Strongest by all-play record: —.
Most fortunate: —; least:
—.
Steadiest week to week: —; most boom-or-bust:
—.
Click a column to sort. Small numbers beside a stat are league ranks, with shading for the top three and bottom three. Pick a team above to focus on it.
Weekly scores
Team scoreLeague median
Above that week's league medianBelow it
How the numbers are built
Rank
Teams are ordered by expected wins, the all-play record below. It is the closest thing here to a team rating.
PF/G, PA/G
Average points scored and allowed per game. Margin is the difference.
Exp W
Expected wins. Every week, each team is compared with every other team's score, and the win fractions add up. It is the record you would own against an average schedule.
Luck
Actual wins minus expected wins. Positive means the schedule helped.
SoS
Strength of schedule: the average scoring of the opponents you faced. Higher means tougher.
CV%
Coefficient of variation: the standard deviation of weekly scores divided by the average. Lower means steadier.
Floor, Ceil
Your worst and best week so far.
Small sample
These describe what has happened. Early in the season a single week moves every number, so luck in particular is not a forecast.
Actual wins against expected wins
A filled dot to the right of the hollow one means the team has won more than its scoring deserved.
Expected wins (all-play)Actual wins
What opponents scored against you
Points allowed compared with what an average schedule would have produced. Red bars mean a tougher run of opponents.
← easier scheduletougher schedule →
A stolen win is a win in a week you scored below the league median. An unlucky loss is a loss in a week you scored above it.
Weekly range, steadiest first
Each dot is one week. The bar runs from the worst week to the best, and the tick marks the average.
Weekly scoreFloor to ceilingAverage
Average points against volatility
Up is higher scoring and left is steadier. Dashed lines mark the league averages. Click a dot to select that team.
How the odds are built
Simulation
The rest of the regular season is played thousands of times using the real remaining schedule. Each team's score in a game is drawn around its scoring level with its own week-to-week spread.
Scoring level
A team's average so far, pulled part of the way toward the league average so a few big or small weeks don't decide everything.
Seeding
Wins first, then total points scored, as a tiebreaker.
Playoff %, Bye %
The share of simulated seasons where the team finishes inside the playoff line, or in the top spots that get a first-round bye.
Rest SoS
The average scoring level of the opponents still to come. Higher is harder.
Limits
It does not know about injuries, trades or lineup mistakes to come. Treat it as where the season is heading on current form, not a promise.
Points scored against the best possible lineup
The solid bar is what the lineup scored. The outlined section is what the best lineup from the same roster would have added. Best possible is worked out afterwards with full hindsight, so no team can reach 100%.
ScoredLeft on the bench
Week by week
Wins lost counts games where the team lost but the best possible lineup would have outscored the opponent. Players on injured reserve or the taxi squad are counted, so the best possible score can run slightly high.
Playable depth against roster age
Roster value against roster age
Up is a more valuable roster and left is a younger one. Click or tap a dot to see that team's numbers and focus on it.
How value and age are built
Value index
Each player's superflex dynasty rank from FantasyPros, turned into a value that falls steeply with rank (rank 1 is about 10,000, rank 50 about 3,300, rank 100 about 1,100). It is a stand-in for trade value, not Dynasty Daddy's market prices.
Total, Core
Total adds up every ranked player on the roster. Core counts the twelve most valuable.
Core age
The average age of those twelve players, weighted by value so stars count more.
Under 25
The share of total value held by players younger than 25.
Playable
A player FantasyPros projects for at least 8 half-PPR points in the coming week, so someone who can add real points rather than risk a 0 to 2 point game. Players who are out or inactive have no projection and don't count. Players on injured reserve or the taxi squad don't count because they can't be started.
Bench playable
Playable players beyond a team's best ten by projection. It measures cover for injuries and byes. Backup tight ends and quarterbacks count even though they can't fill every spot.
Not included
Draft picks, and players outside the FantasyPros rankings.
Advanced Metrics
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