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Glossary

What every stat on Bracket Hero means. The same definitions appear when you hover or tap the ⓘ beside a stat.

Efficiency and strength

Per-possession numbers take pace out of the picture, so a fast team and a slow team can be compared fairly.

Offensive efficiencyAdjO
Points scored per 100 possessions, adjusted for the strength of the defenses faced. Higher is better. Higher is better.
Defensive efficiencyAdjD
Points allowed per 100 possessions, adjusted for the strength of the offenses faced. Lower is better. Lower is better.
Efficiency marginAdjEM
Offensive efficiency minus defensive efficiency: how many points per 100 possessions a team is better than an average Division I team. The best single measure of team strength. Higher is better.
PaceTempo
Possessions per 40 minutes. A style, not a strength: fast and slow teams both win. A style: neither higher nor lower is better.
Points per gamePPG
Points scored per game. Fast-paced teams score more, so efficiency is a fairer comparison. Higher is better.
Strength of scheduleSOS
How good a team's opponents have been on average, in points per 100 possessions above an average team. Higher means a tougher schedule. Higher is better.

Shooting

How often a team's shots go in, and which shots it takes.

Field goal %FG%
Share of all shots, twos and threes, that go in. Higher is better.
Three-point %3P%
Share of three-point attempts that go in. Higher is better.
Three-point rate3PA rate
Share of a team's shots that are threes: how much it relies on the three. A style, not a strength. A style: neither higher nor lower is better.
Free throw %FT%
Share of free throws made. Matters most late in close games. Higher is better.
Free throw attemptsFTA/g
Free throws attempted per game: how often a team gets to the line. Higher is better.

Rebounding and ball control

Extra possessions won and possessions wasted.

Rebounds per gameREB
Total rebounds per game, offensive and defensive. Higher is better.
Offensive rebound %ORB%
Share of its own missed shots a team rebounds. More second chances. Higher is better.
Defensive rebound %DRB%
Share of opponents' missed shots a team rebounds, ending their possession. Higher is better.
Assists per gameAST
Baskets set up by a pass, per game. Higher is better.
Turnovers per gameTOV
Possessions lost to turnovers per game. Lower is better. Lower is better.
Turnover rateTOV%
Share of possessions that end in a turnover. Lower is better. Lower is better.

Defense

What opponents manage against the team.

Points allowedOpp PPG
Points opponents score per game. Lower is better; slow-paced teams allow fewer. Lower is better.
Steals per gameSTL
Steals per game: turnovers the defense takes by force. Higher is better.
Blocks per gameBLK
Shots blocked per game. Higher is better.
Opponent FG %Opp FG%
Share of opponents' shots that go in. Lower is better. Lower is better.
Opponent 3P %Opp 3P%
Share of opponents' three-point attempts that go in. Lower is better. Lower is better.

Roster

Who's on the floor, built from player minutes.

Average heightHeight
Average height of the players, weighted by minutes played. Higher is better.
Program experienceExp
Average years players have spent in the program, weighted by minutes played. Higher is better.
Bench pointsBench
Points per game from players who came off the bench. Higher is better.

Bracket and model terms

Percentile
Where a team ranks against the comparison group, 0 to 100. The 80th percentile is better than 80% of teams. On defense and turnovers, where lower raw numbers are better, 100th is still best.
Power ranking
Bracket Hero's order of all Division I teams by efficiency margin from our own model, refit every day from game results. Arrows mark teams that moved 3 or more places in a week.
Projected field
Our guess at the 68-team bracket if the season ended today, from the model's ratings and each conference's likely automatic bid. The real field is set by the selection committee on Selection Sunday.
Seed
A team's line in its region, 1 (strongest) to 16. Four teams share each seed line, one per region.
First Four
Four play-in games before the Round of 64: two between the last at-large teams and two between the lowest-rated automatic qualifiers.
Model win probability
How often the model expects a team to win a given game, from both teams' ratings and where the game is played. A 70% favorite still loses about three games in ten.
Upset
A win by the team with the worse seed. In the upset history, an underdog is a team at least three seed lines worse.
Simulation
Playing the whole tournament out thousands of times with the model's game odds, to see how often each team reaches each round.
Credits
What full simulator runs and premium tools cost. Every account starts with free credits; packs and the Bracket Pass add more. See Pricing.