What the stats mean

Every stat on the event and season pages, explained.

A point is one point won inside a game. A game is the whole match. Times show as minutes:seconds (1:25 = one minute twenty-five) and use the game clock, so pauses don’t count.

Records

⚑ Quickest point β€” the shortest time from the start of a point to a team scoring it.

🐒 Longest point β€” the same, but the longest.

🏁 Quickest game (mercy) β€” the shortest game (game clock) that finished early on the mercy rule, and who won.

⏳ Longest game β€” the longest game by game clock. It only appears when no game ran out of time, because a timed-out game always uses the whole clock.

πŸ’₯ Biggest win β€” the largest score margin in one game (a 7–2 win is +5).

πŸ”₯ Highest scoring game β€” the most points by both teams combined in one game.

🎯 Most points by a team in a game β€” the most one team scored in a single game.

πŸ“ˆ Most points played in one tournament (season stats) β€” the most points one team played across a single tournament of the season, with the tournament named. A β€œpoint played” is every point cycle in a game the team was in, whether or not it scored.

Tournament / season numbers

Games played β€” finished games only.

Points scored β€” all points by all teams.

Average point β€” the average length of a point.

Mercy finishes β€” games ended early by the point-lead (mercy) rule.

Shutouts β€” games where one side scored zero.

Tied games β€” games that ended level.

No-point calls β€” times the buzzer was pressed but no point was awarded.

Team leaders

Fastest scorers β€” lowest average time per point scored (needs at least 2 timed points).

Slowest grinders β€” highest average time per point scored. Not a bad thing: it just means longer points.

Buzzer accuracy β€” of the times a team hit its buzzer, the share that won the point, e.g. 80% (4/5). Needs at least 3 buzzes, and each team must have its own buzzer button (two-buzzer mode). In single-buzzer mode the referee picks who scored, so the app can’t tell who pressed and this stat stays empty.

Best attack β€” points scored per minute of play. β€œ1.50 pts / min” means the team scores 1.5 points every minute it plays. Measured per minute so a quick 3–0 mercy win ranks above a long 5–2 win. Higher is better.

Best defence β€” points conceded per minute of play. Lower is better: the fewest let in each minute. (Games without a recorded length are left out of attack and defence.)

Most points played / Most points played this season β€” how many points each team has played (every point cycle in its games, scored or not), with games played. On a season page it covers every tournament in the season.

Shutouts β€” games where the team held its opponent to zero.

Win streak β€” the most wins in a row (on a season page it runs across events, in date order).

Comebacks β€” games won by a team that was behind at some point. Comeback king β€” the team with the most.

Game clock vs total time. Each time stat is tagged. β€œGame” stats use the game clock, which only runs while play is live, so break time between points and pauses aren’t counted: quickest game, longest game, quickest/longest point, average point, fastest scorers, slowest grinders, best attack and best defence. β€œMatch” stats use total time, from the starting horn to the final point with break time and pauses included: longest match and average match.

Longest match / Average match β€” total time from the starting horn to the final point (pauses and break time included). Games played before this was recorded are estimated.

Trigger Happy β€” the teams that got through the most paint (cases signed out, returns taken off). Only appears when the organiser logs paint.

Most timeouts β€” the team that called the most timeouts in total.

By team table

GP β€” games played. PF β€” points for (scored). PA β€” points against (conceded).

Avg pt β€” that team’s average time per point it scored. Buzz % β€” buzzer accuracy, as above. T/O β€” timeouts called.

Β© 2026 PB Scoreboard Β· All rights reserved