Our Definitions

Data Point Definition
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.
Carry Dominance The percentage of a team's carries that are positive (the ball carrier wins the collision and falls forward). Calculated as Positive Carries / Total Carries x 100. A higher percentage means the team is consistently winning the gain line when carrying the ball.
Dominant Tackle Rate The percentage of tackles where the tackler wins the collision and drives the ball carrier backwards. Calculated as Positive Tackles / (Positive Tackles + Negative Tackles) x 100. This measures tackle quality rather than completion.
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.
Lineout Success Rate The percentage of your own lineouts where you retain possession. Calculated as Lineouts Won / (Lineouts Won + Lineouts Lost) x 100. Lineout resets are excluded from this calculation because possession is retained.
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.
Percentage of lineouts that led to mauls How frequently the team forms mauls relative to their lineout opportunities. Calculated as (Total Maul Events / Total Lineout Events) x 100, where lineout events include lineouts won, lost, and reset. A higher rate means the team is using the driving maul as a weapon more often.
MVP Score A points-based rating that measures a player's overall effectiveness across a game. Each action a player performs is assigned a score, for example a positive carry might earn +2 points while a missed tackle might deduct -1 point. The total of all these scores gives the player's MVP Score for that game. You can fully customise how each action is weighted in your Score Weights settings to match your coaching priorities.
Minutes played An estimate of how many minutes a player was on the field during a game, based on the timestamps of their recorded involvements.
Momentum A live measure of which team is controlling the game at any point in time. Momentum is calculated by weighting every coded event (tries, carries, tackles, turnovers, territory entries, set pieces, infringements) and applying a time decay so recent events matter more than older ones. The result is a score from -100 to +100 that updates every minute: positive means the home team is in control, negative means the opposition. Key factors that drive momentum include collision dominance, tackle quality, territorial pressure, set piece success, and discipline.
Passive carry When the ball carrier loses the collision with the tackler, the defender pushes them back, and they fall backwards, starting a ruck.
Passive 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.
Offload Rate The percentage of passes that are offloads rather than standard passes. A higher offload rate suggests the team is keeping the ball alive in contact situations more often.
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).
Phases Built The number of consecutive rucks (phases of play) a team builds before possession ends through a kick, turnover, set piece, try, or other interrupting event. Reported as an average per game. More phases generally means the team is retaining possession and building sustained pressure.
Points Per 22m Entry The average number of points scored each time the team enters the opposition's 22-metre zone. Calculated as total points scored (tries worth 5, penalty kicks and drop kicks worth 3) divided by total 22m entries. A higher number means the team is converting territorial pressure into points more efficiently.
Dominant carry When the ball carrier wins the collision with the tackler, pushes the defender back, and falls forward, starting a ruck.
Dominant 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 Success Rate The percentage of your own scrums where you retain possession. Calculated as Scrums Won / (Scrums Won + Scrums Lost) x 100. Scrum resets are excluded because possession is retained.
Set Piece Success Rate The combined success rate across scrums and lineouts. Calculated as (Scrums Won + Lineouts Won) / (Total Scrums + Total Lineouts) x 100. This gives an overall picture of how well the team performs at set pieces.
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 Success Rate The percentage of tackle attempts that are completed successfully. Calculated as Tackles Made / (Tackles Made + Tackles Missed) x 100. This measures whether tacklers are bringing down the ball carrier, regardless of whether they win or lose the collision.
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).
22m Entry Conversion Rate The percentage of entries into the opposition's 22-metre zone that result in points being scored (via a try, successful penalty kick, or successful drop kick). A higher rate means the team is finishing when they get into scoring range.
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.
Work Rate The total number of coded involvements a player has in a game, including carries, tackles, passes, ruck arrivals, kicks, offloads, and any other recorded actions. A higher work rate means the player was more active and involved throughout the match. This measures effort and involvement, not necessarily effectiveness. For example, a player with 30 involvements has a higher work rate than one with 15, regardless of whether those involvements were positive or negative. We typically use Work Rate per Minute for a more accurate comparison, which divides total involvements by the player's estimated Minutes Played (see Minutes Played). This accounts for players who were substituted or came off the bench, giving a fairer measure of intensity.