Glossary

The proprietary indices and statistics used on Data'Scout, explained simply.

Data'Scout Indices

Three proprietary indices that structure the analysis on the platform.

Performance Index

Data'Scout proprietary global rating that ranks a player worldwide at his position, weighting performances by both his league level and his team level. A strong match in a top league counts more than a strong match in a weaker league, allowing fair comparison between a Premier League player and a Ligue 2 player.

Use it to

Identify the world's best profiles at a given position, all leagues combined.

Learn more →

Dominance Index

Rating built on the same principle as the Performance Index, but without weighting by league or team level. It highlights players who overperform within their own environment, regardless of how strong their league is.

Use it to

Quickly spot players who dominate locally and may be candidates for a step up.

Learn more →

Similarity Index

Score that measures how close two players are statistically at their position. The higher the index, the more similar the profiles are, not in raw level, but in playing style.

Use it to

Find alternatives to a targeted player (potentially more affordable) or spot players with rare profiles in the database.

Learn more →

Statistics glossary

Attacking

Finishing

xG

Expected goals (xG) is a predictive model that estimates the probability of every shot being scored. The model factors in the location of the shot, the origin of the assist, foot or head, type of assist, dribble just before the shot, set-piece origin, counterattack/transition context, and shot danger. Values range from 0 to 1: 0.1 xG means the shot would be scored 10% of the time, 0.8 xG means 80%. A penalty is fixed at 0.76.

Goals - xG

Difference between goals and expected goals. Measures a player's finishing quality. A positive number means he scored more than expected and is a clinical finisher; a negative number, that he scored less than expected and struggles in the final action.

Conversion rate

The average number of shots a player needs to score one goal.

Touches in box

An action (a Pass or a Touch) that happens in the opponent penalty area. Duels are excluded from this definition.

Box touches per pass received

Ratio of touches in the box to total passes received. Captures attacking orientation independent of how much the player's team has the ball.

Creation

xA

Expected assist (xA) value for a pass is the xG value of the shot that this pass led to. The pass must qualify as a 'shot assist'. Besides regular passes, crosses, corner deliveries, throw-ins and passes from free kicks followed by a shot can also carry xA value. Suffered fouls that result in penalties or direct free kicks are not included (goals scored from these events are not qualified as assisted). A pass to an offside player is just an unsuccessful pass and cannot carry xA, even if a player scores afterwards. Same logic applies to VAR-cancelled goals.

Assists - xA

Difference between assists and expected assists. A positive number means the player delivers more assists than expected: his teammates are clinical finishers. A negative number means he delivers dangerous passes but his teammates struggle in the final action.

Key passes

A pass that immediately creates a clear goal-scoring opportunity for a teammate.

Second assists

The last action of a player from the goalscoring team, prior to an Assist by a teammate.

Third assists

The last action of a player from the goalscoring team, prior to a Second assist by a teammate.

Goal contributions

Combined total of goals scored and assists. Synthetic indicator of direct contribution to team goals.

Expected goal contributions

Combined total of xG and xA. Measures expected offensive output based on the quality of the player's actions, regardless of finishing.

Crosses into box

A Cross targeted to the zone within 20 metres of the opponent goal.

Deep crosses

Crosses delivered close to the byline, typically after carrying the ball forward. Highlights players capable of combining a run and cross quality.

Ball-carrying

Successful attacks

Offensive sequences carried by the player ending in a shot, cross, or pass into the box. Measures the ability to finalise an attacking move.

Dribbles attempted

An attempt to move past an opposing player whilst trying to maintain possession of the ball.

Offensive duels

A ground Duel for the player in possession of the ball.

Progressive runs

A continuous ball control by one player attempting to draw the team significantly closer to the opponent goal. A run is considered progressive if the distance between the starting point and the last touch is: at least 30 metres closer to the opponent goal if starting and finishing points are in own half; at least 15 metres if they are in different halves; at least 10 metres if they are in the opponent half.

Accelerations with ball

A run with the ball with a significant speed up.

Significant carries

Sustained periods of ball-carrying covering notable distance. Reflects the ability to drive play over time.

Offensive actions attempted

Total volume of offensive attempts (dribbles, crosses, progressive runs, shots…). Indicator of overall offensive involvement.

Defending

Successful defensive actions

Combined total of duels won, interceptions and successful tackles. Overall view of a player's defensive contribution.

Defensive duels

When a player attempts to dispossess an opposition player to stop an attack progressing.

Aerial duels

When two or more players from opposing teams jump to compete for the ball.

Sliding tackles

An aggressive slide on the ground in the legs of the opposition player with a clear intention to dispossess the opponent or to clear the ball out.

Interceptions

Balls cut out by reading the game, without direct contact with the opponent. Measures positioning quality and ability to read passing lanes.

Passing

Build-up

Short/medium passes

A Pass that is not explicitly tagged as a Long pass. Generally this means a pass of less than 40 metres long.

Long passes

A ground pass longer than 45 metres or a high pass longer than 25 metres.

Relative participation

Share of passes received by the player compared to his teammates.

Creation

Smart passes

Passes that provide a strong tactical advantage: line break, opening to a free teammate. Measures vision and game intelligence.

Pre-assists

Passes leading to an assist, the action just before the assist. Highlights creative players upstream of the final ball.

Dangerous passes

A non-cross Pass targeted to the zone within 20 metres of the opponent's goal.

Penetrating passes

A creative and penetrative pass that attempts to break the opposition's defensive lines to gain a significant advantage in attack.

Through passes

A pass played into the space behind the defensive line for a teammate to contest.

Progressive passes

A forward pass that attempts to advance a team significantly closer to the opponent's goal. A pass is considered progressive if the distance between the starting point and the next touch is: at least 30 metres closer to the opponent's goal if starting and finishing points are within a team's own half; at least 15 metres if they are in different halves; at least 10 metres if they are in the opponent's half.

Physical

Total distance

Total distance covered, normalised per 90 minutes.

Running distance

Distance covered between 15 km/h and 20 km/h, normalised per 90 minutes.

High-intensity distance (20-25km/h)

High Speed Runs. Distance covered between 20 km/h and 25 km/h, normalised per 90 minutes.

Sprinting distance (>25km/h)

Distance covered above 25 km/h, normalised per 90 minutes.

High-speed distance (>20km/h)

Sum of high-intensity distance (20-25 km/h) and sprint distance (>25 km/h). Overview of the player's high-speed efforts, normalised per 90 minutes.

Max speed

The maximum speed recorded.

Medium accelerations

The number of accelerations detected with a peak value greater than 3 m/s², normalised per 90 minutes. The action needs to last for at least 1 second.

High accelerations

The number of accelerations detected with a peak value greater than 3 m/s², normalised per 90 minutes. The action needs to last for at least 1 second.

Medium decelerations

Moderate slowdowns (direction changes, braking). Reflect the volume of stops and restarts, normalised per 90 minutes.

High decelerations

Sharp slowdowns (hard braking). Indicator of neuromuscular load, normalised per 90 minutes.

High-intensity runs (20-25km/h)

The number of High Speed Runs detected between 20 km/h and 25 km/h, normalised per 90 minutes. The action needs to last for at least 1 second.

Sprints (>25km/h)

The number of sprints exceeding 25 km/h, normalised per 90 minutes. The action needs to last for at least 1 second.

High-speed runs (>20km/h)

Total number of runs above 20 km/h (high intensity + sprint combined), normalised per 90 minutes.

Goalkeeper

Goals conceded

Goals conceded by the keeper. Raw indicator, to be considered alongside the volume and quality of shots faced.

xG against

Sum of xG from shots on target faced by the keeper. Measures the objective difficulty of shots faced.

Goals prevented

Difference between xG faced and goals conceded. A positive balance means the keeper performs above average and saves his team.

Goals prevented per xG against ratio

Goals prevented relative to xG faced. Allows fair comparison between keepers with different workloads.

Exits

Keeper interventions outside the box or against an opposing attacker (aerial sweeps or 1v1 at feet). Measures command of the area.

Glossary enriched regularly as the platform evolves.