Overall player impact combining box score production, plus-minus impact, and two-way contribution. The single best measure of total value.
Higher = more impactful player. 90+ is elite, 70+ is starter-quality, 50+ is rotation player. Scale 0-100.
Measures primary scorer/leader traits: high usage combined with on-court impact. Identifies players who can be the focal point of an offense.
High Alpha = can be "the guy" in crunch time. Low Alpha = better as complementary piece. Scale 0-100.
Balance between offensive and defensive impact. Rewards players who contribute meaningfully on both ends rather than being one-dimensional.
High Two-Way = complete player. Low = specialist (either offense or defense focused). Scale 0-100.
How unique is this player's skill combination? Measures statistical rarity compared to peers at the same position.
High = rare skill set (hard to replace). Low = replaceable skillset. Scale 0-100.
Offensive engine capability: playmaking, usage, and pace impact combined. Identifies players who drive the offense.
High = can run an offense. Low = plays off others. Scale 0-100.
Offensive Daily Plus-Minus. Points per 100 possessions the team scores better with this player on court (vs replacement).
+3.0 is elite offense. +0.0 is average. Negative = hurts the offense. Scale -10 to +10.
Defensive Daily Plus-Minus. Points per 100 possessions the team allows fewer with this player on court.
+2.0 is elite defense. +0.0 is average. Negative = defensive liability. Scale -10 to +10.
Combined offensive and defensive plus-minus. Net point differential per 100 possessions with player on court.
+5.0 is MVP-level. +2.0 is All-Star. +0.0 is average. Negative = net negative. Scale -10 to +10.
See also Daily Plus-Minus
Regularized Adjusted Plus-Minus. Team point differential when player is on court vs off, adjusted for teammates and opponents.
The gold standard for "real impact." Captures things box scores miss. Scale -10 to +10.
See also Regularized Adjusted Plus-Minus
How this player affects game tempo. Positive = games are faster, negative = games are slower.
Not good or bad—just style. Some players naturally speed up or slow down the game. Scale -1 to +1.
See also Pace
Hidden impact not captured by box scores. Calculated as On/Off impact minus Box score contribution. Shows "intangible" value.
High = does things that don't show up in stats (screens, gravity, communication). Low/negative = box stats overstate impact. Scale -5 to +5.
How much does the team improve when this player is on court? Pure on/off differential.
High = teammates play better around them. Low = may be stat-padding in bad lineups. Scale -15 to +15.
Offensive attention this player commands. Draws defenders and creates space for teammates.
High = defense collapses on them (creates open shots for others). Low = can be ignored. Scale 0-100.
Anchors the defense. Combines on-court defensive impact with rim protection activity.
High = defense is built around them. Low = needs help defensively. Scale 0-100.
How this player affects game pace. Positive = games are faster when they play. Negative = games slow down.
Not good or bad—just style. Fast = transition-heavy. Slow = half-court focused. Scale -1 to +1.
Offensive pace impact. Positive = pushes the ball, plays fast. Negative = slows down, runs half-court sets.
High = transition player. Negative = methodical, deliberate offensive player. Scale -1 to +1.
Ability to slow down opposing offenses. Forces opponents into half-court sets.
High = slows opponents down. Not inherently good or bad—depends on team style. Scale -1 to +1.
Offensive pace style. Positive = plays fast, pushes tempo. Negative = methodical, half-court player.
Not good or bad—just style. Fast suits some systems, slow suits others. Scale -5 to +5.
Transition offense effectiveness. Combines points per possession in transition with frequency.
High = lethal in the open court. Low = half-court player. Scale 0-100.
How much of the offense goes through this player. Combines usage rate, shot attempts, and minutes.
High = primary option. Low = role player/specialist. Scale 0-100.
True shooting percentage relative to league average. How efficiently they score compared to peers.
+5 is very efficient. 0 is average. Negative = below-average efficiency. Scale -20 to +20.
Ability to attack and finish at the rim. Combines rim attempt rate with finish percentage.
High = constant paint threat. Low = perimeter-oriented or finesse player. Scale 0-100.
Three-point threat level. Combines 3PT volume with efficiency to measure spacing value.
High = must be guarded at the 3PT line. Low = defenders can sag off. Scale 0-100.
Total rebounding per 100 possessions. Weighted 2x for offensive rebounds (harder to get).
High = dominant rebounder. Controls the glass on both ends. Scale 0-20.
Steals + blocks per 100 possessions. Combined defensive playmaking.
High = creates turnovers and blocks shots. Active defensive presence. Scale 0-8.
Steal rate per 100 possessions. Ability to read passing lanes and create turnovers.
High = disruptive, forces bad passes. Elite anticipation. Scale 0-5.
Block rate per 100 possessions. Rim protection and shot-altering ability.
High = changes shots at the rim. Opponents think twice about attacking. Scale 0-5.
Pure passing ability. Assist percentage adjusted for turnover tendency.
High = elite passer, creates for others. Low = scorer or off-ball player. Scale 0-50.
Turnover rate adjusted for usage. How often possessions end in turnovers relative to their offensive load.
High = careless with the ball. Low = protects the rock. Scale 0-100.
Free throw drawing ability. Combines free throw rate with attempts per 100 possessions.
High = gets to the line often (valuable in close games). Low = avoids contact. Scale 0-100.
Midrange shooting prowess. Two-point percentage excluding rim attempts.
High = reliable midrange scorer. Valuable in playoffs when 3s aren't falling. Scale 0-100.
Average of the last 7 snapshot days minus the season-to-date average of the same daily ratings. Positive = playing above their norm recently.
High positive = hot streak. Negative = cold streak or returning from injury. A dash means fewer than 7 snapshot days -- too thin to call. Scale -5 to +5.
Currently on a hot streak: the last 7 snapshot days average more than 1.5 rating points above the season-to-date average.
True = ride the hot hand. False = normal/cold performance. Scale Yes/No.
Performance Trajectory
TrajectorySeason-to-date direction: change in daily rating from first snapshot day to latest, divided by the number of snapshot days. Positive = improving.
Positive = trending up (breakout candidate). Negative = slumping. Scale -10 to +10.
Game-to-Game Variance
VarianceHow much performance fluctuates game-to-game. Standard deviation of daily ratings.
High = inconsistent (might dominate or disappear). Low = reliable every night. Scale 0-100.
Opposite of variance. How reliable is performance night-to-night?
High = you know what you're getting. Low = volatile performer. Scale 0-100.
Highest single-game performance vs season average. Shows ceiling potential.
High = has shown dominant upside. Low = limited ceiling. Scale 0-10.
See also Peak
Worst game performance below season average. Shows how bad they can be.
High = significant dropoffs possible. Low = doesn't have terrible games. Scale 0-10.
See also Floor and Ceiling
Overall scoring ability. Points per 100 possessions adjusted for true shooting efficiency.
High = elite scorer. Combines volume with efficiency. Scale 0-100.
Ability to create shots for self and others. Combines assists with unassisted scoring.
High = can generate offense from nothing. Low = needs plays run for them. Scale 0-100.
Can score from all three zones: rim, midrange, and 3-point. Average efficiency across all areas.
High = unguardable, can score from anywhere. Low = predictable, has weak spots. Scale 0-70%.
Finishing ability at the rim. Combines rim FG% with rim attempt volume.
High = automatic at the rim. Low = struggles in traffic. Scale 0-100.
Three-point shooting prowess. 3PT% weighted by volume attempted.
High = elite shooter, stretches the floor. Low = can be left open. Scale 0-100.
How much offensive burden this player carries. Usage rate times minutes played.
High = heavy workload (primary option). Low = limited role. Scale 0-100.
Rim protection ability. Block rate combined with defensive impact at the rim.
High = paint presence, deters drives. Low = can be attacked inside. Scale 0-100.
Perimeter defensive disruption. Steal rate combined with defensive impact rating.
High = harasses ball handlers, creates turnovers. Low = can be exploited on the perimeter. Scale 0-100.
Point of Attack Defense
POAPoint-of-attack defense. Ability to defend primary ball handlers one-on-one.
High = can guard stars. Low = needs help on ball handlers. Scale 0-100.
Pure rim protection. Block rate and defensive impact at the basket.
High = opponents avoid the paint. Low = rim is exposed. Scale 0-100.
Percentage of possessions ending without opponent scoring when defending. Steals + blocks + forced misses.
High = ends possessions on defense. Low = opponents score efficiently. Scale 0-10%.
Contested shots per 36 minutes. Measures defensive activity and effort.
High = active, contests everything. Low = lazy or poor positioning. Scale 0-15.
Possession Maximizer
PossMaxNet possessions created per 75 possessions. Steals + offensive rebounds + drawn fouls - turnovers.
Positive = creates extra possessions. Negative = loses possessions for the team. Scale -2 to +3.
Turnover cost of shot creation. Turnovers per assist and unassisted field goal.
Low = efficient creator (few mistakes). High = turnover-prone creator. Scale 0-1.
Inverse of Creation Tax. How many shots created (assists + unassisted FGM) per turnover.
High = creates offense without mistakes. Low = careless with the ball. Scale 0-10.
Turnover rate adjusted for offensive burden. Accounts for high-usage players naturally having more turnovers.
High = careless relative to their role. Low = handles responsibility well. Scale 0-30.
How much of the offensive load this player carries. Usage times minutes.
High = primary option, heavy workload. Low = role player. Scale 0-15.
Estimated wins contributed above replacement level. Based on RAPM and minutes played.
10+ is All-Star level. 5+ is quality starter. 0 is replacement level. Scale -5 to +15.
Value Over Replacement
VORPTotal value above a replacement-level player. Cumulative impact measure.
5+ is star level. 2+ is solid starter. 0 is replacement level. Scale -5 to +10.
Ben Taylor's creation metric. Measures shot creation combining assists, scoring, and turnover avoidance.
8+ is elite creator. 5+ is quality playmaker. Under 3 is off-ball player. Scale 0-15.
Estimated market value based on impact and age. Combines Crown score with contract value factors.
High = worth a max contract. Low = minimum-level value. Scale 0-200.
See also Master Value
Ceiling Projection
CeilingProjected peak performance. Based on best 7-day stretch with age adjustment.
High = high upside (development candidate). Low = what you see is what you get. Scale 0-150.
See also Floor and Ceiling
Estimated wins, the EPM (Estimated Plus-Minus) wins figure. Similar to Win Shares.
Higher = more valuable player. Scale 0-20.
Box score estimate of plus-minus. Points per 100 possessions better than average.
+5 is elite. +2 is very good. 0 is average. Negative = below average. Scale -10 to +15.
Player Efficiency Rating
PERPer-minute rating that summarizes all box score contributions. League average is 15.
25+ is elite. 20+ is All-Star. 15 is average. Under 12 is poor. Scale 0-35.
Assist-to-Turnover Ratio
AST/TOAssists divided by turnovers. Pure ball security measure for playmakers.
3+ is elite. 2+ is good. Under 1.5 is turnover-prone. Scale 0-5.
Points scored per true shot attempt (FGA + 0.44*FTA). Pure scoring efficiency.
1.2+ is efficient. 1.0 is average. Under 1.0 is inefficient. Scale 0-2.
Points per possession on isolation plays. How efficiently they score 1-on-1.
1.0+ is elite. 0.85-1.0 is good. Under 0.85 = should not be isolating. Scale 0-2.
Pick & Roll Ball Handler PPP
P&R BHPoints per possession as pick & roll ball handler. Core skill for modern guards.
1.0+ is elite. The best guards dominate in P&R. Scale 0-2.
Points per possession as roll man in pick & roll. How well they finish after screening.
1.3+ is elite. Key skill for modern bigs. Scale 0-2.
Points per possession on catch-and-shoot opportunities. Spot-up shooting efficiency.
1.1+ is elite. Must be respected as a shooter. Scale 0-2.
Points per possession on post-up plays. Back-to-basket scoring efficiency.
1.0+ is elite. Rare skill in modern NBA. Scale 0-2.
Points per possession on cuts to the basket. Off-ball movement efficiency.
1.3+ is elite (easy baskets). Good cutters are valuable role players. Scale 0-2.
Points per possession in transition. Fast break scoring efficiency.
1.2+ is elite. Transition is the most efficient offense. Scale 0-2.
How often this player touches the ball. Measures offensive involvement.
High = focal point of offense. Low = off-ball player. Scale 0-100.
Points Per Touch
Pts/TouchPoints generated per touch. How efficiently they use possessions.
Higher = more productive with the ball. Quality over quantity. Scale 0-0.5.
How often this player attacks the basket off the dribble.
High = constant paint threat. Low = perimeter-oriented. Scale 0-20.
Field goal percentage on drives to the basket.
50%+ is efficient. Shows ability to finish through contact. Scale 0-100%.
Three-point percentage on catch-and-shoot attempts. Pure shooting ability.
40%+ is elite. Shows value as a floor spacer. Scale 0-100%.
Three-point percentage on pull-up jumpers. Shot creation off the dribble.
37%+ is elite. Rare and valuable skill. Scale 0-100%.
Deflections Per Game
DeflectPasses deflected per game. Active hands and defensive awareness.
3+ is elite. Shows defensive engagement. Scale 0-10.
Points generated from screen assists. Value as a screener.
High = quality screen setter. Important role player skill. Scale 0-100.
Box outs per 100 possessions. Effort and positioning for rebounds.
High = fights for position. Low = watches the ball. Scale 0-10.
Loose Balls Recovered
LooseLoose balls recovered per game. Hustle and effort metric.
High = dives for every ball. Shows motor. Scale 0-5.
Hustle stats combined: deflections, loose balls, charges, screen assists per 36 minutes.
High = does the little things. "Glue guy" indicator. Scale 0-15.
Total EPM impact weighted by playing time. Combines offensive and defensive EPM with games played and minutes.
+5 is elite. +2 is very good. 0 is average. Measures overall value considering playing time. Scale -10 to +15.
Offensive EPM weighted by usage rate. High usage + high offensive EPM = elite offensive player.
+10 is elite scorer/creator. +5 is very good. Shows offensive value adjusted for role. Scale -10 to +15.
Defensive EPM weighted by defensive activity (blocks + steals). Active defenders get more credit.
+3 is elite defender. +1 is above average. Rewards impactful defensive contributors. Scale -10 to +10.
Net possessions created per 75 possessions. Counts steals (weighted by type), offensive rebounds, foul drawing value, minus turnover cost (live ball turnovers cost more than dead ball).
+1.5 is elite possession creator. Negative = gives away more than creates. Best players hover around +2. Scale -5 to +5.
See also Possession
Weighted turnover cost. Live ball turnovers (bad passes, lost dribbles in open court) cost 1.25× more than dead ball turnovers because they lead to fastbreaks.
Lower is better. Under 2.0 is excellent ball security. Over 3.5 is problematic. Scale 0-5.
Net possession advantage. How many more possessions a player creates than they cost the team.
Positive = net positive. +2 means creates 2 more possessions than loses per 75. Scale -5 to +5.
True defensive stops per 100 possessions. Includes steals, blocks (weighted by whether team retained possession), charges drawn, and deflections (partial credit).
4+ is elite disruptor. Accounts for block recovery - a block that goes out of bounds is only ~40% as valuable as one your team recovers. Scale 0-10.
Percentage of steals from anticipation (intercepting passes) vs activity (stripping the ball handler). High = reading the game. Low = gambling/activity.
70%+ indicates elite anticipation. 40% or below is mostly strip steals which can lead to fouls. Scale 0-100%.
Points above expected per 75 possessions based on shot quality. Compares actual eFG% vs expected eFG% from shot context (difficulty, defense, location) and multiplies by volume.
+2 means adding 2 points per 75 above what an average shooter would score on those shots. Elite shooters: +3 or higher. Scale -5 to +5.
Shot making skill: actual eFG% minus expected eFG% based on shot quality. Positive means beating expectations.
+5 is elite shot maker. 0 means shooting as expected. -5 means significantly underperforming shot quality. Scale -10 to +10.
Average points created per assist based on destination. Rim assists = 1.24 pts (62% make rate × 2). 3PT assists = 1.08 pts. Midrange = 0.80 pts.
1.15+ means creating mostly high-value looks (lobs, 3s). Below 1.0 means mostly midrange assists. Scale 0.8-1.3.
Percentage of assists that go to rim attempts (highest value assists). Lob throwers and drive-and-kick players have high values.
40%+ is elite at creating rim looks. Shows ability to collapse defenses. Scale 0-100%.
Percentage of assists on 3-point attempts. High for playmakers who create from the perimeter.
50%+ means primarily creating 3PT looks. Shows spacing creation ability. Scale 0-100%.
Expected points from foul drawing per game. 2PT fouls = 1.70 pts (2 FTs × 85%). 3PT fouls = 2.55 pts. And-1s = 0.85 pts (1 FT).
4+ is elite at getting to the line. Shows ability to create contact and finish through it. Scale 0-10.
And-1 trips per 100 rim attempts. Shows ability to finish through contact at the rim.
10+ is elite at finishing through fouls. Giannis/Embiid territory. Scale 0-20.
Total value from drives: direct scoring points + kickout creation value (passes × conversion rate × point value).
8+ is elite driver who scores AND creates. Combines finishing with playmaking. Scale 0-15.
Penetration Gravity
PenGravGravity created from drives. Combines drive volume with pass rate to measure how much attention defenses must pay.
60+ means defense collapses consistently. Creates open looks for teammates. Scale 0-100.
Performance on late shot clock situations (<4 seconds). Volume × efficiency on these difficult possessions.
20+ shows clutch shot-making ability when play breaks down. Who you want with the ball at end of shot clock. Scale 0-50.
Putback scoring value: direct putback points + self-offensive rebound value (getting your own misses).
3+ is elite second-chance scorer. Shows motor and positioning. Scale 0-10.
Assists on 3-point shots.
Shows ability to create open 3PT looks. Scale 0-100%.
Field goal percentage on shots where the closest defender is 4+ feet away. Measures pure shooting ability without defensive pressure.
50%+ is elite. Below 40% suggests shooting mechanics issues even when open. Scale 0-100%.
Field goal percentage on shots with a defender within 2-4 feet. Shows ability to convert contested shots.
45%+ is elite shot-making. Below 35% = struggles vs tight defense. Scale 0-100%.
Percentage of shots taken with the defender 6+ feet away. Indicates ability to get clean looks.
Higher = better at finding open shots or teammates create space for them. Scale 0-100%.
Percentage of shots taken with a defender within 2-4 feet. Shows shot selection difficulty.
High = takes tough shots (good if efficient, bad if not). Low = patient shot selection. Scale 0-100%.
Three-point percentage on open shots (defender 4+ feet away). True measure of 3-point shooting ability.
40%+ is elite. Below 33% = unreliable even when open. Scale 0-100%.
Three-point percentage on contested shots (defender 2-4 feet). Tests shot-making under pressure.
35%+ is very good contested shooting. Below 28% = struggles vs closeouts. Scale 0-100%.
Percentage of 3-point attempts from 28+ feet (beyond normal NBA 3-point range).
High = logo-range threat like Curry/Dame. Creates extra floor spacing. Scale 0-100%.
Three-point percentage on attempts from 28+ feet. True deep-range shooting ability.
35%+ is elite deep range. Only a few players can sustain this. Scale 0-100%.
Composite score measuring average defender distance on shot attempts. Higher = consistently gets open looks.
High = great at finding space or teammates create for them. Low = takes contested shots. Scale 0-100.
Average difficulty of shots attempted based on defender distance, shot type, and location.
Higher = takes harder shots (valuable if efficient). Lower = easier shot diet. Scale 0-100.
Contested Mastery
ContMastEfficiency on contested shots relative to expected. Positive = beats expectations on tough shots.
+5% is elite shot-maker. Negative = should avoid contested shots. Scale -20 to +20%.
Three-point percentage from corner spots (left and right). The most efficient 3-point shot location.
42%+ is elite corner shooting. Below 35% = avoid corner spots. Scale 0-100%.
Percentage of 3-point attempts from corners. Shows shot diet and offensive scheme fit.
High = 3&D role, stationed in corners. Low = more above-break or off-dribble 3s. Scale 0-100%.
Three-point percentage from above the break (top of key, wings). Longer distance than corners.
38%+ is strong above-break shooting. Below 33% = below average. Scale 0-100%.
Percentage of 3-point attempts from above the break. Most common 3-point location.
High = takes 3s from anywhere. Low = corner specialist or non-shooter. Scale 0-100%.
Field goal percentage on shots in the painted area (excluding rim). Includes floaters and short shots.
50%+ is excellent. Below 40% = struggles in the paint. Scale 0-100%.
Percentage of shots taken from the paint (non-rim). Shows shot diet in the mid-paint area.
High = floater game or post moves. Low = rim or perimeter focused. Scale 0-100%.
Field goal percentage on mid-range shots (outside paint, inside 3-point line).
45%+ is strong midrange game (rare skill). Below 38% = avoid midrange. Scale 0-100%.
Percentage of shots from mid-range. Traditional but less efficient shot zone.
High = old-school game. Low = modern rim-or-3 shot diet. Scale 0-100%.
How evenly distributed shots are across zones. Higher = versatile shooter from anywhere.
High = multi-level scorer. Low = one-dimensional (rim only or perimeter only). Scale 0-100.
Corner 3P% minus Above-Break 3P%. How much better from corners vs above the break.
Positive = corner specialist. Negative = prefers above-break or equal from both. Scale -20 to +20%.
Field goal percentage when guarded by guards (PG/SG). Shows post-up or size advantage.
High = exploits smaller defenders. Low = struggles vs quick guards. Scale 0-100%.
Field goal percentage when guarded by wings (SF). Most common matchup type.
This is baseline efficiency. Compare to vs Guards and vs Bigs. Scale 0-100%.
Field goal percentage when guarded by bigs (PF/C). Shows ability to handle length.
High = can score over size. Low = bothered by length/rim protection. Scale 0-100%.
Field goal percentage when guarded by top-25 defenders. Tests against the best.
High = performs vs elite D. Low = gets clamped by top defenders. Scale 0-100%.
Elite Def Penalty
ElitePenFG% drop when guarded by elite defenders vs average defenders. Lower = more consistent.
Below -5% = significantly worse vs elite D. Near 0% = immune to defensive quality. Scale -30 to +10%.
How consistent FG% is regardless of defender type. Higher = adaptable scorer.
High = scores on anyone. Low = matchup-dependent (exploits certain types). Scale 0-100.
Opponent FG% when defending guards. Lower = better perimeter defense.
Below 42% is strong. Above 48% = struggles defending guards. Scale 0-100%.
Opponent FG% when defending wings. Most common defensive assignment.
Below 44% is solid wing defense. Compare to Guards and Bigs. Scale 0-100%.
Opponent FG% when defending bigs. Shows interior/post defense ability.
Below 50% is strong. Above 55% = gets backed down by bigs. Scale 0-100%.
How well a player defends all position types. Higher = can switch 1-5.
High = modern switchable defender. Low = positional specialist. Scale 0-100.
Def vs Elite Off FG%
DvElite%Opponent FG% when defending top-50 offensive players. Tests against elite scorers.
Below 45% = can guard stars. Above 50% = struggles vs elite offense. Scale 0-100%.
How much elite scorers struggle vs this defender compared to their average.
Negative = holds elite below avg (true stopper). Positive = elite exploits them. Scale -15 to +10%.
The defender type this player scores most efficiently against.
Identifies exploitable matchups and posting-up opportunities. Scale 0-100.
The defender type this player struggles most against.
Shows defensive types to avoid or scheme around. Scale 0-100.
Defensive attention this player draws, on a scale where zero is league average.
Positive = draws extra defenders (creates space for teammates). Negative = ignored by defense. Scale -100 to +100.
Off-Ball Perim Gravity
OFBPTHE CURRY SPECIAL - Gravity drawn without the ball on the perimeter. Elite movement shooters dominate this.
High = warps defenses just by existing on court. Curry/Klay territory. Scale -100 to +100.
On-Ball Perim Gravity
ONBPBall-handler gravity - defensive attention when you have the ball on the perimeter.
High = creates driving lanes and open teammates. Luka/Trae/SGA territory. Scale -100 to +100.
Off-Ball Interior Gravity
OFBILob threat gravity - attention drawn without the ball in the paint. Vertical spacers and cutters.
High = lob threat that commands help defense. DeAndre Jordan/Clint Capela type. Scale -100 to +100.
On-Ball Interior Gravity
ONBIPost presence gravity - attention when you have the ball in the paint.
High = post-up threat that demands doubles. Jokic/Embiid territory. Scale -100 to +100.
Total video frames tracked for gravity calculations. Sample size indicator.
More frames = more reliable gravity data. Low frames = limited sample. Scale 0-500K.
Contested rebounding ability score combining contested OREBs and DREBs weighted by difficulty.
High = wins battles on the glass. Low = relies on uncontested boards. Scale 0-100.
Rebound positioning intelligence - how well a player converts rebound chances vs expected.
High = great positioning and anticipation. Low = poor box-out or positioning. Scale 0-100.
Offensive rebounding aggression score. Contested OREBs weighted by effort and difficulty.
High = motor and hustle for second chances. Steven Adams/Drummond territory. Scale 0-100.
Total rebounding effort combining contested rate with rebound distance covered.
High = crashes glass hard from distance. Low = waits for easy boards. Scale 0-100.