Overview
Below is a glossary of commonly used terms and definitions associated with the Synergy Team Site. This list is inclusive of all commonly used terms and will be updated periodically or when new terminology needs to be defined.
Common Terminology
The terms below can be found in the column headers of categories of the new Team Site.
% Time  The percentage of time a play type or situation occurs. 
Poss  Any play that ends in a field goal attempt, a turnover, or a foul that results in free throws, excluding technical fouls. The possession begins when a team gains control of the ball. 
Points  The number of points scored. 
PPP  An efficiency rating that calculates how many points on average a player or team is scoring in a specific play type or category, per possession. A sample PPP situation is if a team or player has three consecutive possessions:
That result is the team or player scoring 6 points on 3 possessions. The Points Per Possession for this situation would equal 2.0. Formula 
PPS  An efficiency rating that calculates how many points on average a player or team is scoring for a specific shot type or category, per shot. Formula: Sum of Points / Total Number of Field Goal Attempts (excluding Free Throw Attempts) 
Rank  The percentile or actual rank that the Points Per Possession falls into when compared to the rest of the league. A category or play type must have a minimum of 10 possessions to qualify for a ranking. Clicking on a rank will generate a leaderboard for that situation. 
SSM  Synergy Shot Making represents how much an individual shooter exceeds expectations relative to a leagueaverage shooter facing the same situation. Players who make more shots than would be expected will have higher SSM scores. Formula: PPS  SSQ 
SSQ  Synergy Shot Quality determines the expected points per shot. Shot quality is based on shot type (jumper, layup, etc.), shot distance, defender distance (whether the shot was open or guarded), play type (the action that led to the shot), etc. Example: If an open, spotup, catchandshoot 3pointer from the top of the key was converted about 38% the previous season, the SSQ for that kind of shot would be estimated at 38% x 3 points or 1.14 points per shot. Formula: Average Expected Points Per Shot (Shot Probability * Value of Shot) 
FGm  The number of field goals missed. 
FGM  The number of field goals made. 
FGA  The number of field goals attempted. 
FG%  The percent of field goals made to field goals attempted. Formula: FG%= Field Goals Made/Field Goals Attempted 
aFG%  A formula designed to determine the impact of 3point shooting on a player’s overall shooting percentage. Formula: aFG%= [(Total Points Free Throws Made) / FGA] / 2 
%TO  A formula that calculates the percentage of possessions a player or team turns the ball over. Formula: %TO= (Total Turnovers) / (Total Possessions) 
%FT  The percentage of possessions when a player or team is awarded at least one free throw. Formula: %FT= (Total Possessions With a FTA) / (Total Possessions) 
%SF  The percentage of possessions a player or team is fouled in the act of shooting. Formula: %SF= (Total Shooting Fouls Drawn) / (Total Possessions) 
%Score  The percentage of possessions a player or team scores a minimum of 1 point. This includes made free throws. Formula: %Score= (Total Possessions with ≥ 1 Point) / (Total Possessions) 
Cumulative Box Score Terminology
The terms below can be found in the cumulative box score of the new Team Site.
GP  Games played. 
Min  The amount of time played by a team or player. 
SST  An efficiency rating that calculates a number of statistical contributions by a team or player into one rating. 
SST ex Pts  An efficiency rating that calculates a number of statistical contributions by a team or player into one rating, excluding points scored. 
Pts  The number of points scored. 
Ast  The number of assists recorded. 
T/O  The number of turnovers committed. 
Ast/TO  AssisttoTurnover Ratio (the number of assists to turnovers recorded). 
Stl  The amount of steals recorded. 
Stl Pos  Stolen Possessions (the number of times the ball was stolen from a player or team). 
Blk  The number of blocks recorded. 
Blk FGA  Blocked Field Goal Attempts (the amount of blocked field goal attempts by an offensive player or team).

Ttl Reb  The total amount of offensive and defensive rebounds recorded. 
Off Reb  The number of offensive rebounds recorded. 
Def Reb  The number of defensive rebounds recorded. 
FGA  The number of field goals attempted. 
FGM  The number of field goals made. 
FGm  The number of field goals missed. 
FG%  The percent of free throws made to free throws attempted. Formula: FT%= Free Throws Made/Free Throws Attempted 
aFG%  A formula designed to determine the impact of 3point shooting on a player’s overall shooting percentage. Formula: aFG%= [(Total Points Free Throws Made) / FGA] / 2 
2 FGA  The amount of 2point field goal attempts. 
2 FGM  The amount of 2point field goals made. 
2 FGm  The amount of 2point field goals missed. 
2 FG%  The percent of 2point field goals made to 2point field goals attempted. 
3 FGA  The amount of 3point field goal attempts. 
3 FGM  The amount of 3point field goals made. 
3 FGm  The amount of 3point field goals missed. 
3 FG%  The percent of 3point field goals made to 3point field goals attempted. 
FTA  The number of free throw attempts. 
FTM  The number of free throws made. 
FTm  The number of free throws missed. 
FT%  The percent of free throws made to free throws attempted. Formula: FT%= Free Throws Made/Free Throws Attempted 
+1  When a player is fouled in the act of shooting and makes a field goal attempt. 
Chg Tkn  The number of charges a defensive player drew on an offensive player. 
Chg Com  The number of charges an offensive player was credited with. 
PF Tkn  When an offensive player draws a foul on a defensive player. 
PF Com  When a defensive player commits a foul on an offensive player. 
DBL DBL  The total of doubledoubles that a player accrues. 
TRI DBL  The total of tripledoubles that a player accrues. 
STL + BLK  The number of steals plus blocks that a player accrues. 
TSA  The formula for True Shooting Attempts is Field Goal Attempts + 0.44 * Free Throw Attempts. 
TS%  The formula is points / (2 * True Shooting Attempts). True shooting percentage is a measure of shooting efficiency that takes into account field goals, 3point field goals, and free throws. 
GM Score  Game Score is a player evaluation metric that helps quantify a player's impact on a game. The formula is (Points)+0.4*(Field Goals Made)+0.7*(Offensive Rebounds)+0.3*(Defensive rebounds)+(Steals)+0.7*(Assists)+0.7*(Blocked Shots) 0.7*(Field Goal Attempts)0.4*(Free Throws Missed) – 0.4*(Personal Fouls)(Turnovers). 
FTA/FGA  Free Throw Rate is a metric that evaluates how often free throws are taken in comparison to field goal attempts. The formula is Free Throw Attempts / Field Goal Attempts. 
3PA/FGA  Three Point Rate is a metric that evaluates how often threepoint shots are taken in comparison to overall field goal attempts. The formula is Three Point Attempts / Field Goal Attempts. 
STL/TO  Steal to Turnover Ratio measure how often steals are made in comparison to the frequency of turnovers. The formula is Steals / Turnovers. 
BLK/FOUL  Block to Foul Ratio measures how often a block occurs in comparison to how often a foul occurs. The formula is Blocks / Fouls. 
BLK FGA/FGA  Blocked Field Goal Rate measures how often a shot is blocked in comparison to how often a shot is taken. The formula is Blocked Field Goal Attempts / Field Goals Attempts. 
Poss+Ast  The number of both possessions and assists a single player has. Formula: Poss+Ast=(Total Possessions )+(Total Assists) 
PP(P+A)  An efficiency rating that calculates how many points on average a player is scoring, per possession, including possessions where the points were scored as a result of a player's assist. The points scored because of assists from a given player are used to calculate a player's PP(P+A). A sample PP(P+A) situation is i f a player has three consecutive possessions:
That gives the player 3 points of his own, and 3 points via an assist on 3 possessions. The PP(P+A) for this situation would equal 2.0. Formula: PP(P+A)=(Total Points)+(Total points scored from Assists)/( Poss+Ast ) 
Ast/TO  The amount of assists to turnovers recorded. Formula: Ast/TO= Total Assists/Total Turnovers 
%Poss  The percentage of the Poss+Ast number that was a Possession. Formula: %Poss= Poss /( Poss+Ast ) 
Poss  Any play that ends in a field goal attempt, a turnover, or a foul that results in free throws, excluding technical fouls. The possession begins when a team gains control of the ball. 
%Ast  The percentage of the Poss+Ast number that was an assist. Formula: %Poss= Ast /( Poss+Ast ) 
Ast  The amount of assists recorded. 
% 2 Ast  The percent of assists that lead to a 2 FGM . Formula: % 2 Ast= 2 FGM from Assists/Assists 
% 3 Ast  The percent of assists that lead to a 3 FGM.. Formula: % 3 Ast= 3 FGM from Assists / Assists 
PPA  Points per assist. An efficiency rating that calculates how many points on average are being scored as a result of a player's assists. None of a player's own points are used to calculate PPA, only points scored from assists. A sample PPA situation is if a player has three consecutive possessions:
That gives the player 3 points of his own, and 3 points via an assist on 3 possessions. However, in PPA only the 3 points scored on the assist, and the one possession that had an assist would be used in the calculation, The PPA for this situation would equal 3.0. Formula: PPA=(Total points scored from Assists)/Assists 
Terms Definitions
 Spot Up: When the possession ending event is a catch and shoot or catch and drive play. Spotup players typically have a defender closing out on them during a defensive rotation and the spotup player has the option of shooting the ball before the defender gets to them, letting the defender fly by and then shooting or driving, or they can use the defender's forward motion against them and drive to the basket. This situation also occurs during an offscreen play. Therefore, if there was no screen, we then log the play as a spotup. Other times spotup players seem to simply get open, perhaps because their defender sagged towards the basket or simply went to sleep. In this case, the offensive player still has the option to shoot or drive.
 Transition: When the possessionending event comes before the defense sets following a possession change and a transition from one end of the court to the other. Unlike some other fastbreak definitions, Synergy’s definition allows for a considerable period of time to pass before the possession ends – for example, the center can trail down the floor after all the other transition options have been explored and if his defender is back guarding the paint and so is open to shoot a perimeter shot, then it is still logged as a transition. It can also include press breaks as the ball is quickly moved from the backcourt to the front court.
 P&R; Ball Handler: The Ball Handler either uses, splits, or goes away from the screen while being guarded by a single defender and there is a possessionending event.
 PostUp: A single defender guarding the offensive player in the post.
 Cut: An interior play where the finisher catches a pass while moving toward, parallel to, or slightly away from the basket. This will include back screen and flash cuts as well as times when the player is left open near the basket when his defender leaves him to help with a penetrating offensive player such as in a draw and kick situation.
 Isolation: The possessionending event comes off of a “one on one” matchup between the offense and defensive player.
 P&R; Roll Man: When a screen is set for the ball handler, and the screen setter then receives the ball for a possessionending event. This action can include:
 Pick and rolls: The ball handler comes off the pick and the roll man rolls toward the basket before receiving the ball.
 Pick and pops: The ball handler comes off the pick and the roll man pops out away from the basket to receive the ball.
 Slips Pick: The roll man slips the pick prior to the ball handler using him as a screen, then receives the ball.
 Off Screen: Identifies players coming off of screens (typically down screens) going away from the basket toward the perimeter. This includes curl, fades, and coming off straight. Selected options in this regard are typically dictated by the path the player’s defender takes. For example, when a defender chases, the offensive player may curl to the middle to create space. Or when the defender cuts inside the screen, the offensive player may fade towards the corner. Flare screens are also “offscreen” but differ in that the screen is set on the perimeter and the offensive player uses the screen to get separation from their defender using a path that is somewhat parallel to the basket.
 Offensive Rebounds: When the rebounder attempts to score before passing the ball or establishing themselves in another play type.
 Hand Off: The screen setter starts with the ball and hands the ball to a player cutting close by. This enables the player handing the ball off to effectively screen off a defender creating space for the player receiving the ball.
 Miscellaneous: When the action doesn't fit any of the other play types. This includes, but is not limited to, lastsecond fullcourt shots, fouls in the backcourt, errant passes not out of a different play type, etc.
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