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| 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 | | |
| 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 | | |
| 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
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| 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 | | |
| 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 | | |
| Age of player
A player's age in years.
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| 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. | | |
| 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. | | |
| 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. | | |
| 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).
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| 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).
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| 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).
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| College Draft Round
The round this player was drafted in. First round picks = 1, second round picks = 2, and so on.
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| College Draft Year
The year this player entered the NFL as rookie. | | |
| 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. | | |
| Depth Change
Indicates whether the player has risen or fallen on his team's depth chart this week. | | |
| 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.
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| 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." | | |
| 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. | | |
| 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.
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| 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.
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| 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. | | |
| 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. | | |
| 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).
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| Game Day
The date of the player's game in the selected week. | | |
| Game Over
Indicates whether a player's game that week is finished. 1 = complete. 0 = not complete. | | |
| Game Time
The time of the player's game in the selected week. | | |
| Interceptions, Fumbles and Sacks
IFS shows how many interceptions, forced fumbles and sacks a defense tallied in a particular week. | | |
| Median yards passing (last 4 games)
The player's median yards passing over his last 4 games. | | |
| Median Receptions
The median number of receptions a player had over his last 4 active games. | | |
| Median yards receiving (last 4 games)
The player's median yards receiving over his last 4 games. | | |
| Median yards rushing (last 4 games)
The player's median yards rushing over his last 4 games. | | |
| 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. | | |
| Player Name
A player’s full name | | |
| 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 |
| 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. | | |
| Opponent
The opposing team that week.
It will be one of the 31 remaining NFL teams.
The team name is abbreviated.
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| 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. | | |
| Opponent Points (csected)
The expected points the opponent will score based on the current consensus Vegas point spread. | | |
| 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.
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| 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 ) | | |
| 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 )
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| 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 )
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| 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 )
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| 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. | | |
| 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. | | |
| Over-Under
The consensus Vegas over/under, updated every 15 minutes until game start. | | |
| Points Allowed (Last 4 games) Median points allowed by this player's/team's defense over its last four games.
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| Points allowed by the opponent (Last 4 games) Median points allowed by the opposing defense over its last four games.
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| Passing TD Percentage
The percentage of a QB's pass attempts that resulted in a touchdown, in the player's last four active games. | | |
| 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
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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.
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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. | | |
| 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.
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| 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. | | |
| 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.
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| 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. | | |
| 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.
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| PFF coverage standard deviations
The team's number of standard deviations above or below the average PFF grade for coverage. | | |
| Opponent's PFF coverage standard deviations
The opponent's number of standard deviations above or below the average PFF grade for coverage. | | |
| Percentage of Targets Caught
A receiver's reception percentage.
This field is based on data from the current season to date.
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| Completion Percentage
A QB's percentage of completions on pass attempts.
This field is based on data from the current season to date.
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| PFF Defense Grade
PFF's grade for the team's overall defense.
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| PFF defense standard deviations
The team's number of standard deviations above or below the average PFF grade for defense. | | |
| Opponent's PFF defense standard deviations
The opponent's number of standard deviations above or below the average PFF grade for defense. | | |
| 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.
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| 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. | | |
| 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.
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| QB Dropbacks
The number of times a QB dropped back to pass.
This field is based on data from the current season to date.
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| 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.
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| PFF Kicking Grade
A kicker's PFF grade for field goal kicking. | | |
PFF Grade Offense Pass Summ | PFF Offense Grade (Passing) PFF's grade for a QB's overall offensive value.
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PFF Grade Offense Rec Summ | PFF Offense Grade (Receiving)
PFF's grade for a receiver's overall offensive value. | | |
PFF Grade Offense Rush Summ | PFF Offense Grade (Rushing) PFF's grade for a running back's overall offensive value.
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| PFF Passing Grade
PFF's grade for a QB's passing ability. | | |
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. | | |
PFF Grades PassRoute Rushing Summary | PFF Pass Route Grade (RB)
PFF's grade for a running back's ability to run routes. | | |
PFF Grades RunPassing Summary | PFF Run Grade (QBs)
PFF's grade for a QB's running ability. | | |
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]. | | |
| PFF Offense Grade
PFF's grade for the team's overall offense. | | |
| PFF offense standard deviations
The team's number of standard deviations above or below the average PFF grade for offense. | | |
| Opponent's PFF offense standard deviations
The opponent's number of standard deviations above or below the average PFF grade for offense. | | |
| Opponent Coverage Grade
PFF's grade for the opposing team's pass coverage. | | |
| Opponent Defense Grade
PFF's grade for the opposing team's overall defense. | | |
| Opponent Offense Grade
PFF's grade for the opposing team's overall offense. | | |
| Opponent Passing Grade
PFF's grade for the opposing team's passing capability. | | |
| Opponent Pass Rush Grade
PFF's grade for the opposing team's pass rush. | | |
| Opponent Run Defense Grade
PFF's grade for the opposing team's run defense. | | |
| Opponent Rushing Grade
PFF's grade for the opposing team's rushing capability. | | |
| PFF Passing Grade
PFF's grade for the team's passing attack. | | |
| PFF passing standard deviations The team's number of standard deviations above or below the average PFF grade for passing.
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| Opponent's PFF passing standard deviations
The opponent's number of standard deviations above or below the average PFF grade for passing. | | |
| PFF Pass Blocking Grade
PFF's grade for the team's pass blocking ability. | | |
| PFF pass blocking standard deviations
The team's number of standard deviations above or below the average PFF grade for pass blocking. | | |
| Opponent's PFF pass blocking standard deviations
The opponent's number of standard deviations above or below the average PFF grade for pass blocking. | | |
| PFF Pass Rush Grade
PFF's grade for the team's pass rushing ability. | | |
| PFF pass rush standard deviations
The team's number of standard deviations above or below the average PFF grade for pass rushing. | | |
| Opponent's PFF pass rush standard deviations
The opponent's number of standard deviations above or below the average PFF grade for pass rushing. | | |
| PAT Rate
The percentage of successful PAT attempts for a kicker.
PAT stands for "point after touchdown" (a.k.a., extra point). | | |
| 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).
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| QB Rating
A quarterback's passer rating for the season to date.
See also: ANY/A | | |
| PFF Run Blocking Grade
PFF's grade for the team's run blocking ability. | | |
| PFF Receiving Grade
PFF's grade for the team's overall receiving capability. | | |
| PFF Run Defense Grade
PFF's grade for the team's run defense ability. | | |
| PFF run defense standard deviations
The team's number of standard deviations above or below the average PFF grade for run defense. | | |
| Opponent's PFF run defense standard deviations
The opponent's number of standard deviations above or below the average PFF grade for run defense. | | |
| PFF Rushing Grade
PFF's grade for the team's overall rushing capability. | | |
| PFF defense standard deviations
The team's number of standard deviations above or below the average PFF grade for rushing. | | |
| PFF defense standard deviations
The opponent's number of standard deviations above or below the average PFF grade for rushing. | | |
PFF Receptions Rushing Summary | Number of Receptions A running back's number of receptions for the season to date.
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| Number of Runs A player's number of running plays for the season to date.
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| Sack Percentage
The percentage of plays where a QB was sacked.
This stat is applied to QBs only. | | |
| Short Attempts Percentage
The percentage of a QB's passes that are short throws. | | |
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.
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| 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. | | |
| Total Field Goal Percentage
The percentage of a kicker's field goals that result in points. | | |
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.
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| 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. | | |
| 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.
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| Passing Yards Per Attempt
A common quarterback statistic.
Most quality QBs average over 7 yards per passing attempt. | | |
| 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. | | |
| 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.
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| Player ID #
A unique ID asigned to each player. It stays the same even when a player changes teams. | | |
| Position
A player’s primary position.
Possible values include: QB, RB, WR, TE, DST or K. | | |
| 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. | | |
| 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. | | |
| Projected Extra Points
The number of extra points a kicker is expected to make. | | |
| Projected Field Goal Attempts
The number of field goals a kicker is expected to kick.
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| Projected Field Goals Made
The number of field goals a kicker is expected to successfully make.
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| 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.
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| Projected Fantasy Points on Yahoo
The player's projected fantasy points using the Yahoo DFS scoring system. | | |
| 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. | | |
| Projected Fantasy Points on DraftKings
The player's projected fantasy points using the DraftKings DFS scoring system.
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| Projected Fantasy Points on FanDuel
The player's projected fantasy points using the FanDuel DFS scoring system.
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| Team ID #
A team identifier used internally by DFS Hub. | | |
| Game Day
The date of the game in US Eastern Time. | | |
| Game ID #
A game identifier used internally by DFS Hub.
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| Projected Interceptions
This is the number of interceptions that the team's defense is forecasted to have. | | |
| 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
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| Projected Opponent ID
An identifier of the opposing team used internally by DFS Hub. | | |
| 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. | | |
| Projected Player Game ID
A game ID number used internally by DFS Hub. | | |
| Projected Pass Completions
The number of passes that a QB is projected to complete in his upcoming game. | | |
| Projected Completion Percentage
The percentage of passes that a QB is projected to complete in his upcoming game.
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| Projected Pass Interceptions
The number of interceptions that a QB is projected to throw in his upcoming game.
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| Projected Pass Attempts
The number of pass attempts that a QB is projected to make in his upcoming game.
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| Projected Pass Completions
The number of completed passes that a QB is projected to throw in his upcoming game.
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| Projected Pass Completion Percentage
The percentage of passes that a QB is projected to complete in his upcoming game.
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| Projected Passing Touchdowns
The number of passing TDs that a QB is projected to throw in his upcoming game.
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| Projected Passing Yards
The number of passing yards that a QB is projected to have in his upcoming game.
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| Projected Receiving Touchdowns
The number of receiving TDs that a player is projected to have in his upcoming game.
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| Projected Receiving Targets
The number of passes that a QB is projected to throw at the player in his upcoming game.
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| Projected Receiving Yards
The number of receiving yards that a player is projected to have in his upcoming game.
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| Projected Receptions The number of catches that a player is projected to have in his upcoming game.
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| Projected Rushing Attempts
The number of rushes that a player is projected to have in his upcoming game.
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| Projected Rushing Touchdowns
The number of rushing TDs that a player is projected to have in his upcoming game.
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| Projected Rushing Yards
The number of rushing yards that a player is projected to have in his upcoming game.
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| Salary on Yahoo
A player's expected salary on Yahoo Sports Daily Fantasy. | | |
| Projected Score ID
An ID number assigned to a score, used internally by DFS Hub.
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| 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. | | |
| Projected Playing Surface
This can be grass or turf. | | |
| Projected Team ID #
An internal team identifier used by DFS Hub. | | |
| 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. | | |
| 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. | | |
| 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. | | |
| 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. | | |
| 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. | | |
| 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. | | |
| Consensus odds (moneyline) for the over on Longest Reception
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Longest Rush
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Longest Reception
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Longest Rush
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Total Kicking Points
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Total Passing Attempts
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Interceptions Thrown
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Total Passing Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Total Passing Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Total Receptions
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Total Receiving Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Total Receiving Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Total Rushing Attempts
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Total Rushing Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the over on Total Rushing Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Kicking Points
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Passing Attempts
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Interceptions Thrown
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Passing Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Passing Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Receptions
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Receiving Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Receiving Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Rushing Attempts
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Rushing Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Rushing Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Longest Reception
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Longest Rush
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Longest Reception
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Longest Rush
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Total Kicking Points
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Total Passing Attempts
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Interceptions Thrown
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Total Passing Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Total Passing Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Total Receptions
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Total Receiving Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Total Receiving Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Total Rushing Attempts
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Total Rushing Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus odds (moneyline) for the under on Total Rushing Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Kicking Points
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Passing Attempts
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Interceptions Thrown
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Passing Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Passing Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Receptions
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Receiving Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Receiving Yards
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Rushing Attempts
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Rushing Touchdowns
Prop data is typically updated and available the day before a game. | | |
| Consensus over/under for the player's Total Rushing Yards
Prop data is typically updated and available the day before a game. | | |
| 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).
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| 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. | | |
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| Routes Run (Last 4 Games)
The total number of receiving routes run by the player in his last 4 active games. | | |
| Routes Run (Last 4 Games, Median)
The median number of receiving routes run by the player in his last 4 active games. | | |
| 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. | | |
| 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). | | |
| 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. | | |
| Salary on DraftKings
A player's salary on FanDuel, divided by 1,000. | | |
| Salary on FanDuel
A player's salary on FanDuel, divided by 1,000. | | |
| Slot
Slot refers to the position that a DFS website (DraftKings or FanDuel) allow for the player. | | |
| Share of Team Snaps
This is the median percentage of snaps a player has been involved in over his last 3 active games. | | |
| Share of Team Snaps
This is the median percentage of snaps a player has been involved in over his last 4 active games. | | |
| 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. | | |
| 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).
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| Touchdowns
For quarterbacks...
TD = Passing Touchdowns + Rushing Touchdowns For other positions (RB, WR, TE)...
TD = Receiving Touchdowns + Rushing Touchdowns | | |
| 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. | | |
| Team Name
An abbreviation of the team's name. | | |
| Team Points (Projected)
The expected points the team will score based on the current consensus Vegas point spread.
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| 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. | | |
| 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. | | |
| 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. | | |
| An indicator of whether a team is playing at Home or Away | | |
| 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. | | |
| Weather Forecast
Expected weather for the game. | | |
| 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 | | |