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.

Moderate running (15-20 km/h)

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.

Team data glossary

The team indicators served on the Team analysis screen, in the style radars and through the API. They are built from the individual statistics of outfield players, aggregated in proportion to minutes played, goalkeepers excluded except for what the team concedes.

Unless stated otherwise, each score is a percentile computed within the team's own league: 80 means the team does better than 80% of the sides in its own competition, not that it matches the best in Europe. Only the Physical standard radar compares the team with every team of the season, across all leagues.

Team playing style : Learn more →

Team indices

Overall index

Combines chance creation, defensive solidity and dominance of the game.

Attacking index

Summary of the team's attacking output: shot volume, presence in the opposition box, chance creation, finishing and set-piece threat.

Defensive index

Summary of defensive solidity: few chances and goals conceded, few shots faced, duel success and aerial dominance at the back.

Domination index

Summary of how much the team dominates games: possession share, keeping the ball without losing it, the volume of passes played in the final third, and few shots conceded.

Ball control

PossessionStyle

Measures how much the team keeps and circulates the ball. Built on possession share, passing volume and accuracy, and how freely the opposition press lets it play.

Press resistance

Measures the team's ability to keep the ball against opposition pressure: share of balls lost and passing accuracy.

Vertical build-upStyle

Measures how far forward the passing game is oriented: the share of attempted passes played forward, and the share of completed passes played forward. Not to be confused with direct play, which seeks depth: a team can play forward in short passes.

Lateral playStyle

Measures how much of the passing game moves sideways: the share of attempted passes that are lateral, and the share of completed passes that are.

Long ballStyle

Measures reliance on long balls: average pass length, volume of long passes, the share of completed passes that are long, and the completion rate of those long passes.

Line breakingStyle

Measures how often the team plays through opposition lines: progressive pass completion, the share of completed passes that are progressive, and progressive runs. A progressive pass is one that moves the ball significantly closer to the opposition goal.

Run progressionStyle

Measures how much the team advances the ball by carrying it rather than passing it: significant carries, progressive runs, and the share of those carries relative to passes received.

Attacking

Between the lines

Measures how often the passes aimed at a team-mate between the opposition lines come off: smart passes and through balls that find their target. Different from creation, which measures the end product, and from line breaking, which measures how the ball is moved forward.

Finishing

Measures what the team does with its chances: conversion rate, gap between goals scored and xG, average shot quality and accuracy. The volume of chances is measured elsewhere, by creation and shot volume.

Shot volume

Measures how many shots the team generates: attempted shots, shots on target and the share on target.

Creation

Measures chance creation for teammates: assists, xA, second and third assists, and shot assists that did not lead to a goal.

Box threat

Measures how well the team brings ball and players into the opposition box: touches in the box, completed passes into the box, and the share of balls received that are received inside it.

Direct playStyle

Measures the tendency to go forward without intermediate build-up: long passes, penetrating passes, deep completions and the share of completed passes that are long. On the style radar it is merged with counter-attack into the Verticality axis.

Counter-attackStyle

Measures how quickly the team pushes forward after winning the ball: progressive runs, accelerations with the ball and the share of completed passes played forward. On the style radar it is merged with direct play into the Verticality axis.

DribblingStyle

Measures how much the team relies on dribbling to unbalance a defence: dribbles attempted and completed, and fouls drawn.

CrossingStyle

Measures reliance on crossing and how well it works: cross volume, accuracy and number of completed crosses.

Crossing balanceStyle

Measures whether the team crosses evenly from both sides. A high score means both flanks are used equally, a low score that crosses clearly come from one side.

Aerial threatStyle

Measures reliance on the aerial game in attack, computed on the team's strikers only: their aerial duel volume and success, plus the team's headed goals.

Set pieces

Measures set-piece threat: direct free kicks attempted and on target, corners won and headed goals.

Defending

High pressStyle

Measures how intensely the team goes to win the ball high up the pitch. Built on defensive duels won and interceptions by forwards and wingers only, on PPDA, and on high-intensity distance covered by forwards and attacking midfielders.

Low blockStyle

Measures the tendency to defend deep and cede the ball. Built as a mirror of high press and possession, complemented by the defensive involvement of the attacking players.

Solidity

Measures what the team actually concedes: goals against, xG against and goals prevented by the goalkeeper, all per 90 minutes. It is the defensive score closest to the result, and therefore the one where goalkeeper performance weighs most.

Defensive control

Measures what the team allows: few shots conceded and many balls won back while the opponent has possession. Different from solidity, which judges the quality of what is conceded, goals and xG against; here it is the quantity.

Defensive duelsStyle

Measures the team's success in ground defensive duels: volume contested, win rate, and the same values possession-adjusted.

Duel efficiency

Measures the team's success rate in contests: duels won, aerial duels won and defensive duels won, as percentages.

AggressivenessStyle

Measures the defensive commitment of the back unit only, centre-backs, full-backs and defensive midfielders: sliding tackles and defensive duels contested, possession-adjusted.

AnticipationStyle

Measures how often the team cuts passing lanes: interceptions, raw and possession-adjusted.

Shot blockingStyle

Measures how readily the team throws bodies in front of shots: blocked shots, raw and possession-adjusted.

Aerial defense

Measures defensive aerial dominance, computed on centre-backs only: aerial duel volume, win rate and duels won possession-adjusted.

Discipline

Measures how clean the team is: fouls committed and cards received. A high score means few fouls and few cards.

Physical

EnduranceStyle

Measures the running volume sustained over the match: total distance and running distance, per 90 minutes.

IntensityStyle

Measures the share of high-speed effort: high-intensity and sprint distances and counts, per 90 minutes.

Team statistics

Possession

Share of playing time during which the team has the ball, over the whole season.

PPDA

Opposition passes per defensive action: how many passes the opponent completes before the team attempts a defensive action. The lower the figure, the higher the press. It is the most widely used pressing indicator in professional football, and it feeds the high-press score.

PPDA against

The same ratio the other way round: how many passes the team completes before facing a defensive action from the opponent.

Defensive intensityStyle

Successful defensive actions relative to the time the opponent has the ball.

Average heightStyle

Average height of the squad's outfield players.

Clean sheets

Number of matches in the season finished without conceding a goal.

Rotation index

Measures how playing time is spread across the squad, from 0 for a fixed core that plays everything to 100 for heavy rotation. It is computed on the spread of minutes among players who reach their league's minimum playing time.

Glossary enriched regularly as the platform evolves.