Explorer

Pick a number, set your filters, and share the link: the URL keeps every setting.

Loading every player…

How every number is calculated

Percentiles (0–100) rank him against every player with 500+ minutes that season (379 players in 2025-26), or only against his position group (Guards, Wings, Bigs, from Basketball-Reference's play-by-play position estimate) when “vs position” is on. Tiers: Elite 90+ · Strong 70–89 · Average 40–69 · Below avg 20–39 · Weak 0–19. Roles are simple rules applied in order; the first one that fits wins.

Scoring
How much he scores and how efficiently. Category score = weighted average of the graded metrics' percentiles in that category, re-ranked 0-99 against every qualified player (or every player in his position group when 'vs position' is on). Style numbers (weight 0) are shown but not graded.
PTS/75Scoring volume
Points he scores per 75 possessions he's on the floor (about one full game). How: Basketball-Reference points per 100 possessions × 0.75.
TS%True shooting
Scoring efficiency that counts 3s as worth more and includes free throws. How: PTS ÷ (2 × (FGA + 0.44 × FTA)). Basketball-Reference. Shown, not graded.
rTSEfficiency vs league
True shooting compared with the league average that season, in percentage points. How: Player TS% − league TS% (league = total points ÷ 2 × (FGA + 0.44 × FTA) over every player).
adj Rim FG%Finishing at the rim
How often his shots within 3 feet go in, volume-adjusted. How: (rim makes + 50 × league rim FG%) ÷ (rim attempts + 50). Rim attempts = FGA × share of FGA from 0-3 ft (Basketball-Reference shooting).
Rim rateRim attempts share
Share of his shots taken within 3 feet of the rim. A style number, not graded. How: FGA from 0-3 ft ÷ FGA. Style number, not graded.
FTrGetting to the line
Free-throw attempts per shot attempt. How: FTA ÷ FGA.
Shooting
Three-point and free-throw shooting, adjusted for volume. Category score = weighted average of the graded metrics' percentiles in that category, re-ranked 0-99 against every qualified player (or every player in his position group when 'vs position' is on). Style numbers (weight 0) are shown but not graded.
adj 3P%3-point accuracy
Three-point percentage, pulled toward league average when he takes few threes. How: (3PM + 100 × league 3P%) ÷ (3PA + 100). The raw 3P% shows in the tooltip.
3PA/753-point volume
Threes he takes per 75 possessions. How: Basketball-Reference 3PA per 100 possessions × 0.75.
3PAr3-point rate
Share of his shots that are threes. A style number, not graded. How: 3PA ÷ FGA. Style number, not graded.
Corner%Corner 3 share
Share of his threes taken from the corners (the shortest three). A style number, not graded. How: Corner 3PA ÷ 3PA (Basketball-Reference shooting). Style number, not graded.
adj FT%Free-throw accuracy
Free-throw percentage, volume-adjusted. A strong signal of shooting touch. How: (FTM + 50 × league FT%) ÷ (FTA + 50).
Creation
Creating shots for himself and for teammates. Category score = weighted average of the graded metrics' percentiles in that category, re-ranked 0-99 against every qualified player (or every player in his position group when 'vs position' is on). Style numbers (weight 0) are shown but not graded.
SCE/75Shot creation est.
Baskets he creates per 75 possessions: his own unassisted makes plus the makes he assists. How: (unassisted 2PM + unassisted 3PM + AST) per 100 possessions × 0.75. Unassisted = FGM × (1 − share assisted), Basketball-Reference shooting.
LoadCreation load
How much of the offense runs through him: the average of his usage rate and assist rate. How: (USG% + AST%) ÷ 2.
AST%Playmaking
Share of teammates' baskets he assists while on the floor. How: Basketball-Reference assist percentage.
Unast%Self-created makes
Share of his own made shots that nobody assisted. How: 1 − (assisted FGM ÷ FGM).
TOV%Ball security
Turnovers per 100 plays he uses. Lower is better, so the bar is flipped. How: Basketball-Reference turnover percentage: TOV ÷ (FGA + 0.44 × FTA + TOV). Lower is better.
Box-score D
Defense measured from the box score: steals, DBPM, defensive win shares and rating (no tracking or matchup data). Category score = weighted average of the graded metrics' percentiles in that category, re-ranked 0-99 against every qualified player (or every player in his position group when 'vs position' is on). Style numbers (weight 0) are shown but not graded.
STL%Steals
Share of opponent possessions that end with his steal while he's on the floor. How: Basketball-Reference steal percentage.
DBPMDefensive box +/-
The defensive half of box plus/minus. The box score misses a lot of defense, so treat it as rough. How: Basketball-Reference DBPM (points per 100 possessions vs an average player).
DWS/48Defensive win shares
Defensive win shares per 48 minutes. Leans heavily on team defense. How: Basketball-Reference DWS × 48 ÷ MP.
DRtgDefensive rating
Points allowed per 100 possessions, Dean Oliver's individual estimate. Lower is better. How: Basketball-Reference individual defensive rating. Lower is better.
Rim & glass
Rim protection, shot blocking and rebounding. Category score = weighted average of the graded metrics' percentiles in that category, re-ranked 0-99 against every qualified player (or every player in his position group when 'vs position' is on). Style numbers (weight 0) are shown but not graded.
Rim pts saved/100Rim protection
How many points a defender saves at the rim per 100 opponent possessions, from fewer shots at the rim and fewer makes on the ones that are taken. 0 is league average, +2 is elite, +4 is historic. How: Spreadsheet Sports Rim Protection: lineup-adjusted (ridge regression on every 10-man unit, with a block-rate prior), 2024-25 + 2025-26 pooled. Deterrence × (1.31 − 1.00) + FG% saved × 25.5 rim attempts per 100. Needs 1,000+ minutes over the two seasons.
Rim shots deterred/100Rim deterrence
How many fewer shots opponents take at the rim (inside 4 feet) per 100 possessions when he is on defense, adjusted for all nine other players on the floor. How: Lineup-adjusted ridge regression on rim attempts per 100 possessions, 2024-25 + 2025-26 pooled (Spreadsheet Sports Rim Protection).
Rim FG% ppRim FG% saved
How many percentage points lower opponents shoot at the rim with him on defense, adjusted for teammates and opponents. How: Lineup-adjusted ridge regression on opponent rim FG%, shrunk toward his block rate, 2024-25 + 2025-26 pooled (Spreadsheet Sports Rim Protection).
BLK%Shot blocking
Share of opponent two-point attempts he blocks while on the floor. This is shot blocking, not full rim protection. How: Basketball-Reference block percentage.
DRB%Defensive rebounding
Share of available defensive rebounds he grabs. How: Basketball-Reference defensive rebound percentage.
ORB%Offensive rebounding
Share of available offensive rebounds he grabs. How: Basketball-Reference offensive rebound percentage.
Impact
All-in-one impact: how much better his team is with him. Category score = weighted average of the graded metrics' percentiles in that category, re-ranked 0-99 against every qualified player (or every player in his position group when 'vs position' is on). Style numbers (weight 0) are shown but not graded.
BPMBox plus/minus
Points per 100 possessions he adds compared with an average player, estimated from the box score. How: Basketball-Reference BPM 2.0.
On/offOn/off net
How many points per 100 possessions better his team was with him on the court than off it. Noisy. How: Team net rating on court − off court (Basketball-Reference play-by-play).
WS/48Win shares per 48
Wins he produced per 48 minutes. How: Basketball-Reference WS/48.
VORPValue over replacement
BPM turned into a season total, so it rewards playing lots of minutes. Shown, not graded. How: Basketball-Reference VORP. Shown, not graded.
Offensive roles
  • Primary Creator AST% ≥ 28 and USG% ≥ 20: runs the offense and sets up teammates.
  • Go-To Scorer USG% ≥ 28 (and not a Primary Creator): the offense's first scoring option.
  • Secondary Handler AST% ≥ 18 and USG% ≥ 18: a second ball handler who can run some offense.
  • Connector AST% ≥ 20 with USG% under 18: a low-usage passer who keeps the ball moving.
  • Interior Scorer Big (position estimate ≥ 3.6), USG% ≥ 21 and 3PAr < .25: scores inside on volume.
  • Rim Runner Rim rate ≥ 45% and 3PAr < .15: finishes lobs, rolls and putbacks.
  • Stretch Big Big (position estimate ≥ 4.0) and 3PAr ≥ .30: a big who spaces the floor.
  • Spot-Up Shooter 3PAr ≥ .45 and at least 80% of his made threes assisted: catch-and-shoot spacing.
  • Slasher Guard or wing (position estimate < 3.6), rim rate ≥ 30% and USG% ≥ 18: attacks the basket off the dribble or cuts.
  • Play Finisher Everyone else: plays off the ball and finishes what others create.
Defensive roles
  • Rim Protector Rim protection ≥ +1.5 points saved per 100 (about the top 40 in the league); BLK% ≥ 4.5 if he lacks the minutes for a rim number.
  • Rebounder Big (position estimate ≥ 3.6) with DRB% ≥ 24: ends possessions on the glass.
  • Versatile Defender STL% ≥ 1.5, BLK% ≥ 1.8 and DBPM ≥ 0.5: defends in space and at the rim.
  • Ball Hawk STL% ≥ 2.3: forces turnovers at the point of attack and in passing lanes.
  • Rebounder Wing or big (position estimate ≥ 2.4) with DRB% ≥ 22.
  • Big Helper Big (position estimate ≥ 3.6) who doesn't meet the bars above.
  • Perimeter Helper Everyone else: a team defender on the perimeter.