Signal vs Signal
Roster Lab
Play-Type Boards
Career Signal rankings
Overall
Green Light · offense
Red Light · defense
Amber Light · glue
Hidden Gems: low-minute killers
Skills Board
Defense
Signal all-time top seasons
One score, receipts included
Every rating here starts the same way: take a thing a player does, measure it against everyone else who played that same season, and express it in standard deviations from the league mean. That single move, the z-score, is what lets 1962 and 2026 share a leaderboard. Wilt is graded against Wilt's league, Jokić against Jokić's. Pace, rule changes, and era inflation cancel out because everyone in a season faced the same conditions.
Scores read like this: 50 is a league-average player. Every 10 points is one standard deviation. The tiers below are percentile-based, so they always describe where a season or career actually ranks, never a fixed number that drifts out of date.
Nine rungs, picked by the math
Each rung shows a real 2026 season that lands in that tier under the locked Signal weights. These examples are computed live from the data, not chosen by hand.
Ten dials, one number
The overall rating blends ten era-adjusted components. Each card explains what feeds the dial and why it earns a place in the formula. The face on each card is the current league leader in that component, computed from this season's data. Weights shown are the locked Signal formula, the Balanced blend; the Stat Lab lets you build your own separate stat.
Green Light and Red Light
The Green Light Score is offense: scoring volume (30), usage-scaled efficiency (30), creation (25), and ball security (15). Fixed weights, so offensive ranks never shift under you. Green means go, and this measures who should be going. As of v2.2 efficiency is scaled by usage, so carrying real load at good efficiency outranks finishing lobs at great efficiency; creation is points generated by assists, the passing that actually produces points, not raw assist counts; and turnovers are priced per creation possession so engines are not punished for the cost of running an offense.
The Red Light Score is defense, and from 2018 on it grades every position on the defense that position is asked to play. The components: rim deterrence, blocks, matchup suppression, defensive hustle, steals, and defensive BPM. The weights slide by position, and position means the minutes a player actually logged at each spot from play-by-play lineups, not a roster label: a 55 percent small forward is graded 55 percent as one. A center carries rim deterrence at 27 and matchup at 16, while a point guard carries matchup suppression at 40 and rim at just 10, because a guard is never assigned the rim and a center is never asked to chase the ball. Matchup defense is suppression versus expected, points allowed against what the men he actually guarded normally score, so guarding first options finally counts for you. As of v2.2, defensive rebounding is removed from the score entirely and lives in Amber where glue belongs, because leaking off your man to chase a board is not defense; box outs, the labor version of rebounding, are folded into the hustle blend instead. Positionally skewed components (rim, matchup, blocks, hustle) are z-scored inside the position; steals and defensive BPM stay league-wide so absolute rim value keeps its honest premium. Before 2016 the score is a box-score blend, and pre-1974 defense is estimated from defensive win shares per minute, so Bill Russell is judged on the evidence his era recorded rather than scoring blank.
Earned, never given
Skill badges are percentile tests inside each season, so a 1998 badge and a 2026 badge were earned against the wearer's own league. They never move when you change the Stat Lab dials. Positive badges outline in ink, signature badges in pink, and the two red ones are exactly what they look like. Each card names a current wearer, picked by the data.
What the record keeps, and since when
Older seasons are not penalized for stats that were not yet tracked. When a component has no data for a season, it drops out and the remaining weights renormalize.
Qualification and honesty rules
Season stats qualify at 500 minutes, prorated for short seasons. Career badges and all-time ranks require 10,000 career minutes, roughly four real seasons, because a career average from 900 minutes is a guess wearing a suit. Skill badges are percentile-tested within each season and never move when you change the dials. Sources: Basketball Reference season tables, raw game logs back to 1946, FiveThirtyEight RAPTOR, and stats.nba.com tracking, hustle, and matchup data.
Every score, written out
Nothing here is hidden. Each score is 50 plus ten times the weighted average of its component z-scores. A component that has no data for a season drops out and the remaining weights renormalize, which is how a 1962 season and a 2026 season share one ledger.
The terms, ours and the game's
- Signal
- The overall rating. 50 is league average; every 10 points is one standard deviation above or below.
- Green Light / Red Light / Amber Light
- The offense, defense, and glue sub-scores. Green means go (who should have the ball), Red is stopping power, Amber is the connective value that belongs to neither end.
- Trust gate / Mid* chip
- A credibility check that caps a badge, never the score, when the direct film contradicts the accumulated number. The asterisk means "the score is earned, but the claim is unproven."
- Matchup suppression
- Points a defender allows versus what the specific men he guarded normally score. The one stat that measures "does his man score on him."
- Rim deterrence
- How much a defender lowers opponents' shooting at the rim versus those shooters' normal rate. Negative is good: the shot got harder.
- Creation
- Points generated by a player's assists, not raw assist counts, so setting up a three or a foul shot is credited fully and a screen is not double-paid.
- Usage-scaled efficiency
- True shooting judged against the load carried, so a high-volume engine at good efficiency outranks a low-usage finisher at great efficiency.
- Reliability shrinkage
- Damping a noisy stat (on/off plus-minus) toward zero until the sample is large enough to trust, around 1,750 minutes.
- Skill badge
- A within-season percentile test for a specific skill (Floor Spacer, Table Setter, Gravity, Lockdown). Earned against the wearer's own league, immovable when you change the dials.
- Manley EFF
- Martin Manley's Basketball Efficiency, the per-game sum of the good minus the bad, credited by name throughout the app.
- z-score
- How many standard deviations a value sits from its season's mean. The device that makes eras comparable.
- True Shooting % (TS%)
- Scoring efficiency that counts twos, threes, and free throws in one number: points / (2 × (FGA + 0.44 × FTA)).
- Usage rate (USG%)
- The share of a team's possessions a player finishes with a shot, foul drawn, or turnover while on the floor.
- BPM / DBPM
- Box Plus/Minus and its defensive half: box-score estimates of a player's points added per 100 possessions versus league average.
- Win Shares / WS48
- An estimate of wins a player produced; WS48 puts it on a per-48-minute basis.
- Defensive Win Shares (DWS)
- The defensive portion of Win Shares, the best defensive estimate available before steals and blocks were tracked in 1974.
- Deflection / Charge drawn / Contest
- Hustle events: knocking a ball loose, taking an offensive foul, and challenging a shot. The labor of defense.
- Box out
- Sealing an opponent off the glass so a teammate can rebound. The effort behind a rebound, tracked separately from the rebound itself.
- Screen assist
- A screen that directly frees the teammate who then scores. The big man's invisible playmaking.
- Play type / PPP
- The action a possession runs (isolation, pick-and-roll, spot-up) and its Points Per Possession, the efficiency of that action.
- On/off (plus-minus)
- How a team's margin changes with a player on versus off the floor. Powerful but noisy, heavily context-dependent.
- Qualified season
- Here, 500+ minutes (prorated for short seasons); the floor for appearing in season leaderboards and badges.