Bennedict Mathurin
Scouting summaryBest at scoring (75); box-score defense is the weak spot (14).
Scouting summaryBest at scoring (69); box-score defense is the weak spot (13).
What he's good at
Scoring75Strong
How much he scores and how efficiently.
Shooting39Below avg
Three-point and free-throw shooting, adjusted for volume.
Creation55Average
Creating shots for himself and for teammates.
Box-score D14Weak
Defense measured from the box score: steals, DBPM, defensive win shares and rating (no tracking or matchup data).
On/off defense isn't in our data yet: Basketball-Reference's play-by-play summary only splits net rating. Box-score defense misses a lot, so read this card as a rough guide.
Box-score D leadersRim & glass51Average
Rim protection, shot blocking and rebounding.
With him on defense, opponents take 0.9 more rim shots per 100 possessions and shoot 0.3 percentage points worse at the rim. Net: −0.1 points saved per 100.
Lineup-adjusted, backtested vs blocks: how rim protection works
Rim & glass leadersImpact22Below avg
All-in-one impact: how much better his team is with him.
Scoring69Average
How much he scores and how efficiently.
Shooting42Average
Three-point and free-throw shooting, adjusted for volume.
Creation44Average
Creating shots for himself and for teammates.
Box-score D13Weak
Defense measured from the box score: steals, DBPM, defensive win shares and rating (no tracking or matchup data).
On/off defense isn't in our data yet: Basketball-Reference's play-by-play summary only splits net rating. Box-score defense misses a lot, so read this card as a rough guide.
Box-score D leadersRim & glass55Average
Rim protection, shot blocking and rebounding.
With him on defense, opponents take 0.9 more rim shots per 100 possessions and shoot 0.3 percentage points worse at the rim. Net: −0.1 points saved per 100.
Lineup-adjusted, backtested vs blocks: how rim protection works
Rim & glass leadersImpact24Below avg
All-in-one impact: how much better his team is with him.
Scores are 0–99 percentiles. Tap a row to see the numbers behind it. How every number is calculated
Bennedict Mathurin's stats
Hover, focus or tap a column name to see what it means. Percentages shown as 47.6 = 47.6%.
What do these stats mean?
- GGames
- Games played in the regular season. A full season is 82. Players need 65 to qualify for MVP and All-NBA.
- GSGames started
- Games he was in the starting lineup. Close to G means a full-time starter.
- MINMinutes per game
- Average minutes on the court per game. 30+ is a heavy starter's load. Under 20 is a bench role.
- PTSPoints per game
- Points scored per game. 20+ is a top scorer: 47 of 379 rotation players got there in 2025-26.
- REBRebounds per game
- Offensive plus defensive rebounds per game. 10+ is elite: only 13 rotation players averaged it in 2025-26.
- ASTAssists per game
- Passes that lead directly to a made basket, per game. 7+ is lead-playmaker territory: 14 players in 2025-26.
- STLSteals per game
- Times per game he takes the ball from the other team. 1.5+ is among the league leaders (20 players in 2025-26).
- BLKBlocks per game
- Opponent shots he blocks per game. 1.5+ is a real rim protector (17 players in 2025-26).
- TOVTurnovers per game
- Times per game he loses the ball to the other team. Lower is better, but stars who run the offense often average 3+.
- FG%Field-goal percentage
- Share of his shots that go in (2s and 3s). Depends on shot type: bigs near the rim often shoot 55%+, guards around 45%.
- 3P%Three-point percentage
- Share of his three-point attempts that go in. League average was 36.0% in 2025-26. 38%+ on real volume is very good.
- FT%Free-throw percentage
- Share of his free throws that go in. 80% is solid, 90% is elite.
- MPMinutes played
- Total minutes on the court that season. 2,000+ is a full-time starter. Percentiles use players with 500+.
- BPMBox plus/minus
- Points per 100 possessions he adds compared with an average player, estimated from the box score. 0 = average, −2 ≈ replacement level, +4.3 = the typical 2025-26 All-Star, +8 = MVP level.
- VORPValue over replacement player
- BPM turned into a season total, so it rewards playing a lot of minutes. 1 ≈ solid rotation player, 2+ ≈ good starter, 3.5 = the typical 2025-26 All-Star.
- WSWin shares
- An estimate of how many team wins he produced, offense plus defense. 8.0 = the typical 2025-26 All-Star. 12+ is MVP level.
- WS/48Win shares per 48 minutes
- Win shares per full game of playing time. League average is about .100. .200+ is elite.
- TS%True shooting percentage
- Scoring efficiency that counts 3s as worth more and includes free throws. League average was 58.2% in 2025-26. 62%+ is excellent, under 54% is inefficient.
- USG%Usage rate
- Share of his team's plays he finishes with a shot, free throws or a turnover while he's on the floor. The median rotation player is about 19%. Go-to stars are 28%+.
- On/offOn/off net rating
- How many points per 100 possessions better his team was with him on the court than off it. Noisy: it also depends on teammates and backups. ±5 or more is a big swing.
Stats via Basketball-Reference, last three regular seasons (traded players: combined line). On/off from Basketball-Reference play-by-play.
Awards
No major awards yet.
- All-Rookie 1st team 2023
- ROY 4th in 2023
Years are the season's end year (2024 = the 2023-24 season). Awards and voting since 1980 via Basketball-Reference; All-Star selections via Wikipedia's list of NBA All-Stars.
Plays like
Closest matches on the six category scores plus style (rim rate, 3-point rate, creation load, assist rate), same season.
Plays like
Closest matches on the six category scores plus style (rim rate, 3-point rate, creation load, assist rate), same season.
Bennedict Mathurin MVP odds 2026-27
The Spreadsheet Sports MVP model gives Bennedict Mathurin a <0.1% chance to win the 2027 MVP, 113th of 123 projected starters. See why, factor by factor
2026-27 projection: 16.7 points, 5.2 rebounds, 2.1 assists, -2.2 BPM, about 62 games.
From the channel · ModelI Removed the 3-Point Line from NBA History
Where these numbers come from
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.