This week's picks

College Football Team Stats Charts

College Football Charts
Data updatedOct 31, 2026

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Team charts put every FBS team on two stats at once, so you can see who sits where and what that spot means: offense against defense, wins against expected wins, talent against results.

How to use it

Prebuilt charts

Up front

Arguments

Roster building

RECEIPTS

Group of 6

On the field

Other charts

What the stats mean

Big Uglies: offensive line
Big Uglies, our offensive line rating: adjusted line yards per carry (30%), stuff rate (20%), power success (15%), sack rate (20%) and front-seven havoc allowed (15%), each measured against every FBS line. 50 is average; every 10 points is a standard deviation. Higher is better.
Big Uglies: defensive front
Big Uglies for the defensive front: adjusted line yards allowed (30%), stuff rate (20%), power success allowed (15%), sack rate (20%) and front-seven havoc (15%), against every FBS front. 50 is average; every 10 points is a standard deviation. Higher is better.
Line yards per carry
Line yards per carry: the first few yards of each run, the part credited to the offensive line. Runs for a loss count extra against the line, and nothing past 10 yards counts. Higher is better.
Line yards allowed per carry
Line yards allowed per carry: the first few yards of each run against this defense, the part the front gives up. Lower is better.
Second-level yards per carry
Second-level yards per carry: the middle stretch of each run, past the line's first few yards and up to 10 yards downfield. Linebackers and the back's vision decide it. Higher is better.
Open-field yards per carry
Open-field yards per carry: yards gained more than 10 yards downfield, the part that belongs to the back. Higher is better.
Stuff rate (runs stopped at or behind the line)
Stuff rate: share of runs stopped at or behind the line of scrimmage. Lower is better on offense.
Stuff rate (defense)
Stuff rate on defense: share of opponents' runs stopped at or behind the line of scrimmage. Higher is better.
Power success (short yardage)
Power success: runs on 3rd or 4th down with 2 yards or less to go, and at the goal line from the 2, that get the first down or the touchdown. The purest test of moving people. Higher is better.
Power success allowed
Power success allowed: how often opponents convert those short-yardage runs. Lower is better.
Front-seven havoc allowed
Front-seven havoc allowed: plays where the defense's linemen and linebackers make a tackle for loss, sack the quarterback, force a fumble or bat down a pass. Lower is better on offense.
Front-seven havoc
Front-seven havoc: plays where this team's linemen and linebackers make a tackle for loss, sack the quarterback, force a fumble or bat down a pass. Higher is better.
RECEIPTS (total)
RECEIPTS: wins above or below a .500 team. It's the four parts added up: schedule, roster, coach and luck.
Schedule RECEIPTS
Schedule RECEIPTS: wins an average FBS team would gain or lose against this schedule. Plus means an easier schedule than average.
Roster RECEIPTS
Roster RECEIPTS: the extra wins a team as good as its roster gets. Roster strength is SP+ predicted from the 247Sports talent composite and returning production.
Coach RECEIPTS
Coach RECEIPTS: wins from playing better (plus) or worse (minus) than the roster says the team should. Covers development, scheme and transfers, plus injuries. Service academies get extra credit because recruiting rankings undersell their rosters.
Luck RECEIPTS
Luck RECEIPTS: actual wins minus the wins the team's SP+ says it should have. Close games and bounces. It tends to even out. 1.5 or more either way gets a Luck watch tag.
EPA per play
Expected points added per play: on average, how many points each offensive play adds to what the drive was expected to score. Above zero is good; +0.20 is elite.
EPA per play allowed
EPA per play allowed: what opposing offenses added per play. Below zero means the defense takes points away. Lower is better.
EPA per play (adjusted)
EPA per play adjusted for the defenses faced. The fairest single number for an offense.
EPA per play allowed (adjusted)
EPA per play allowed, adjusted for the offenses faced. The fairest single number for a defense. Lower is better.
Success rate (adjusted)
Share of plays that keep the offense on schedule (half the yards needed on 1st down, 70% on 2nd, all of it on 3rd or 4th), adjusted for opponents.
Success rate, passing downs (adjusted)
Success rate on passing downs (2nd and long, 3rd and medium or longer), adjusted for opponents. Shows who escapes bad spots.
Explosiveness (adjusted)
Average EPA on successful plays, adjusted for opponents: how big the good plays are.
Line yards per carry (adjusted)
Rushing yards credited to the offensive line (the first few yards of each carry), adjusted for opponents.
Open-field yards per carry (adjusted)
Yards per carry gained more than 10 yards downfield, adjusted for opponents. It measures the long-run threat.
Returning production
Share of last season's production (by EPA) that's still on the roster this year.
2026 recruiting class (national rank)
National rank of the 2026 recruiting class (247Sports composite, via CollegeFootballData.com). Lower is better.
Recruiting rank, last four classes
Average national recruiting rank over the last four classes: roughly the talent on this year's roster. Lower is better.
SP+ overall
Bill Connelly's opponent-adjusted efficiency rating. Points better than an average FBS team on a neutral field. Higher is better.
SP+ offense
SP+ offense: points the offense would score against an average defense. Higher is better.
SP+ defense
SP+ defense: points the defense would allow to an average offense. Lower is better.
SP+ special teams
SP+ special teams: points per game gained or lost on kicks, punts and returns.
PRIME net
PRIME net rating: offense plus defense plus special teams, opponent-adjusted, from possession efficiency. Zero is an average FBS team.
PRIME offense
PRIME offense: points per game above an average offense, adjusted for opponents. Higher is better.
PRIME defense
PRIME defense: points per game prevented versus an average defense, adjusted for opponents. Higher is better.
PRIME SOS
How hard the schedule has been so far, on the PRIME points scale. Higher means tougher.
PRIME SOR
Strength of record: wins above what an average FBS team would expect against the same schedule. It grades the resume.
Elo
A results-only rating that moves after each game based on the score and the opponent. 1500 is average.
Points scored
Average points scored per game against FBS opponents.
Points allowed
Average points allowed per game against FBS opponents. Lower is better.
Pass yards / game
Passing yards per game from completions. Not adjusted for opponents.
Rush yards / game
Rushing yards per game, with sacks left out, so it runs higher than official totals.
Yards per play
Total yards gained divided by plays run (runs, passes and sacks).
Yards per carry
Yards per carry, sacks left out.
Yards per attempt
Passing yards per pass attempt, counting completions, incompletions and interceptions.
Completion %
Share of pass attempts that were completed.
SUPLEX
SUPLEX, Nate Tice's football version of OPS: success rate plus explosive play rate, on 1st and 2nd downs, outside the last two minutes of each half, garbage time out. Higher is better.
SUPLEX allowed
SUPLEX allowed: opponents' success rate plus explosive play rate on 1st and 2nd downs (Nate Tice's measure; last two minutes of each half and garbage time out). Lower is better.
Success rate
Share of plays that stay on schedule: 50% of the yards needed on 1st down, 70% on 2nd, all of it on 3rd and 4th.
Explosive play rate
Share of plays that are explosive: runs of 12+ yards or completions of 16+ yards.
3rd down conversion
Share of 3rd downs converted to a first down.
Sack rate (taken)
Sacks taken divided by dropbacks (pass attempts plus sacks). Lower is better.
INT rate (thrown)
Interceptions thrown per pass attempt. Lower is better.
Pass yards allowed / game
Passing yards opponents gained per game. Lower is better.
Rush yards allowed / game
Rushing yards opponents gained per game, sacks left out. Lower is better.
Yards per play allowed
Yards per play opponents gained. Lower is better.
Yards per carry allowed
Yards per carry opponents gained. Lower is better.
Yards per attempt allowed
Yards per pass attempt opponents gained. Lower is better.
Success rate allowed
Share of opponents' plays that stayed on schedule. Lower is better.
Explosive plays allowed
Share of opponents' plays that went for 12+ yard runs or 16+ yard completions. Lower is better.
3rd downs allowed
Share of 3rd downs opponents converted. Lower is better.
Sack rate (generated)
Sacks the defense made divided by opponents' dropbacks. Higher is better.
Roster value
Estimated NIL market value of the whole roster, from The NIL Standard. Independent estimates, not reported deals. More money isn't marked better.
Roster cost per win
Roster value divided by wins over FBS teams this season. Lower means more wins per dollar.
SP+ vs. payroll
How much better or worse the team plays (SP+) than its roster value predicts. Across these teams, every doubling of roster value is worth about 15 SP+ points. Positive means overachieving the payroll.
Talent composite
247Sports talent composite: every player on the roster weighted by his recruiting rating, with the best players counting most. Includes transfers at their current school.
Blue-chip ratio
Share of the players 247Sports rates who were 4- or 5-star recruits (walk-ons and unrated players aren't counted). Every recent national champion has been above 50%.
5-star players
Players on the roster who were 5-star recruits, out of high school or the portal.
4-star players
Players on the roster who were 4-star recruits.
3-star players
Players on the roster who were 3-star recruits. Neither better nor worse on its own.
Players on roster
Everyone listed on the team roster, walk-ons included. The NCAA roster limit is now 105, but some teams list more players than that.
Rated by 247Sports
Players 247Sports counts in its talent composite: scholarship recruits and transfers it has a rating for. Walk-ons and unrated players are left out, which is why this is lower than the full roster. The star counts and the blue-chip ratio are out of this number.
Below 3-star
Rated players 247Sports counts below 3 stars (mostly 2-stars). Walk-ons and unrated players aren't counted at all; see Rated by 247Sports.
2026 transfers in
Incoming transfers in the 2026 portal cycle, per 247Sports. Earlier transfers still on the roster aren't counted.
Transfer share
2026 incoming transfers as a share of the players 247Sports rates. A rough read on how much of the team was rebuilt this year, not a full homegrown count.
SP+ vs. talent
How much better or worse the team plays (SP+) than its roster talent predicts. Positive means getting more out of the talent it has.
Projected wins per $1M
SP+ expected wins over the full 12-game regular season, per $1M of roster value. Uses win chances for every game, so lucky close wins don't inflate it. Higher is better.
INT rate (generated)
Interceptions the defense made per opponent pass attempt. Higher is better.
Interceptions thrown / game
Interceptions thrown per game. Lower is better.
Fumbles lost / game
Fumbles lost to the other team per game. Lower is better.
Giveaways / game
Interceptions thrown plus fumbles lost, per game. Lower is better.
Interceptions / game
Interceptions the defense made per game. Higher is better.
Fumbles recovered / game
Opponent fumbles the defense recovered per game. Higher is better.
Takeaways / game
Interceptions plus fumbles recovered, per game. Higher is better.
Turnover margin / game
Takeaways per game minus giveaways per game. Positive means the team wins the turnover battle.