| 22m entry |
When the team crosses the opposition's 22m line with possession of the ball (for example, via a carry or a lineout after a penalty). |
| Back-to-back penalty infringements |
When the team gives away two consecutive penalties before the opposition concedes one. |
| Back-to-back-to-back penalty infringements |
When the team gives away three consecutive penalties before the opposition concedes one. |
| Error |
When a player knocks the ball on or makes a forward pass. |
| Infringement |
When a player gives away a penalty. |
| Kick |
When a player kicks the ball (not including restarts, penalty kicks, or free kicks). |
| Kick metres |
The total estimated number of metres kicked when a kick occurs. |
| Kicker - conversion |
When the kicker attempts a conversion after a try. |
| Kicker - drop kick |
When the kicker attempts a drop goal. |
| Kicker - penalty kick |
When the kicker attempts a penalty kick. |
| Linebreak |
When a ball carrier cleanly breaches the opposition's defensive line and gets through into clear space beyond the first line of defenders. |
| Lineout lost |
When the team loses possession from their own lineout. |
| Lineout reset |
When the referee restarts the lineout, but the team retains possession of the throw-in. |
| Lineout won |
When the team retains possession from their own lineout. |
| Maul |
When the team begins a maul with possession of the ball. |
| MVP Score / Effectiveness Score |
A bespoke points-based ranking that grades a player's effectiveness by assigning scores to their specific actions. For example, a positive carry may award +2 points, while a negative tackle may deduct -1 point. You can fully customise the weighting of your MVP scoring system in your account settings. |
| Negative carry |
When the ball carrier loses the collision with the tackler, the defender pushes them back, and they fall backwards, starting a ruck. |
| Negative tackle made |
When the tackler loses the collision with the ball carrier, who falls forward. |
| Number of players in lineout |
Number of players in the lineout (not including the scrum-half). |
| Offload |
An offload is a short pass made by a player while they are being tackled, before they reach the ground, to a teammate in support. |
| Opp infringement |
When the opposition concedes a penalty while the team is in possession. |
| Pass |
When a player throws the ball to another player (not including passes down to the scrum-half in lineouts). |
| Positive carry |
When the ball carrier wins the collision with the tackler, pushes the defender back, and falls forward, starting a ruck. |
| Positive tackle made |
When the tackler wins the collision with the ball carrier and drives them backwards. |
| Restart receive lost |
When the team fails to catch the restart. |
| Restart receive won |
When the team successfully catches the restart. |
| Ruck |
When a ruck occurs. |
| Ruck arrival |
When a player enters the ruck while their team is in possession. |
| Ruck seconds |
The number of seconds from when the ball hits the ground to when it is used. |
| Scrum lost |
When the team loses possession from their own scrum. |
| Scrum reset |
When the referee restarts the scrum, but the team retains possession of the put-in. |
| Scrum won |
When the team retains possession from their own scrum. |
| Tackle assist |
When a player joins another player's tackle to help complete it. |
| Tackle missed |
When a player attempts to make a tackle but does not successfully contact and bring down the attacker. |
| Try |
When a player places the ball behind the try line (and no contest by referee). |
| Turnover Lost |
When a player with possession of the ball loses possession, often after an error. |
| Opp Turnover Lost From Penalty |
The opposition lost possession of the ball because of a penalty. The individual attached to this code is the player who won the penalty. |
| Opp Turnover Lost With No Penalty |
The opposition lost possession of the ball from a clean steal. The individual attached to this code is the player who successfully stole the ball. |
| Workrate |
The sum of all a player's total involvements. This is designed to measure how much effort a player is exerting, not necessarily how effective they are with these efforts. |