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 donβt count.
β‘ Quickest point β the shortest time from the start of a point to a team scoring it.
π’ Longest point β the same, but the longest.
π Quickest game (mercy) β the shortest game (game clock) that finished early on the mercy rule, and who won.
β³ 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.
π₯ Biggest win β the largest score margin in one game (a 7β2 win is +5).
π₯ Highest scoring game β the most points by both teams combined in one game.
π― Most points by a team in a game β the most one team scored in a single game.
π 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 βpoint playedβ is every point cycle in a game the team was in, whether or not it scored.
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.
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 canβt tell who pressed and this stat stays empty.
Best attack β points scored per minute of play. β1.50 pts / minβ means the team scores 1.5 points every minute it plays. Measured per minute so a quick 3β0 mercy win ranks above a long 5β2 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. βGameβ stats use the game clock, which only runs while play is live, so break time between points and pauses arenβt counted: quickest game, longest game, quickest/longest point, average point, fastest scorers, slowest grinders, best attack and best defence. βMatchβ 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.
GP β games played. PF β points for (scored). PA β points against (conceded).
Avg pt β that teamβs average time per point it scored. Buzz % β buzzer accuracy, as above. T/O β timeouts called.
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