Volleyball Stats Glossary

Every term on your Tavo dashboard, explained in plain language — including what counts as a good number, so you're not just staring at a stat with no context.

Overview

Point Diff

The margin between points scored and points allowed (points for minus points against). The simplest measure of how dominant a result was, independent of final score format.

Sideout %

The percentage of points your team wins while receiving serve. A high sideout% means your serve-receive and first-ball offense are converting reliably.

Good benchmark: 60%+ is strong; below 45% signals a serve-receive or first-ball offense problem.

Point Score %

The percentage of points your team wins while serving (the mirror of sideout%). Combined, sideout% and point score% should roughly track your overall win rate.

Hit % (Hitting Efficiency)

(Kills − Errors) ÷ Total Attempts. The standard measure of attacking efficiency — rewards kills, penalizes errors, and accounts for volume so a low-error, low-volume hitter isn't unfairly overshadowed by a high-volume one.

Good benchmark: +.250 and above is solid; +.400 and above is excellent at most levels.
See this stat used in a real match breakdown.

Pass Rating

The average quality of serve-receive passes on a numeric scale, typically 0–3 (Error = 0, Poor = 1, Good = 2, Perfect = 3). One number that summarizes how cleanly your team is receiving serve.

Good benchmark: 2.0+ is solid; 2.3+ is elite.

Serve Eff. (Serve Effectiveness)

A net rating of serving impact — aces and errors weighed against total attempts. A player can have zero aces and still post a strong number if they rarely miss and consistently pressure the opponent's first ball.

FBSO % (First-Ball Sideout %)

The percentage of opponent serves that your team converts into a kill on the very first attack attempt (no dig or transition needed). This isolates how well your serve-receive-to-attack pipeline works in its cleanest form.

Transition K%

Kill percentage specifically on attacks that come after a defensive transition (a dig, a block touch, etc.) rather than directly off serve-receive. Tracked separately from regular hit% because transition attacks usually come off a lower-quality set.

Aces Allowed

The number of opponent serves that scored directly against your team's serve-receive.

Blocks

Total block stuffs — net kills scored directly at the net.

Digs

Successful defensive plays that keep a rally alive after an opponent's attack.

Longest Run

The longest streak of consecutive points scored by either team without the opponent scoring — a quick way to spot momentum swings.

Earned vs. Gifted

Earned Points

Points your team won directly through its own play — a kill, an ace, or a block stuff.

Gifted Points

Points that came from the opponent's unforced error (an attack error, serve error, or net violation) rather than anything your team actively did. A high gifted-points-against number usually points to a discipline and execution issue, not a talent gap.

See this stat used in a real match breakdown

Rotation

Rotation (R1–R6)

The six serving/positional rotations a team cycles through over the course of a set, based on serve order. Performance often varies significantly by rotation depending on which hitters and passers are on the front/back row at the time.

Sideout % by Rotation

Sideout% isolated to a single rotation. The fastest way to find exactly where on the floor a team is struggling, rather than just knowing it's struggling somewhere.

See this stat used in a real match breakdown

Attack

Kill

An attack that results directly in a point for your team.

Attack Error

An attack that results directly in a point for the opponent (hit out, into the net, blocked solidly, etc.).

TA (Total Attempts)

The total number of attack swings taken, regardless of outcome. The denominator behind hit% and kill%.

Kill %

Kills ÷ Total Attempts. Different from hit%, because it doesn't subtract errors — it only measures how often a swing scores, not net efficiency.

In-System vs. Out-of-System

Whether a set came off a clean, on-target pass (in-system) or a scrambled/imperfect pass (out-of-system). Hitters are almost always more efficient in-system — tracking the split shows how much of a team's offense depends on clean first contact.

Set Distribution

The share of total sets (and therefore attacks) each hitter receives. Useful for spotting when a team's offense is concentrated on one or two hitters rather than distributed to its most efficient options.

Pass → 1st Ball Kill Funnel

The conversion rate from pass quality (Perfect / Good / Poor) through to a first-ball kill. Shows exactly how much passing quality actually matters to scoring — usually a steep drop-off from "Perfect" to "Poor."

Serve & Receive

Positive Pass %

The share of all passes rated "Good" or "Perfect" (as opposed to "Poor" or an outright error). A cleaner, easier-to-read companion stat to pass rating.

Aces

Serves that result directly in a point without the opponent making a playable return.

Defense

Dig Errors

Defensive attempts that fail to keep the ball in play.

Dig Success %

The share of defensive attempts that successfully keep a rally alive.

Block Stuffs

Blocks that immediately end the rally in your team's favor — the most valuable outcome at the net.

Block Contacts

All touches at the block, whether or not they result in a stuff. A player can have high block contacts but low stuffs if they're getting hands on balls without finishing the play — still valuable for slowing the opponent's attack.

Rally Length (Contact Count)

The number of total contacts in a rally before it ends. Used to compare how a team performs in short, fast points versus longer, extended defensive battles.

Box Score Abbreviations

Abbreviation
Meaning

PTS

Total points contributed (kills + aces + block stuffs)

NET

Net point impact (points contributed minus errors)

K

Kills

E

Errors

TA

Total attack attempts

SA

Service aces

SE

Service errors

RE

Reception errors

BS

Block stuffs

BT

Block touches (all contacts, including stuffs)

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