See: NFL DFS Value

13.9

3-5xSal

3.5 Times Salary

The number of fantasy points a player would have to score to earn 3.5 times his salary.

3.5x salary is an approximate minimum target to shoot per player for if you want to be high in the money in classic GPP tournaments with nine players on the roster.

See: NFL DFS Value

19.4

3-0xSal

3.0 Times Salary

The number of fantasy points a player would have to score to earn 3 times his salary.

3x salary is an absolute minimum target per player that you should aim for if you want to be in the money in classic 9-player single-entry cash games and some GPP tournaments.

See: NFL DFS Value

16.7

4-0xSal

4.0 Times Salary

The number of fantasy points a player would have to score to earn 3 times his salary.

4x salary is an absolute minimum target per player that you should aim for if you want to be in the money in classic 9-player single-entry cash games and some GPP tournaments.

See: NFL DFS Value

22.2

5-0xSal

5.0 Times Salary

The number of fantasy points a player would have to score to earn 3 times his salary.


5x salary is an absolute minimum target per player that you should aim for if you want to be in the money in classic 9-player single-entry cash games and some GPP tournaments.


See: NFL DFS Value

27.8

Age

Age of player

A player's age in years.

28

ANY/A

Adjusted Net Yards Per Attempt

ANY/A measures the value added by a QB in a game, or series of games. It is one of the most predictive stats for QB wins, and more correlated to fantasy points than passer rating.

ANY/Y is calculated as follows:

( [PassingYards] + ( 20 * [PassingTouchdowns] ) - ( 45 * [PassingInterceptions] ) - [PassingSackYards] ) / ( [PassingAttempts] + [PassingSacks] )

DFSHub displays the median average ANY/A value from the QB's last four active games.

Tips:

• Filter QBs by [Depth] = 1, as this stat isn't as useful for QBs who don't play much.

• Note that ANY/A does not capture a QB's rushing production.

7.5

AvgDraftPos

Average Draft Position

The average draft position of the player before the season started.

The ADP value shown is a compilation of high-profile fantasy football drafts throughout the industry, as compiled by SportsData.io.

56.5

AvgFPsL4

Average Fantasy Points
(Last 4 Games)


A player's average fantasy points scored over his last 4 active games.

This field uses a median average to reduce the impact of outliers. It ignores weeks where a player did not play because of injury or was otherwise inactive.

23.2

CVFPs

Coefficient of Variation for Fantasy Points


The coefficient of variation (CV) measures consistency — in this case, the consistency of a player's fantasy points over his last four active games.

The less variability in a player's fantasy scoring, the lower his CV. Hence, a lower CVFPs value is better if you're looking for consistent scoring.

CVFPs is calculated as follows:  

Standard deviation of fantasy points (last 4 games) / Average fantasy points (last 4 games)

Example: If Derrick Henry averages 20 fantasy points per game in his last 4 games, with a standard deviation of 5 fantasy points per game over his last 4 games, his coefficient of variation (CVFPs) is 5 / 20, or 25%.

Players with CVFPs values under 30% are usually reliably consistent and often suitable for cash games.

Players with greater variability are often more suited to GPP tournaments.

Note: The value shown is based on the scoring system of the chosen fantasy site (e.g., DraftKings or FanDuel).

27%

CVOps

Coefficient of Variation for Opportunities


The coefficient of variation (CV) measures consistency — in this case, the consistency of a player's opportunities over his last four active games. Opportunities refer to pass attempts (if a QB), and targets and rushing attempts (if any other position).


The less variability in a player's opportunities, the lower his CVOps value. A lower CVOps value is better if you're looking for consistent scoring.


CVFPs is calculated as follows:  


Standard deviation of fantasy points (last 4 games) / Average fantasy points (last 4 games)


Example: If Derrick Henry averages 30 opportunities per game in his last 4 games, with a standard deviation of 6 fantasy points per game over his last 4 games, his coefficient of variation (CVFPs) is 6 / 30, or 30%.


Players with CVOps values under 30% typicallly see a consistent number of scoring chances and are often suitable for cash games.

Players with greater variability are often better suited to GPP tournaments.

Note: The value shown is based on the scoring system of the chosen fantasy site (e.g., DraftKings or FanDuel).

42%

CeilingL4

Ceiling (Last 4 Games)

Ceiling represents a player's maximum fantasy points over his last 4 active games. 


Ceiling ignores weeks where a player did not play due to injury or being inactive.

The ceiling shown is based on the scoring system of the chosen fantasy site (e.g., DraftKings or FanDuel).

48.3

CollegeDraftRound

College Draft Round

The round this player was drafted in. First round picks = 1, second round picks = 2, and so on.

3

CollegeDraftYear

College Draft Year

The year this player entered the NFL as rookie.

2020

Cost/Op

Cost Per Opportunity

This is the price you’ll pay for each opportunity that the player is expected to get in his upcoming game.
 
For example, if a running back is expected to get 25 rushes and 6 receptions, his expected opportunities would be:
 
25 + 6 = 31.
 
If his salary is $7,000, then his cost per opportunity equals:
 
$7,000 / 31 = $225.81 per opportunity (rounded to $226).
 
In other words, you’d be paying $226 in salary for each chance this player may have to generate fantasy points.

This field is best used to compare players in the same position.

3.2

DC

Depth Change

Indicates whether the player has risen or fallen on his team's depth chart this week.

or

Depth

Depth

The player's expected rank on his team's depth order for his position.

This field is based on the players expected fantasy points and may differ from the team's official depth chart.

Note: Before week #1, Depth will not be accurate until after the NFL's final roster cut deadline (In 2021, for example, that was at 4 p.m. ET on August 31).


Players on long-term injured reserve are not assigned a depth chart number.


Players who have an InjuryStatus of Questionable or Probable will be assigned a depth chart number, as it is not confirmed that they will miss the game.


Players who have a short-term injury, but are not on injured reserve, may have a depth chart number if they are likely to only miss one game. In these cases, however, the player will be marked as "Out" in the [Status] field. In other words, the player will be a  "Gameday Inactive."

It is important, when using Depth Chart information, to cross-reference it against the injury [Status] field to ensure that the most accurate depth chart is used for any given game.

1

DftRound

The round in which the player was taken in the NFL draft.

A value of "2" for example indicates that the player was drafted in the 2nd round.

Not applicable to defenses (DST or D).

If a player was undrafted the value will be "UD."

2

DvPL4

Defense Versus Position
(Last 4 Games)
 

Returns the median number of fantasy points the opponent has allowed to players of the same position.

The calculation is based on the opponent's last 4 games.

35.5

Experience

Years of Experience

This is the number of years in the league.

Rookies always equal 0.


For second year players Experience = 2, for third year players Experience = 3, and so on.


This number is incremented every year, in the Spring, after the NFL Draft when we load  rookies.

11

FP

Fantasy Points

The player's fantasy points for the chosen operator (DraftKings or FanDuel) in his most recently started game. This may include games in progress.
Used to quickly identify relative bargains on FanDual and DraftKings.

If the player's game for the week has no started yet, the [FP] value will reflect the fantasy points he scored in the prior week.

37.8

FD/DK

FanDuel / DraftKings (Salary)

The player's salary on FanDual divided by their salary on DraftKings.

Used to quickly identify relative bargains on FanDual and DraftKings.

1.25

FPts_DK

Fantasy Points (DraftKings)

The player’s fantasy point production for the selected week on DraftKings.

This value will be zero for the current week if the player has not played yet.

21.48

FloorL4

Floor (Last 4 Games)


Floor represents a player's minimum fantasy points over his last 4 active games. 


Floor ignores weeks where a player did not play due to injury or being inactive.


The floor shown is based on the scoring system of the chosen fantasy site (e.g., DraftKings or FanDuel).

16.22

PrjGameDay

Game Day

The date of the player's game in the selected week.

Sep 12, 2020

GameOver

Game Over

Indicates whether a player's game that week is finished. 1 = complete. 0 = not complete.

1 or 0

GameTime

Game Time

The time of the player's game in the selected week.

04:25 PM ET

IFS

Interceptions, Fumbles and Sacks 

IFS shows how many interceptions, forced fumbles and sacks a defense tallied in a particular week.

2-0-3

MedPaYdsL4

Median yards passing (last 4 games)

The player's median yards passing over his last 4 games.

312.5

MedRecL4

Median Receptions

The median number of receptions a player had over his last 4 active games.

2.5

MedRecYdsL4

Median yards receiving (last 4 games)

The player's median yards receiving over his last 4 games.

26.0

MedRuYdsL4

Median yards rushing (last 4 games)

The player's median yards rushing over his last 4 games.

54.5

MedValueL4

Median Value (Last 4 Games)

The median value realized by a player's over his last four games.

Value is calculated as follows:

Fantasy Points / ( Salary / 1000 )

This metric shows how a player performed relative to his salary, in the last four weeks he was active.

Values near or above 3 are desirable, particularly for cash games.

2.8

Name

Player Name

A player’s full name

Patrick Mahomes

Notes

Notes

A text entry field that allows you to type in your own notes on a player.

Notes are saved under your login, by week. That lets you come back and reference your notes later.

This player is great for this slate

OpenLine

Opening Line


The opening point spread (line) for the player's team. As measured from the consensus tracked by SportsData.io on the Sunday night before the game date.

-4.5

Opp

Opponent

The opposing team that week.

It will be one of the 31 remaining NFL teams.

The team name is abbreviated.

KC

OppPosRk

Opponent Position Rank

The rank of the opponent in defending the player's position. It can range from 1 to 32.

Higher numbers indicate that the opponent is less effective at defending the player's position, and vice versa. In other words, 32 represents the worst defense in the league at defending the player's position. 1 represents the best team.

Other things equal, you want your players to be facing teams with high OppPosRk values.

This field measures the opponent's effectiveness over the entire season, not just the last 4 weeks like [DvPL4].

Note: This field will not show values before games in week #1 because there are no completed games to calculate it.

10

OppPts

Opponent Points (csected)

The expected points the opponent will score based on the current consensus Vegas point spread.

21.8

OppRk

Opponent Rank

The rank of a player's opponent with regards to total fantasy points allowed.


Lower numbers reflect a better opponent. Higher numbers reflect a worse opponent.

The value is based on the entire regular season to date.

Note: This field will not show values before games in week #1 because there are no completed games to calculate it.

2

OpsL4

Opportunities (Last 4 Games)

The median number of opportunties this player has had in his last 4 active games.

For RB, WR and TE, it's a total of:

[RushingAttempts] + [ReceivingTargets]

For QB, it's a total of:

[PassingAttempts] + [RushingAttempts]

For DST, it's a total of:

(Sacks * 1) +
(FumblesRecovered * 2) +
(DefensiveTouchdowns * 6) +
(SpecialTeamsTouchdowns * 6) +
(Safeties * 2) +
(BlockedKicks * 2 ) +
(Interceptions * 2 ) +
(2PointConversionReturns * 2 )

For K, it's a total of:

[FieldGoalsAttempted] + ( [ExtraPointsAttempted] * 0.333 )

25.5

OpsL8

Opportunities (Last 8 Games)


The median number of opportunties this player has had in his last 8 active games.


For RB, WR and TE, it's a total of: [RushingAttempts] + [ReceivingTargets]


For QB, it's a total of: [PassingAttempts] + [RushingAttempts]


For DST, it's a total of: (Sacks * 1) + (FumblesRecovered * 2) + (DefensiveTouchdowns * 6) + (SpecialTeamsTouchdowns * 6) + (Safeties * 2) + (BlockedKicks * 2 ) + (Interceptions * 2 ) + (2PointConversionReturns * 2 )


For K, it's a total of: [FieldGoalsAttempted] + ( [ExtraPointsAttempted] * 0.333 )

43

Ops5ySeas

Opportunities within the 5 yard line (Season-to-date)


This is the total opportunities the player has had inside the 5 yard line, season to date.


For RB, WR and TE, it's a total of: [RushingAttempts] + [ReceivingTargets]


For QB, it's a total of: [PassingAttempts] + [RushingAttempts]


For DST, it's a total of: (Sacks * 1) + (FumblesRecovered * 2) + (DefensiveTouchdowns * 6) + (SpecialTeamsTouchdowns * 6) + (Safeties * 2) + (BlockedKicks * 2 ) + (Interceptions * 2 ) + (2PointConversionReturns * 2 )


For K, it's a total of: [FieldGoalsAttempted] + ( [ExtraPointsAttempted] * 0.333 )

15

Ops10ySeas

Opportunities within the 10 yard line (Season-to-date)


This is the total opportunities the player has had inside the 10 yard line, season to date.


For RB, WR and TE, it's a total of: [RushingAttempts] + [ReceivingTargets]


For QB, it's a total of: [PassingAttempts] + [RushingAttempts]


For DST, it's a total of: (Sacks * 1) + (FumblesRecovered * 2) + (DefensiveTouchdowns * 6) + (SpecialTeamsTouchdowns * 6) + (Safeties * 2) + (BlockedKicks * 2 ) + (Interceptions * 2 ) + (2PointConversionReturns * 2 )


For K, it's a total of: [FieldGoalsAttempted] + ( [ExtraPointsAttempted] * 0.333 )

26

OpsIn5L4

Opportunities within the 5 yard line (Last 4 Games)

This is the total number of opportunities the player has had inside the 5 yard line over his last 4 active games. See the definiton of "opportunities" in the [OpsL4] field above.

14

OpsIn10L4

Opportunities within the 10 yard line (Last 4 Games)

This is the total number of opportunities the player has had inside the 10 yard line over his last 4 active games. See the definiton of "opportunities" in the [OpsL4] field above.

18

OverUnder

Over-Under

The consensus Vegas over/under, updated every 15 minutes until game start.

49.0

PAL4

Points Allowed (Last 4 games)


Median points allowed by this player's/team's defense over its last four games.

16.5

PAoppL4

Points allowed by the opponent (Last 4 games)


Median points allowed by the opposing defense over its last four games.

14.5

PaTD%L4

Passing TD Percentage

The percentage of a QB's pass attempts that resulted in a touchdown, in the player's last four active games.

6.5%

PFF
Accuracy
Percent

Adjusted Completion Percentage


The percentage of a QB's aimed passes that were thrown on target.

The value is based on data for the entire current season-to-date. The formula is equal to:

(completions + drops) /
aimed passes

79.4

PFF
Avg
DepthOf
Target
Passing
Summary

Average Depth of Target (Passing)

Average depth of target (aDOT) for passing represents the average number of yards a receiver was downfield when he caught or dropped a pass.

This aDOT value specifically applies to QBs.

This field is based on data from the current season to date.

8.6

PFF
Avg
DepthOf
Target
Receiving
Summary

Average Depth of Target (Receiving)

Average depth of target (aDOT) for receiving represents the average number of yards a player was downfield when he caught or dropped a pass.

This aDOT value specifically applies to receivers, tight ends and running backs.

This field is based on data from the current season to date.

12.2

PFF
Avg
TimeTo
Throw

Average Time to Throw 

The average amount of time a QB has to throw the football, based on all dropbacks from the current season to date.

2.7

PFF
Breakaway
Percent

Breakaway Percentage

"Breakaway Percentage, tries to measure how much a defense needs to worry about the running back because of his ability to break a big play.

The percentage is calculated by taking the yards gained on runs over 15 yards and dividing it by the player's total rushing yards." (Source: PFF)

This field applies only to running backs.

Pro

21.2

PFF
BttRate

Big Time Throw Rate

The percentage of attempts from a QB that are big-time throws (BTTs).

According to PFF, a BTT is "a pass with excellent ball location and timing, generally thrown further down the field and/or into a tighter window."

This field is based on data from the current season to date.

See this for more details.

Pro

5.7

PFF Cost

PFF Cost The cost of the player's (or team's) PFF grade.

This is simply the salary divided by the PFF grade.

This field helps you quickly compare how much it costs to draft players or teams, based on their overall PFF grade.

28.3

PFFCOV

PFF Coverage Grade

PFF's grade for the team's defensive coverage of opposing receivers.

PFF states: "coverage grades both explain and predict defensive success better than pass rush..."

Note, however, last year's coverage grade for a defense is not that predictive of its performance this year. For more details see this.

Pro

74.7

PFFCOVSd

PFF coverage standard deviations

The team's number of standard deviations above or below the average PFF grade for coverage.

-1.3

PFFOppCOVSd

Opponent's PFF coverage standard deviations

The opponent's number of standard deviations above or below the average PFF grade for coverage.

-1.3

PFF
Caught
Percent

Percentage of Targets Caught

A receiver's reception percentage.

This field is based on data from the current season to date.

65.9

PFF

Completion
Percent

Completion Percentage

A QB's percentage of completions on pass attempts.

This field is based on data from the current season to date.

70.4

PFFDEF

PFF Defense Grade

PFF's grade for the team's overall defense.

Pro

73.8

PFFDEFSd

PFF defense standard deviations

The team's number of standard deviations above or below the average PFF grade for defense.

-1.3

PFFOppDEFSd

Opponent's PFF defense standard deviations

The opponent's number of standard deviations above or below the average PFF grade for defense.

-1.3

PFF
Deep

Attempts
Percent

Deep Attempts Rate

The percentage of a QB's passes that are thrown deep (20+ yards).

This field is based on data from the current season to date.

11.3

PFF
Deep

Completion
Percent

Deep Completion Rate

The percentage of a QB's passes which are caught when thrown deep (20+ yards).

This field is based on data from the current season to date.

42.5

PFF
DefGen
Pressures

Defense Generated Pressures

Total pressures of the passer—of any kind—generated by the opposing defense.

This field is based on data from the current season to date.

197

PFF
Dropbacks

QB Dropbacks

The number of times a QB dropped back to pass.

This field is based on data from the current season to date.

573

PFF
Elusive
Rating

PFF Elusive Rating

One of PFF's signature stats, it measures the success and impact of a runner with the ball.

It is independent of the blocking a runner receives.

According to PFF: "To determine the Elusiveness Rating, we combined receptions and carries to create a “ball-handling opportunities” figure, and then combined total missed tackles forced. Next we divided the total missed tackles forced by the ball-handling opportunities. Then we multiplied this figure by the player's average yards after first contact x100 to make the end figure."


For more details see this.


Pro

51.9

PFF
Grades
FGep
Kicker

PFF Kicking Grade 

A kicker's PFF grade for field goal kicking. 

Pro

72.5

PFF Grade Offense Pass Summ

PFF Offense Grade (Passing)


PFF's grade for a QB's overall offensive value.


Pro

80.7

PFF Grade Offense Rec Summ

PFF Offense Grade (Receiving)

PFF's grade for a receiver's overall offensive value.

Pro

76.8

PFF Grade Offense Rush Summ

PFF Offense Grade (Rushing)


PFF's grade for a running back's overall offensive value.

Pro


74.6

PFF
Grades
Pass

PFF Passing Grade

PFF's grade for a QB's passing ability.

Pro

82.4

PFF
Grades
PassRoute
Receiving
Summary

PFF Pass Route Grade (WR)


PFF's grade for a receiver's ability to run routes.

Applies to tight ends and running backs also, to the extent they run receiving routes.

Pro

73.4

PFF
Grades
PassRoute
Rushing
Summary

PFF Pass Route Grade (RB)


PFF's grade for a running back's ability to run routes.

Pro

81.2

PFF
Grades
RunPassing
Summary

PFF Run Grade (QBs)


PFF's grade for a QB's running ability.


Pro

76.2

PFF
Grades
RunRushing
Summary

PFF Run Grade (Non-QBs)


PFF's grade for a player's running (rushing) ability.

Does not apply to QBs. For QB's, see the field [PFFGradesRunPassing
Summary].


Pro

84.3

PFFOFF

PFF Offense Grade


PFF's grade for the team's overall offense.

Pro

72.5

PFFOFFSd

PFF offense standard deviations

The team's number of standard deviations above or below the average PFF grade for offense.

1.2

PFFOppOFFSd

Opponent's PFF offense standard deviations

The opponent's number of standard deviations above or below the average PFF grade for offense.

1.2

PFF
OppCov
Grade

Opponent Coverage Grade

PFF's grade for the opposing team's pass coverage.

Pro

59.2

PFF
OppDef
Grade

Opponent Defense Grade

PFF's grade for the opposing team's overall defense.

Pro

76.4

PFF
OppOff
Grade

Opponent Offense Grade

PFF's grade for the opposing team's overall offense.

Pro

48.5

PFF
OppPass
Grade

Opponent Passing Grade

PFF's grade for the opposing team's passing capability.

Pro

48.5

PFF
OppPrsh
Grade

Opponent Pass Rush Grade

PFF's grade for the opposing team's pass rush.

Pro

58.6

PFF
OppRdef
Grade

Opponent Run Defense Grade

PFF's grade for the opposing team's run defense.


Pro

71.2

PFF
OppRush
Grade

Opponent Rushing Grade

PFF's grade for the opposing team's rushing capability.

Pro

81.7

PFFPASS

PFF Passing Grade

PFF's grade for the team's passing attack.


Pro

80.7

PFFPASSSd

PFF passing standard deviations


The team's number of standard deviations above or below the average PFF grade for passing.

1.2

PFFOppPASSSd

Opponent's PFF passing standard deviations

The opponent's number of standard deviations above or below the average PFF grade for passing.

1.2

PFFPBLK

PFF Pass Blocking Grade


PFF's grade for the team's pass blocking ability.

Pro

79.6

PFFPBLKSd

PFF pass blocking standard deviations

The team's number of standard deviations above or below the average PFF grade for pass blocking.

-1.3

PFFOppPBLKSd

Opponent's PFF pass blocking standard deviations

The opponent's number of standard deviations above or below the average PFF grade for pass blocking.

-1.3

PFFPRSH

PFF Pass Rush Grade


PFF's grade for the team's pass rushing ability.


Pro

73.1

PFFPRSHSd

PFF pass rush standard deviations

The team's number of standard deviations above or below the average PFF grade for pass rushing.

-1.3

PFFOppPRSHSd

Opponent's PFF pass rush standard deviations

The opponent's number of standard deviations above or below the average PFF grade for pass rushing.

-1.3

PFF
PatPercent

PAT Rate

The percentage of successful PAT attempts for a kicker.

PAT stands for "point after touchdown" (a.k.a., extra point).

97.6

PFF
Pressures
Allowed

Pressures Allowed (QB's fault)

A quarterback-specific field. This stat equals the number of QB pressures that the QB allowed (i.e., was responsible for). 

15

PFF
QBRating

QB Rating

A quarterback's passer rating for the season to date.

See also: ANY/A

102.9

PFFRBLK

PFF Run Blocking Grade


PFF's grade for the team's run blocking ability.


Pro

69.3

PFFREC

PFF Receiving Grade


PFF's grade for the team's overall receiving capability.

Pro

87.9

PFFRUND

PFF Run Defense Grade


PFF's grade for the team's run defense ability.


Pro

82.0

PFFRDEFSd

PFF run defense standard deviations

The team's number of standard deviations above or below the average PFF grade for run defense.

-1.3

PFFOppRDEFSd

Opponent's PFF run defense standard deviations

The opponent's number of standard deviations above or below the average PFF grade for run defense.

-1.3

PFFRUSH

PFF Rushing Grade


PFF's grade for the team's overall rushing capability.


Pro

71.3

PFFRUSHSd

PFF defense standard deviations

The team's number of standard deviations above or below the average PFF grade for rushing.

-1.3

PFFOppRUSHSd

PFF defense standard deviations

The opponent's number of standard deviations above or below the average PFF grade for rushing.

-1.3

PFF
Receptions
Rushing
Summary

Number of Receptions


A running back's number of receptions for the season to date.

103

PFF
RunPlays

Number of Runs


A player's number of running plays for the season to date.

394

PFF
SackPercent

Sack Percentage

The percentage of plays where a QB was sacked.

This stat is applied to QBs only.

4.7

PFF
Short
Attempts
Percent

Short Attempts Percentage

The percentage of a QB's passes that are short throws.

46.9

PFF
Targets
Receiving
Summary

Receiving Targets

The number of times a player was targeted by the quarterback.

This field is based on data from the current season to date.

123

PFF
Targets
Rushing
Summary

Receiving Targets

The number of times a player was targeted by the quarterback.

This field includes runners and is based on data from the current season to date.

47

PFF
Total
Percent

Total Field Goal Percentage

The percentage of a kicker's field goals that result in points.

94.1

PFF
Yards
AfterCatch
PerReception

Yards After Catch Per Reception

Measures how many yards a receiver gets (on average) after he catches the ball.

This field also includes running backs and is based on data from the current season to date.

3.9

PFF
YardsPer
Reception

Yards Per Reception

Measures how many total yards a receiver gets (on average) when he catches the ball.

This field also includes running backs and is based on data from the current season to date. 

12.4

PFF
Yco
Attempt

Yards After Contact Per Attempt


Gauges a running back's effectiveness, independent of blocking.


Players above 3.3 are exceptional. Above 4.0 is truly elite.

2.9

PFF
Ypa
Passing
Summary

Passing Yards Per Attempt

A common quarterback statistic. 

Most quality QBs average over 7 yards per passing attempt.

8.1

PFF
Ypa
Rushing
Summary

Rushing Yards Per Attempt

Also called yards per carry (YPC), this is a key running back statistic.

Top running backs average roughly 4.5 yards per attempt or more.

4.2

PFF
Yprr
Receiving
Summary

Yards Per Route Run


A receiver’s total yards divided by the number of routes they’ve run.

According to PFF, this provides a better indicator of production than Yards per Reception or even Yards per Target.

3.1

PaYdA

Passing Yards Allowed

297

PlayerID

Player ID #

A unique ID asigned to each player. It stays the same even when a player changes teams.

18765

Pos

Position

A player’s primary position.

Possible values include: QB, RB, WR, TE, DST or K.

QB

PosRk

Position Rank

A player's rank in terms of median fantasy points versus all other players of the same position.

This equals his median fantasy points (for the chosen operator, DraftKings or FanDuel) over all of the game's he's played so far this season.

This ranking reflects the current season only — unless the player has not played a game yet. In that case, it shows his rank from the prior completed season.

4

Pressure/Drop

Pressures Per Dropback

The percentage of a QB's dropbacks that resulted in pressure from the defense.

A "pressure" is a hurry, hit or sack of the QB. This field is based on data from PFF for the most current season, with one exception. Week 1 is based on the prior season's data. Thereafter, the data is from the current season.

29.4%

PrjExtraPts

Projected Extra Points

The number of extra points a kicker is expected to make.

2.5

PrjFGAtt

Projected Field Goal Attempts

The number of field goals a kicker is expected to kick.

3.6

PrjFGMade

Projected Field Goals Made

The number of field goals a kicker is expected to successfully make.

3.1

PrjFP

Projected Fantasy Points

A player's projected fantasy points for his upcoming game, based on the scoring system of the selected DFS site.


Projections are produced from proprietary dynamic models of SportsData.io. Values are benchmarked and optimized against various 3rd-party industry projections for accuracy.

17.5

PrjFP Yahoo

Projected Fantasy Points on Yahoo

The player's projected fantasy points using the Yahoo DFS scoring system.

21.15

PrjFPYearPPR

Projected Fantasy Points (PPR) for the Season

The total fantasy points projected for a player for the entire season, based on a points per reception (PPR) scoring system. Projections come from SportsData's proprietary algorithms.

163.98

PrjFPDK

Projected Fantasy Points on DraftKings

The player's projected fantasy points using the DraftKings DFS scoring system.

21.48

PrjFPFD

Projected Fantasy Points on FanDuel

The player's projected fantasy points using the FanDuel DFS scoring system.

21.28

PrjFumbles

Projected Fumbles

0.2

PrjGTeamID

Team ID #

A team identifier used internally by DFS Hub.

16

PrjGameDay

Game Day

The date of the game in US Eastern Time.

Sep 9, 2021

PrjGameID

Game ID #

A game identifier used internally by DFS Hub.

17245

PrjINTs

Projected Interceptions

This is the number of interceptions that the team's defense is forecasted to have.

2.0

PrjOp

Projected Opportunities

This is a volume forecast for the player's upcoming game. 

Projections are produced from proprietary dynamic models of SportsData.io. Values are benchmarked and optimized against various 3rd-party industry projections for accuracy.

For RBs, WRs and TEs, PrjOp is a total of projected:
 
[RushingAttempts] +
[ReceivingTargets]


For QBs it equals a total of projected:


[PassingAttempts] +
[RushingAttempts]


For kickers it equals a total of projected:

[FieldGoalsAttempted] + ( [ExtraPointsAttempted] * 0.333 )

For defenses (DST) it equals a total of projected:

( ( [Sacks] x 1 ) + ( [FumblesRecovered] x 2 ) + ( [DefensiveTouchdowns] x 3 ) + ( [SpecialTeamsTouchdowns] x 3 ) + ( [Safeties] x 2 ) + ( [BlockedKicks] x 2 ) + ( [Interceptions] x 2 ) + ( [TwoPointConversionReturns] x 2 ) ) + 0.1

38.5

PrjOppID

Projected Opponent ID

An identifier of the opposing team used internally by DFS Hub.

31

PrjOwn

Projected Ownership

The projected ownership of a player.

There are two operators: DraftKings or FanDuel. Ownership differs based on which operator you're viewing.

Initial ownership projections are published 1-2 days before each game to ensure the latest injuries and other data are factored in.

Ownership is reviewed once the inactives lists are released. As such, you are likely to see a few updates about 90 minutes prior to gametime. We also monitor for changes in injury designations and any other relevant news.

Pro

31.5%

PrjPGameID

Projected Player Game ID

A game ID number used internally by DFS Hub.

990424912

PrjPaComp

Projected Pass Completions

The number of passes that a QB is projected to complete in his upcoming game.

22.3

PrjPaComp%

Projected Completion Percentage

The percentage of passes that a QB is projected to complete in his upcoming game.

59.5

PrjPaINT

Projected Pass Interceptions

The number of interceptions that a QB is projected to throw in his upcoming game.

0.7

PrjPassAtt

Projected Pass Attempts

The number of pass attempts that a QB is projected to make in his upcoming game.

35.6

PrjPassComp

Projected Pass Completions

The number of completed passes that a QB is projected to throw in his upcoming game.

24.8

PrjPassComp%

Projected Pass Completion Percentage

The percentage of passes that a QB is projected to complete in his upcoming game.

69.4

PrjPassTDs

Projected Passing Touchdowns

The number of passing TDs that a QB is projected to throw in his upcoming game.

1.9

PrjPassYds

Projected Passing Yards

The number of passing yards that a QB is projected to have in his upcoming game.

297.9

PrjRecTDs

Projected Receiving Touchdowns

The number of receiving TDs that a player is projected to have in his upcoming game.

0.3

PrjRecTgts

Projected Receiving Targets

The number of passes that a QB is projected to throw at the player in his upcoming game.

8.12

PrjRecYds

Projected Receiving Yards

The number of receiving yards that a player is projected to have in his upcoming game.

49.2

PrjRecpts

Projected Receptions


The number of catches that a player is projected to have in his upcoming game.

5.8

PrjRushAtt

Projected Rushing Attempts

The number of rushes that a player is projected to have in his upcoming game.

3.8

PrjRushTDs

Projected Rushing Touchdowns

The number of rushing TDs that a player is projected to have in his upcoming game.

0.6

PrjRushYds

Projected Rushing Yards

The number of rushing yards that a player is projected to have in his upcoming game.

19.6

PrjSalYhoo

Salary on Yahoo

A player's expected salary on Yahoo Sports Daily Fantasy.

16

PrjScoreID

Projected Score ID



An ID number assigned to a score, used internally by DFS Hub.

17254

PrjStatus

Projected Injury Status


Can be one of the following:

• Healthy

• Probable (90% chance of playing)
• Questionable (50% chance of playing)
• Doubtful (less than 25% chance of playing)
• Out (0% chance of playing)

Note: The NFL's official injury statuses are limited to questionable, doubtful and out. The other statuses are furnished by Sportsdata.io.

Out

PrjSurface

Projected Playing Surface

This can be grass or turf.

Grass

PrjTeamID

Projected Team ID #

An internal team identifier used by DFS Hub.

16

PrjVsPropPa

Projection vs. Prop (Passing)

The percentage that projected passing yards is above or below the consensus over/under (prop) for passing yards.

In other words: ( Projected passing yards / Passing yards over/under ) - 1


Prop data is typically updated and available the day before a game.

24 %

PrjVsPropRec

Projection vs. Prop (Receiving)

The percentage that projected receiving yards is above or below the consensus over/under (prop) for receiving yards.

In other words: ( Projected receiving yards / Receiving yards over/under ) - 1


Prop data is typically updated and available the day before a game.

-16 %

PrjVsPropRu

Projection vs. Prop (Rushing)


The percentage that projected rushing yards is above or below the consensus over/under (prop) for rushing yards.

In other words: ( Projected rushing yards / Rushing yards over/under ) - 1


Prop data is typically updated and available the day before a game.

32 %

Prop1TD

Consensus odds (moneyline) to score at least one rushing or receiving touchdown in the game


Prop data is typically updated and available the day before a game.

Pro

-110

Prop2TDs

Consensus odds (moneyline) to score 2+ rushing or receiving touchdowns in the game


Prop data is typically updated and available the day before a game.

Pro

+265

Prop3TDs

Consensus odds (moneyline) to score 3+ rushing or receiving touchdowns in the game


Prop data is typically updated and available the day before a game.

Pro

+650

PropOLLongRec

Consensus odds (moneyline) for the over on Longest Reception


Prop data is typically updated and available the day before a game.

Pro

-110

PropOLLongRush

Consensus odds (moneyline) for the over on Longest Rush


Prop data is typically updated and available the day before a game.

Pro

-110

PropOLongRec

Consensus over/under for the player's Longest Reception


Prop data is typically updated and available the day before a game.

Pro

26

PropOLongRush

Consensus over/under for the player's Longest Rush


Prop data is typically updated and available the day before a game.

Pro

15

PropOLTotKickPts

Consensus odds (moneyline) for the over on Total Kicking Points


Prop data is typically updated and available the day before a game.

Pro

-125

PropOLTotPaAtt

Consensus odds (moneyline) for the over on Total Passing Attempts


Prop data is typically updated and available the day before a game.

Pro

-125

PropOLTotPaINT

Consensus odds (moneyline) for the over on Interceptions Thrown

Prop data is typically updated and available the day before a game.

Pro

-110

PropOLTotPaTDs

Consensus odds (moneyline) for the over on Total Passing Touchdowns


Prop data is typically updated and available the day before a game.

Pro

-110

PropOLTotPaYds

Consensus odds (moneyline) for the over on Total Passing Yards


Prop data is typically updated and available the day before a game.

Pro

-110

PropOLTotRecs

Consensus odds (moneyline) for the over on Total Receptions


Prop data is typically updated and available the day before a game.

Pro

-110

PropOLTotRecTDs

Consensus odds (moneyline) for the over on Total Receiving Touchdowns


Prop data is typically updated and available the day before a game.

Pro

-110

PropOLTotRecYds

Consensus odds (moneyline) for the over on Total Receiving Yards


Prop data is typically updated and available the day before a game.


Pro

-110

PropOLTotRuAtt

Consensus odds (moneyline) for the over on Total Rushing Attempts


Prop data is typically updated and available the day before a game.

Pro

-110

PropOLTotRuTDs

Consensus odds (moneyline) for the over on Total Rushing Touchdowns


Prop data is typically updated and available the day before a game.

Pro

-110

PropOLTotRuYds

Consensus odds (moneyline) for the over on Total Rushing Yards


Prop data is typically updated and available the day before a game.

Pro

-110

PropOTotKickPts

Consensus over/under for the player's Total Kicking Points


Prop data is typically updated and available the day before a game.

Pro

6.5

PropOTotPaAtt

Consensus over/under for the player's Total Passing Attempts


Prop data is typically updated and available the day before a game.

Pro

34

PropOTotPaINT

Consensus over/under for the player's Interceptions Thrown


Prop data is typically updated and available the day before a game.

Pro

0.5

PropOTotPaTDs

Consensus over/under for the player's Total Passing Touchdowns


Prop data is typically updated and available the day before a game.

Pro

2.5

PropOTotPaYds

Consensus over/under for the player's Total Passing Yards


Prop data is typically updated and available the day before a game.

Pro

285

PropOTotRecs

Consensus over/under for the player's Total Receptions


Prop data is typically updated and available the day before a game.

Pro

6.5

PropOTotRecTDs

Consensus over/under for the player's Total Receiving Touchdowns


Prop data is typically updated and available the day before a game.

Pro

0.5

PropOTotRecYds

Consensus over/under for the player's Total Receiving Yards


Prop data is typically updated and available the day before a game.

Pro

76

PropOTotRuAtt

Consensus over/under for the player's Total Rushing Attempts


Prop data is typically updated and available the day before a game.

Pro

23

PropOTotRuTDs

Consensus over/under for the player's Total Rushing Touchdowns



Prop data is typically updated and available the day before a game.

Pro

1.5

PropOTotRuYds

Consensus over/under for the player's Total Rushing Yards


Prop data is typically updated and available the day before a game.

Pro

102.5

PropULLongRec

Consensus odds (moneyline) for the under on Longest Reception


Prop data is typically updated and available the day before a game.

Pro

-110

PropULLongRush

Consensus odds (moneyline) for the under on Longest Rush


Prop data is typically updated and available the day before a game.

Pro

-110

PropULongRec

Consensus over/under for the player's Longest Reception


Prop data is typically updated and available the day before a game.

Pro

23

PropULongRush

Consensus over/under for the player's Longest Rush


Prop data is typically updated and available the day before a game.

Pro

15

PropULTotKickPts

Consensus odds (moneyline) for the under on Total Kicking Points


Prop data is typically updated and available the day before a game.

Pro

-110

PropULTotPaAtt

Consensus odds (moneyline) for the under on Total Passing Attempts


Prop data is typically updated and available the day before a game.

Pro

-110

PropULTotPaINT

Consensus odds (moneyline) for the under on Interceptions Thrown


Prop data is typically updated and available the day before a game.

Pro

-110

PropULTotPaTDs

Consensus odds (moneyline) for the under on Total Passing Touchdowns


Prop data is typically updated and available the day before a game.

Pro

-110

PropULTotPaYds

Consensus odds (moneyline) for the under on Total Passing Yards


Prop data is typically updated and available the day before a game.

Pro

-110

PropULTotRecs

Consensus odds (moneyline) for the under on Total Receptions


Prop data is typically updated and available the day before a game.

Pro

-110

PropULTotRecTDs

Consensus odds (moneyline) for the under on Total Receiving Touchdowns


Prop data is typically updated and available the day before a game.

Pro

-110

PropULTotRecYds

Consensus odds (moneyline) for the under on Total Receiving Yards


Prop data is typically updated and available the day before a game.


Pro

-110

PropULTotRuAtt

Consensus odds (moneyline) for the under on Total Rushing Attempts


Prop data is typically updated and available the day before a game.

Pro

-110

PropULTotRuTDs

Consensus odds (moneyline) for the under on Total Rushing Touchdowns



Prop data is typically updated and available the day before a game.

Pro

-110

PropULTotRuYds

Consensus odds (moneyline) for the under on Total Rushing Yards


Prop data is typically updated and available the day before a game.

Pro

-110

PropUTotKickPts

Consensus over/under for the player's Total Kicking Points


Prop data is typically updated and available the day before a game.

Pro

6.5

PropUTotPaAtt

Consensus over/under for the player's Total Passing Attempts


Prop data is typically updated and available the day before a game.

Pro

34

PropUTotPaINT

Consensus over/under for the player's Interceptions Thrown


Prop data is typically updated and available the day before a game.

Pro

0.5

PropUTotPaTDs

Consensus over/under for the player's Total Passing Touchdowns


Prop data is typically updated and available the day before a game.

Pro

2.5

PropUTotPaYds

Consensus over/under for the player's Total Passing Yards


Prop data is typically updated and available the day before a game.

Pro

285

PropUTotRecs

Consensus over/under for the player's Total Receptions


Prop data is typically updated and available the day before a game.

Pro

6.5

PropUTotRecTDs

Consensus over/under for the player's Total Receiving Touchdowns


Prop data is typically updated and available the day before a game.

Pro

0.5

PropUTotRecYds

Consensus over/under for the player's Total Receiving Yards


Prop data is typically updated and available the day before a game.

Pro

76

PropUTotRuAtt

Consensus over/under for the player's Total Rushing Attempts


Prop data is typically updated and available the day before a game.

Pro

23

PropUTotRuTDs

Consensus over/under for the player's Total Rushing Touchdowns


Prop data is typically updated and available the day before a game.

Pro

1.5

PropUTotRuYds

Consensus over/under for the player's Total Rushing Yards


Prop data is typically updated and available the day before a game.

Pro

102

Pts/Sal

Points Per $1,000 of Salary

Projected fantasy points divided by salary, divided by 1,000.

This field is also referred to as projected “value” on some websites.

To calculate Pts/Sal simply take a player's fantasy points projection (i.e., the [PrjFPs] field) and divide by the salary per $1,000 field (i.e., [Sal($k)] ).


The salary is based on the salary used by selected operator (DraftKings or FanDuel).

2.8

RedZnOpsL4

Red Zone Opportunities
(Last 4 Games)

The median number of red zone opportunities per game that the player has had over the last 4 games.

An opportunity is defined as a pass (if QB), a receiving target (if WR, RB, TE) or a rushing attempt (if RB or QB).

In week #1 the value is based fully on the player's last week(s) of the prior season. After week #4, the value is based entirely on the current season.

1.5

RuYdA

Rushing Yards Allowed

113

RRunL4

Routes Run (Last 4 Games)

The total number of receiving routes run by the player in his last 4 active games.

34

RRunML4

Routes Run (Last 4 Games, Median)

The median number of receiving routes run by the player in his last 4 active games.

8.4

RushShrL4

Rushing Share (Last 4 Games)

A median average of the percentage of team's carries that went to this player over his last four active games.

71%

Sack%L4

Sack Rate (over the last 4 games)

The percentage of time this team's defense sacked the opposing QB (based on the opponent's number of QB dropbacks).

A median average is taken from the team's last 4 games.

This field applies only to defenses (i.e., DST or DEF).

8.9%

Sal($K)

Salary (Divided by $1,000)

A player's salary on the chosen DFS site (DraftKings or FanDuel).

The salary value is shown in abreviated form — i.e., divided by $1,000. 

For example, a $6,500 salary is shown as $6.5.

7.8

SalDK($k)

Salary on DraftKings

A player's salary on FanDuel, divided by 1,000.

7.1

SalFD($k)

Salary on FanDuel

A player's salary on FanDuel, divided by 1,000.

7.8

Slot

Slot

Slot refers to the position that a DFS website (DraftKings or FanDuel) allow for the player.

RB, FLEX

Snaps%L3

Share of Team Snaps

This is the median percentage of snaps a player has been involved in over his last 3 active games.

21.5%

Snaps%L4

Share of Team Snaps

This is the median percentage of snaps a player has been involved in over his last 4 active games.

23.7%

Spread

Point Spread

A team's current Vegas point spread.

The value is a consensus point spread from a number of reputable sportsbooks.

Spreads are updated regularly until game time.

-7.5

TakesL4

Takeaways (Last 4 Games)

The median number of takeaways a defense has had in its last four games.

A takeaway occurs when the defense intercepts the opposing QB or forces a fumble and then takes possession of the ball.


This field applies only to defenses (i.e., DST or DEF).

3.5

TD

Touchdowns

For quarterbacks...

TD = Passing Touchdowns + Rushing Touchdowns
 
For other positions (RB, WR, TE)...

TD = Receiving Touchdowns + Rushing Touchdowns

2

TDCost

TD Cost The implied cost of a touchdown based on the player's salary.

A touchdown here refers ONLY to a rushing or receiving touchdown. This field has no relation to passing touchdowns.

TD Cost = Salary / Probability of a touchdown

This shows what you'd have to pay for the player if you wanted a guaranteed touchdown from him, based on his probability of scoring and his current salary. Lower numbers are better.

$10.60

Team

Team Name

An abbreviation of the team's name.

KC

TeamPts

Team Points (Projected)

The expected points the team will score based on the current consensus Vegas point spread.

29.5

Tgt%L3

Target Percentage (Last 3 Games)

The player's median percentage of team targets over the last three games.

Does not include games in which the player was inactive. It does include games in which the player was active but did not get any targets.

48%

Tgt%L4

Target Percentage (Last 4 Games)

The player's median percentage of team targets over the last four games.


Does not include games in which the player was inactive. It does include games in which the player was active but did not get any targets.

35%

Value%L4

Value Percentage (Last 4 Games)

A player's median value over his last 4 games, as a percentage of his current salary.

Value is equal to:

Fantasy Points / ( Salary / 1000)

This is calculated for each game and then a median average is taken.

This field shows how much value a player has provided, relative to his current salary. Higher is better.

38%

Venue

An indicator of whether a team is playing at Home or Away

Home

VLeverage

Value Leverage

Value leverage equals value divided by projected ownership.

i.e. ( [PrjFP] / [Sal($k)] ) / [PrjOwn]

Its purpose is to help you find players with great value that others are ignoring. Higher numbers are better.

Value leverage is especially useful when building GPP lineups where differention is essential.

6.3

Weather

Weather Forecast

Expected weather for the game.

Outdoor.
Clear Sky.
64 ℉

YardsL10

Yards (Last 10 Games)

A bar chart showing the player's yards gained over the last 10 games.

For a QB it shows passing yards.
For a RB it shows rushing yards.
For a WR it shows receiving yards.
For a TE it shows receiving yards.

Games where the player qualified for the 3-point bonus on DraftKings appear in red. Draftkings provides these bonuses for:

300+ passing yards
100+ rushing yards
100+ receiving yards

NFL DFS » NFL DFS Field Dictionary