2
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2-Way Player
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A player who contributes meaningfully on both ends of the floor — capable of scoring or creating offensively while also defending at a high level. True two-way players are rare and among the most valuable in the game.
3
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3-and-D
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A specialist role defined by two skills — shooting threes at an above-average rate and defending reliably. Teams prize 3-and-D players because they stretch the floor for playmakers while not being a defensive liability.
A
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And-One
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When an offensive player is fouled while making a field goal that counts — earning one free throw on top of the basket scored. Among the most energising plays in basketball — the basket goes up, the foul is called, and the crowd reacts before the free throw is even taken.
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Arc
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The three-point line, named for its curved shape — shots made from beyond it are worth three points, shots made inside are worth two. In EuroLeague the arc sits at 6.75 metres from the basket, shorter than the NBA's 7.24m — which is why EuroLeague three-point percentages don't translate directly to the NBA game.
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Assist-to-Turnover Ratio AST/TOV
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The number of assists a player generates for every turnover they commit — the cleanest measure of a playmaker's efficiency versus their cost. Stat in depth →
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Assist Percentage AST%
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The percentage of teammate field goals a player assisted while on the floor, measuring playmaking contribution independent of minutes. Stat in depth →
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Assist Ratio AST Ratio
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The number of assists a player records per 100 possessions they are involved in — EuroLeague's official assist rate metric, designed to measure playmaking volume independent of pace or teammates' shot attempts.
B
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Backdoor Cut
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A cut toward the basket made by a player whose defender is overplaying the passing lane — exploiting defensive aggression to get behind the defense for an easy finish.
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Ball Handler
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The player in possession of the ball, responsible for initiating the offense and making decisions under defensive pressure.
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Ball Movement
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The speed and frequency with which a team passes to create better shots than the one currently available — a structural offensive advantage.
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Blitz
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An aggressive pick-and-roll coverage in which two defenders immediately trap the ball handler as soon as the screen is set, forcing a quick pass before the offense can read the defense. Designed to disrupt star ball handlers at the cost of leaving shooters open.
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Block Percentage BLK%
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The percentage of opponent two-point attempts a player blocks while on the floor, measuring rim protection independent of minutes played. Stat in depth →
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Blocks BLK
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The number of times a defensive player legally deflects a field goal attempt before it reaches the basket. Stat in depth →
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Bonus
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The situation in which a team has committed 5 fouls in a quarter, meaning every subsequent non-shooting foul sends the opponent to the free throw line.
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Box Out
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The act of positioning your body between an opponent and the basket after a shot, securing rebounding position before the ball arrives.
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Box Plus/Minus BPM
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A box score estimate of a player's contribution per 100 possessions relative to a league-average player, without requiring lineup data.
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Buzzer Beater
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A shot released before the game or shot clock buzzer sounds and scored — ending a quarter, half, or the entire game. Among the rarest and most dramatic moments in basketball, because it cannot be answered.
C
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Catch and Shoot
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A shot taken immediately upon receiving a pass, without dribbling — typically the most efficient shot in basketball because the shooter is already set.
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Closeout
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The defensive sprint from a help position to an open shooter on the perimeter, attempting to contest a shot without fouling or flying past the shooter.
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Crunch Time
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The final minutes of a close game — typically the last five minutes with the score within five points — when every possession is played differently.
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Cut
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A sharp movement by an offensive player without the ball toward the basket or an open area, designed to receive a pass in a scoring position.
D
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Dead Ball
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Any stoppage in play — after a foul, out of bounds, or timeout — during which the clock stops and no action can occur.
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Dead Zone
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The mid-range area too far for an easy finish and too close to the arc for three-point value — the least efficient shooting area in basketball.
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Defensive Efficiency
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A broad term for how well a team prevents the opponent from scoring, most precisely measured by Defensive Rating. Used loosely in commentary to describe the overall quality of a team's defense rather than a single number.
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Defensive Rating DEF RTG
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The number of points a team allows per 100 possessions — the standard measure of defensive efficiency. Stat in depth →
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Defensive Rebound Percentage DREB%
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The percentage of available defensive rebounds a player or team secures while on the floor. Stat in depth →
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Defensive Rebounds DREB
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Rebounds grabbed by the defensive team after the opponent misses, ending their possession and starting your own offense. Stat in depth →
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Double Team
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When two defenders converge on a single offensive player simultaneously, forcing a pass to an open teammate — a calculated concession of an open shot to stop a dominant scorer.
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Dribble Handoff DHO
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A play in which the ball handler dribbles directly toward a teammate and hands the ball off while moving, effectively using the receiver as both passer and screener. The DHO creates momentum and forces the defense to navigate the exchange — a staple of EuroLeague half-court offense.
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Drive
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A dribble penetration toward the basket, attacking the defense off the bounce rather than through passing or screening.
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Drop
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A pick-and-roll defensive coverage in which the screener's defender retreats toward the paint as the screen is set, protecting the rim and the roll while conceding the mid-range pull-up jumper. The most common coverage against non-shooting big men in EuroLeague. See the action →
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Drop Step
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A post move in which the offensive player pivots away from the defender with one foot, creating a direct path to the basket for a layup or short shot.
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Dunk
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A shot in which the player jumps and pushes the ball directly through the basket with one or both hands — guaranteed to score and impossible to block once the arm is above the rim. Worth two points, but valued beyond its face value for its psychological impact.
E
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Effective Field Goal Percentage eFG%
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A field goal percentage that adjusts for the extra value of three-pointers, giving a truer picture of shooting efficiency than raw FG%. Stat in depth →
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Elbow
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The intersection of the free throw line and the lane line on each side of the court — a key tactical position for post feeds, mid-range shots, and pick and roll actions.
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Eurostep
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A two-step move in which the ball handler takes one step to one side and a second step to the other on the way to the basket, using the width of the legal two-step gather to avoid a shot-blocker or draw contact. Legal in both FIBA and NBA; the name reflects its European origins.
F
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Fadeaway
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A jump shot in which the shooter leans away from the defender while releasing — creating separation at the cost of balance and arc. Difficult to contest, but also more difficult to make consistently than a set jumper. A signature shot of isolation scorers.
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Fast Break Points
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Points scored in transition before the defense has set — tracked explicitly by EuroLeague as a measure of how effectively a team converts turnovers and defensive rebounds into immediate offense.
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Field Goal Percentage FG%
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The percentage of field goal attempts a player converts, measuring raw shooting accuracy without accounting for shot type or value. Stat in depth →
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Field Goals FGM / FGA
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The number of shots made and attempted from the field — any shot that isn't a free throw. Stat in depth →
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Final Four F4
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The climax of the EuroLeague season — the four remaining clubs (the two Playoff winners from each semifinal) meet at a single neutral site over one weekend to play two semifinals and a final. Winner-takes-all, one venue, two days. The EuroLeague's equivalent of a Final Four weekend.
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Flare Screen
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A screen set away from the ball that pushes a teammate toward the corner or wing rather than toward the basket — used to free shooters when the defense is anticipating cuts to the paint. Effective against aggressive help defenders.
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Floater
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A high-arcing shot released over a shot-blocker from close range — used by smaller players to score in the paint without risking a block.
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Fouling Out
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When a player commits their fifth personal foul in EuroLeague and is disqualified from the rest of the game.
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Fouls PF / FD
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Personal Fouls committed and Fouls Drawn — one limiting a player's time on court, the other manufacturing free throw opportunities. Stat in depth →
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Foul Trouble
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When a player has accumulated enough personal fouls that a coach restricts their minutes to prevent fouling out — typically begins at 3 fouls in the first half or 4 in the second.
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Free Throw Percentage FT%
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The percentage of free throw attempts a player converts — the purest measure of shooting mechanics, with no defender and the same spot every time. Stat in depth →
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Free Throw Rate FTr
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The ratio of free throw attempts to field goal attempts, measuring how often a player gets to the line relative to their shot volume. Stat in depth →
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Free Throws FTM / FTA
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The number of uncontested shots made and attempted from the free throw line, awarded after certain fouls. Stat in depth →
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Full-Court Press
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A defensive strategy in which a team applies pressure across the entire length of the court rather than retreating to half-court — designed to force turnovers, accelerate the pace, and disrupt the opponent's half-court offense. Most common in late-game situations when a team needs to generate stops quickly. See the action →
G
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Games Played GP
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The total number of games a player has appeared in during a season — the foundation for every per-game average and the most basic measure of availability. Stat in depth →
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Garbage Time
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The final minutes of a game with a lead so large it is statistically unrecoverable — when coaches substitute backups, intensity drops, and statistics accumulated no longer reflect competitive play. Relevant for analytics — garbage time numbers can distort season averages for role players.
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Give-and-Go
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A two-player action in which the ball handler passes to a teammate and immediately cuts toward the basket to receive the ball back — one of the oldest and simplest actions in basketball. Effective against defenders who watch the ball rather than their man.
H
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Half Court
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The offensive phase of play in which both teams are set and the offense must create a shot against an organised defense — as opposed to transition.
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Hand Off
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A play in which the ball handler passes directly to a cutting teammate at close range, often used as a screen substitute to generate momentum.
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Hedge
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A pick-and-roll coverage in which the screener's defender steps out aggressively to slow the ball handler as they turn the corner, buying time for the on-ball defender to recover. Less extreme than a Show or Blitz — the hedging defender recovers to their own man rather than committing to a full trap.
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Help Side
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The side of the court away from the ball, where defenders should be positioned to provide help defense on drives and cuts.
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High Post
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The area around the free throw line and the top of the lane — a key position for big men who can pass, shoot mid-range, or initiate pick and roll actions.
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Hook Shot
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A one-handed shot in which the player sweeps their arm in a wide arc, releasing the ball at the top with the body turned sideways to the basket — making it nearly impossible to block because the shooter's body shields the ball from the defender. A staple of post scorers.
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Horns
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An offensive alignment in which two big men set up at each elbow simultaneously, with the ball handler at the top. Creates immediate options for pick-and-roll in either direction and opens driving lanes through the middle — one of the most common EuroLeague set play starting points.
I
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Ice
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A pick-and-roll defensive coverage in which the on-ball defender pushes the ball handler away from the screen — typically toward the sideline — while the big drops to protect the paint. Named for how it 'ices out' the screen by preventing the ball handler from turning the corner.
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Inbound
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The act of passing the ball onto the court from out of bounds to restart play after a stoppage, basket, or violation.
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Isolation ISO
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A play in which one offensive player is given space to beat their defender one-on-one, with teammates clearing out of the way. High variance — dependent entirely on individual skill — and generally less efficient than actions that involve movement and screening. See the action →
K
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Kick Out
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A pass from a driving player to an open perimeter shooter, typically for a three-point attempt, made as the defense collapses to stop the drive.
L
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Layup
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A shot taken close to the basket, typically off the backboard using the momentum of a drive — the highest-percentage shot in basketball.
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Low Post
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The area near the basket and along the lane line — the primary operating zone for traditional big men and post scorers.
M
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Man-to-Man Defense
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The defensive system in which each defender is assigned a specific offensive player to guard throughout the possession — the baseline of most NBA defensive schemes, and still the primary coverage in EuroLeague. Contrasts with zone defense, where defenders guard areas rather than individuals.
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Minutes MIN
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The number of minutes a player spends on the court — the context that makes every other counting stat meaningful. Stat in depth →
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Mismatch
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A defensive assignment in which a player is guarded by someone significantly smaller, slower, or weaker — an advantage the offense deliberately hunts through screens and switching.
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Motion Offense
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An offensive system built on continuous movement, cutting, and screening by all five players rather than set plays — designed to generate mismatches through unpredictability.
N
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Net Rating NET RTG
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The point differential per 100 possessions when a player or team is on the court — the single number that most reliably predicts winning. Stat in depth →
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No-Charge Zone
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The semicircle beneath the basket inside which an offensive foul cannot be called on a drive — protecting ball handlers from defenders who position themselves under the rim.
O
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Offensive Rating OFF RTG
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The number of points a team scores per 100 possessions — the mirror image of Defensive Rating. Stat in depth →
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Offensive Rebound Percentage OREB%
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The percentage of available offensive rebounds a player or team secures while on the floor. Stat in depth →
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Offensive Rebounds OREB
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Rebounds grabbed by the offensive team after their own missed shot, extending possessions and creating second-chance scoring opportunities. Stat in depth →
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On/Off Rating On/Off
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The difference in a team's performance when a specific player is on the court versus off it, isolating individual impact from lineup context.
P
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Pace PACE
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The number of possessions a team uses per 40 minutes — the speed at which they play, which determines how many opportunities both teams get in a game. Stat in depth →
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Paint
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The rectangular area beneath the basket, formally called the lane or key — the most contested space on the court and the primary target of both offensive attacks and defensive protection.
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Performance Index Rating PIR
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EuroLeague's composite box score metric, combining positive contributions and subtracting negative ones into a single number.
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Perimeter
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The area of the court beyond roughly 5–6 metres from the basket, encompassing the three-point line and the space where guards and wings primarily operate.
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Pick and Pop
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A pick and roll variation in which the screener steps back to the perimeter for a three-point attempt after setting the screen, rather than rolling to the basket. Used against drop coverage and teams who protect the paint — forces the screener's defender to choose between giving up the roll or conceding a wide-open three. See the action →
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Pick and Roll P
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The most common action in basketball — a ball handler uses a teammate's screen to attack the defense, forcing a two-on-two decision that the defense must solve instantly. The screener then either rolls to the basket or pops to the perimeter, creating a second coverage problem simultaneously. See the action →
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Pindown
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A downscreen set for a teammate who cuts from the low post up toward the perimeter to receive the ball — used to free shooters and create catch-and-shoot opportunities. One of the most frequent actions in EuroLeague half-court offense.
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Play-In
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The EuroLeague elimination round that determines the last two Playoff spots. Teams finishing 7th through 10th enter a single-elimination bracket — 7th hosts 10th, 8th hosts 9th — with winners advancing to the Playoffs. One loss and the season is over — higher seeding matters enormously.
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Player Efficiency Rating PER
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A per-minute rating that summarises a player's total statistical contribution into a single number, adjusted for pace. Stat in depth →
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Playoffs PO
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The EuroLeague quarterfinal round, featuring the top six regular season teams plus the two Play-In winners in a best-of-five series. Winners advance to the Final Four. Home court advantage goes to the higher seed — making regular season positioning a genuine tactical goal.
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Plus/Minus +/-
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The point differential while a player is on the court — the box score's only attempt to measure total impact rather than individual actions. Stat in depth →
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Pocket Pass
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A short, low pass made to a rolling big man cutting to the basket, threading between defenders — one of the most difficult passes in basketball.
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Points PTS
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The total number of points a player scores in a game or averages per game — the most visible number in basketball and the most misread. Stat in depth →
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Points from Turnovers
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Points scored directly following an opponent's turnover — a composite measure of defensive aggression and transition efficiency that goes beyond steals alone.
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Points in the Paint
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Points scored inside the lane — tracked by EuroLeague as a measure of interior offensive and defensive dominance, capturing layups, post scores, and cut finishes that don't appear in perimeter shooting stats.
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Points Per Possession PPP
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The number of points generated per possession in a specific play type or situation — the sharpest measure of offensive efficiency in context. Stat in depth →
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Positions
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The five roles on a basketball team, numbered 1 through 5. Point guard (1) — the primary ball handler and playmaker. Shooting guard (2) — typically a scorer or off-ball threat. Small forward (3) — a versatile wing who can score and defend multiple positions. Power forward (4) — a physical presence who can play inside and outside. Center (5) — the primary big man, protecting the rim and operating in the post. Modern basketball increasingly blurs these lines — most EuroLeague rosters are built around position-less versatility.
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Possession
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A single offensive sequence from the moment a team gains the ball until they score, turn it over, or the ball changes hands after a missed shot — the fundamental unit of basketball.
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Post
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The area near the basket along the lane lines where big men establish position to receive the ball and score facing or with their back to the basket.
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Pull-Up Jumper
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A jump shot taken off the dribble, stopping suddenly to shoot over a closing defender — one of the most difficult shots in basketball.
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Putback / Tip-In
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A shot scored immediately off an offensive rebound — either catching the ball cleanly and finishing (putback) or tipping it directly in while still airborne (tip-in). Both count as second-chance points and require both athleticism and positioning. Among the hardest plays to defend in basketball.
R
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Read
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The decision a ball handler makes based on how the defense is positioned — whether to shoot, pass, or drive. Good reads separate efficient players from turnover-prone ones.
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Rebound Percentage REB%
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The percentage of available rebounds a player secures while on the floor, measuring rebounding impact independent of minutes. Stat in depth →
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Rebounds REB
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The total number of missed shots a player recovers — the sum of offensive and defensive rebounds. Stat in depth →
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Restricted Area
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The official term for the semicircular zone beneath the basket — roughly 1.25 metres in radius — inside which a defender cannot draw a charging foul. Also called the no-charge zone. If a defender has not established position outside this area before contact, the foul is called on the defense.
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Roll
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The movement of a screener toward the basket immediately after setting a pick, creating a short-range scoring opportunity if their defender is caught helping on the ball handler.
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Run
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A sequence of consecutive points scored by one team while the opponent goes scoreless — typically referenced as "a 10–0 run" or similar. Runs are the unit of momentum in basketball — games are rarely decided by consistent play, but by which team's runs are bigger and better-timed.
S
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Screen
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A stationary block set by an offensive player on a defender, using their body as an obstacle to free a teammate — the most fundamental action in basketball after dribbling and passing.
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Second Chance Points SCP
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Points scored following an offensive rebound — a direct measure of how much damage a team does after their own misses. Stat in depth →
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Shot Clock
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The 24-second countdown within which a team must attempt a field goal in EuroLeague — a violation gives the ball to the opponent. After an offensive rebound, the clock resets to 14 seconds rather than the full 24, rewarding teams that crash the glass without slowing the game. FIBA also has no defensive three-second rule, which is precisely why zone defense is far more prevalent in EuroLeague than in the NBA.
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Show
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A pick-and-roll coverage in which the screener's defender steps out hard and high to cut off the ball handler's path, appearing to trap before recovering. More aggressive than a Hedge, less committed than a Blitz — designed to force the ball handler to reverse direction and lose time.
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Sixth Man
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The first player off the bench — typically a team's best reserve, used to provide scoring or playmaking without starting.
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Slip
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When a screener cuts to the basket before completing the screen, sensing that their defender has vacated to help — turning the screen into a cut.
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Spacing
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The distribution of offensive players across the court to spread the defense — the structural condition that makes every individual action more effective.
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Stagger
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Two consecutive screens set on the same cutter, typically along the baseline or from the paint to the perimeter — forcing the defense to navigate multiple bodies in sequence. Commonly used to free shooters when a single screen isn't enough to create separation.
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Steal Percentage STL%
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The percentage of opponent possessions that end in a steal while a player is on the floor — the pace-adjusted measure of defensive disruption, more meaningful than raw steal totals for comparing players with different minutes. Stat in depth →
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Steals STL
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The number of times a defensive player takes the ball directly from an offensive player, causing a turnover. Stat in depth →
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Step-Back
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A move in which the ball handler takes a step backward while dribbling to create separation before pulling up for a jump shot — turning the defender's forward momentum against them. Effective because it reverses the usual direction of play at the moment the shot goes up.
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Strong Side
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The side of the court where the ball is currently located.
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Swingman
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A player who can credibly play both guard and forward — versatile enough to defend multiple positions and operate in different offensive roles. In modern basketball, swingmen are prized for their ability to switch defensively without creating mismatches.
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Switch
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A defensive adjustment in which two players exchange assignments when a screen is set, each taking the other's man to avoid losing either offensive player.
T
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Technical Foul T / Tech
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A foul called for unsportsmanlike conduct that does not involve physical contact with an opponent — typically for arguing with officials, taunting, or delay of game. Results in two free throws for the opposing team and possession. Two technical fouls in a game result in ejection.
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Three-Point Attempt Rate 3PAr
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The percentage of a player's field goal attempts that come from beyond the arc, revealing their role in the offense. Stat in depth →
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Three-Pointers 3PM / 3PA
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The number of shots made and attempted from beyond the arc. Stat in depth →
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Three-Point Percentage 3P%
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The percentage of three-point attempts a player converts. Stat in depth →
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Transition
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The moment possession changes and both teams convert between offense and defense — the fastest and most chaotic phase of the game.
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Transition Frequency TRANS%
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The percentage of a team's offensive possessions that begin in transition rather than half-court sets. Stat in depth →
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Traveling
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A violation called when a ball handler takes too many steps without dribbling — more than the legal gather step plus two steps before releasing the ball. One of the most debated calls in basketball, partly because the gather step is a judgment call and interpretations differ between referees and leagues.
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True Shooting Percentage TS%
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A single efficiency number that accounts for two-pointers, three-pointers, and free throws together, weighted by their actual point value. Stat in depth →
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Turnover
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Any loss of possession before a shot attempt — bad pass, stolen ball, stepped out of bounds, or shot clock violation.
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Turnover Percentage TOV%
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The percentage of possessions a player or team ends in a turnover — a pace-adjusted measure of ball security. Stat in depth →
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Turnovers TOV
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The number of times a player loses possession before a shot attempt, handing the ball to the opponent for free. Stat in depth →
U
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Unsportsmanlike Foul UF
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The FIBA equivalent of a flagrant foul — called when contact is deemed excessive or when a player makes no legitimate attempt to play the ball. Results in two free throws and possession for the fouled team. Two unsportsmanlike fouls in a game result in ejection. More strictly enforced in EuroLeague than the NBA's flagrant foul system.
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Usage Rate USG%
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The percentage of team possessions a player uses while on the floor — the most precise measure of a player's role in the offense. Stat in depth →
W
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Weak Side
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The side of the court away from the ball — where help defenders position and where backside cuts and skip passes find open shooters.
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Wing
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The area on either side of the court between the corner and the top of the arc — a primary operating zone for perimeter players.
Z
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Zone Defense
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A defensive system in which players guard areas of the court rather than specific opponents — rotating to whoever enters their zone rather than following an assigned player. Far more common in EuroLeague than in the NBA, partly because FIBA has no defensive three-second rule, meaning a big man can legally camp in the paint. Requires different offensive counters than man-to-man — skip passes, weak-side movement, and attacking the gaps between zones. See the action →