MONSTERDRAFT
2026 · Wk 5

Stat Glossary

Every metric on the site, in plain English: what it measures and why it matters when you're building DFS lineups, shopping player props or drafting best ball. The same explainers live behind every i icon next to a stat.

Playing time & usage

Snap %

The share of his team's offensive (or defensive) plays a player was on the field for, from the official gamebook.

Why it matters Playing time is the floor under every fantasy score, DFS or best ball — role changes show up in snaps a week or two before they show up in salaries, prop lines or points.

Snap ring

The green arc around a player token — how much of it is filled equals his snap % in his most recent game.

Why it matters One glance at the field tells you who is a full-time player and who is a rotational piece you can't trust in a lineup or on a prop.

Snap heat strip

One cell per week; the brighter the green, the higher that week's snap %.

Why it matters A strip getting brighter is a role growing; a strip fading is a role dying — the trend matters more than any single week.

Target share

The share of his team's pass targets thrown to this player, computed from every play.

Why it matters Targets predict receiving production better than catches or yards — the core signal for DFS pricing, reception props and best ball alike.

Air yards share

The share of his team's intended downfield passing yards (how far each throw to him traveled in the air).

Why it matters A big air-yards share marks the downfield, spike-week profile that cashes DFS tournaments and wins best ball, even before the big games land.

Carry share

The share of his team's rush attempts this player handled.

Why it matters It separates bellcow backs from committees — a back with 70% of carries can survive a bad game; a 40% back cannot.

Red zone touches

Carries plus targets inside the opponent's 20-yard line.

Why it matters Touchdowns decide fantasy weeks and anytime-TD bets, and red zone touches are where they come from — they beat yardage as a TD predictor.

Goal-to-go touches

Carries and targets on goal-to-go downs — first-and-goal, second-and-goal, and so on.

Why it matters This is the closest thing to guaranteed touchdown equity; whoever gets these touches owns the team's TD upside.

Offense tempo

Dropback rate

How often the offense drops back to pass — dropbacks (throws, sacks, scrambles) divided by total plays.

Why it matters Pass-heavy offenses feed two or three fantasy-relevant receivers; run-heavy ones funnel almost all value to the backfield.

Play action rate

The share of dropbacks that start with a run fake.

Why it matters Play action creates the deep, explosive throws — it is a signal for big-play receiver upside and easy QB production.

No-huddle rate

The share of offensive plays run without huddling first.

Why it matters Tempo means more plays per game, and more plays means more fantasy opportunity for everyone in that offense.

Defensive scheme

Blitz rate

The share of opponent dropbacks where this defense sent five or more pass rushers (FTN charting).

Why it matters Blitzes force fast throws — slot receivers and pass-catching backs eat against them, deep routes and sack-prone QBs suffer.

Avg pass rushers

The average number of defenders rushing the passer on dropbacks.

Why it matters It reads the defense's identity: heavy-pressure defenses speed the game up, four-man-rush defenses make QBs hold the ball.

Box count

The average number of defenders within about five yards of the line of scrimmage at the snap.

Why it matters Boxes are the run-game weather report: light boxes invite efficient rushing, stacked boxes smother it.

Light box rate

The share of plays this defense showed fewer than six defenders in the box.

Why it matters Backs facing light boxes get free yards — a great matchup signal for early-down runners.

Heavy box rate

The share of plays this defense loaded eight or more defenders in the box.

Why it matters Heavy boxes kill rushing efficiency but leave single coverage outside — bad for the back, good for the X receiver.

Man / zone split

How often a defense plays man-to-man coverage versus zone.

Why it matters Some receivers are separators who beat man; others feast on zone — the split decides matchups for DFS, receiving props and best ball.

Scoring & market

PPR points

Fantasy points with one point per reception, plus standard yardage and touchdown scoring.

Why it matters DraftKings scores full PPR in both DFS and best ball — catches alone keep receivers and pass-catching backs afloat.

Half-PPR points

Fantasy points with half a point per reception.

Why it matters Underdog best ball scores half-PPR — always judge a player in the format you actually draft on.

Positional rank

Where the player ranks at his position by PPR points per game this season.

Why it matters Raw points mislead across positions — rank against his own position is what tells you if he is returning draft value.

Game environment

Spread & total

The Vegas point spread (who's favored, by how much) and the over/under on combined points.

Why it matters High totals mean more scoring chances for both sides; big favorites lean run late, big underdogs throw — it shapes every role, DFS slate and prop.

Rest days

Days since each team's previous game.

Why it matters Short weeks depress efficiency and practice time for banged-up players; long rest after a bye tends to boost both.

Roof & surface

Whether the stadium is a dome or outdoors, and whether the field is grass or turf.

Why it matters Domes remove weather risk for passing games; turf tends to play faster — small edges that matter at Weeks 15–17 stakes.

Definitions used in our own computations (e.g. blitz = 5+ pass rushers, from FTN charting) are documented on each instrument's tooltip and in the repository's DECISIONS.md.