Average Draft Position(ADP)
The average pick number a player is selected in fantasy drafts. Used as the consensus market price — picking a player below ADP is a "value," picking above is a "reach." SnapCount blends ADP with projection and efficiency signals to flag undervalued and overvalued picks.
Related: draft value, reach, value pick
Expected Points Added(EPA)
A play-by-play measurement of how much each play increased or decreased a team's expected points. Positive EPA = play helped; negative = play hurt. EPA per play is one of the most predictive efficiency stats in football and a major component of the SnapCount efficiency score.
Related: efficiency, NFLverse
Weighted Opportunity Rating(WOPR)
A receiver-usage stat that combines target share and air yards share into one number. WOPR captures both VOLUME (how often you're targeted) and INTENT (how deep your team plans to throw to you). 0.5+ is starter-level; 0.7+ is elite WR usage.
Related: target share, air yards
Receiver Air Conversion Ratio(RACR)
Receiving yards divided by air yards thrown to a receiver. RACR > 1 means a receiver gains more than the depth of throw (efficient YAC); RACR < 1 means they convert less than the air yards (drops, contested catches lost).
Related: air yards, YAC
Completion Percentage Over Expected(CPOE)
A QB stat measuring completion rate above what an average QB would complete given the same throws (depth, pressure, situation). Positive CPOE = above average accuracy; negative = below average.
Related: EPA, QB efficiency
Target Share
The percentage of a team's passing targets that go to a specific receiver. 25%+ is elite WR1 usage; 18-24% is solid WR2; below 15% is depth-tier. A leading early indicator of fantasy production.
Related: WOPR, air yards share
Snap Count
The number of plays a player was on the field for. Snap percentage (snaps ÷ total team snaps) reveals how heavily a player is being used — even before targets or carries materialize. The "SnapCount" name comes from this idea: every snap counts toward fantasy opportunity.
Related: opportunity, usage
Dynasty Value
A 0-10000 score representing a player's long-term fantasy worth in dynasty leagues (where rosters carry over year to year). Built from market value, age curve, performance, situation, draft capital, and trajectory. Higher = more valuable in trades.
Related: age curve, KTC, DynastyProcess
Tier
A grouping of similar-value players (Elite, Starter, Flex, Bench, Waiver in redraft; Elite, Blue Chip, Starter, Depth, Cut in dynasty). Tiers help with draft strategy: pick the highest available player from your highest-need tier.
Related: rankings, draft strategy
PPR / Half-PPR / Standard
Three common scoring formats. PPR (point-per-reception) gives 1 fantasy point per catch; half-PPR gives 0.5; standard gives 0. PPR boosts pass-catching RBs and target-hog WRs; standard favors RBs with rushing volume.
Related: scoring format
FLEX
A roster slot that accepts a RB, WR, or TE. Common in 0.5-1 FLEX leagues. The FLEX position rewards depth — having a startable bench RB or WR turns into real points each week.
Related: roster, starting lineup
Superflex (SF)
A roster slot that accepts a QB in addition to RB/WR/TE — meaning you can start a 2nd QB. In Superflex leagues, QBs become the most valuable position because top-12 QBs are scarce.
Related: 2QB, QB premium
Implied Total
A team's expected points in a given game, derived from the Vegas spread and over/under. High implied totals (24+) are good for fantasy production; low implied totals (under 18) hurt.
Related: Vegas environment, game script
Game Script
How a game is expected to play out — blowout, shootout, or low-scoring grind. Positive game script for a team (winning by ~10) means more rushing volume; negative game script means more passing.
Related: implied total, spread
Rest of Season(ROS)
Forward-looking rankings or projections that account for ALL remaining weeks, not just the upcoming one. Used for trade evaluation, dynasty decisions, and waiver-wire prioritization.
Related: weekly rankings, projection
Floor / Ceiling
The range of likely fantasy outcomes. Floor = bad-game scenario; ceiling = best-game scenario. High-floor players are safe weekly starts; high-ceiling players are tournament/best-ball gold.
Related: variance, best ball
Best Ball
A draft format with no in-season management — you draft a roster and your highest-scoring lineup is automatically set each week. Favors high-ceiling players, deep rosters, and stacks (QB + WR from the same team).
Related: draft, stack
Stack
Pairing a QB with one of his pass-catchers (or two pass-catchers from the same team). When the offense scores, both players gain — magnifying upside in best-ball and tournament formats.
Related: best ball, correlation