CATEGORY BOARD
2026-27 Fantasy Basketball Rankings
Tap a category to add or remove it. Punt keeps it on the board, greyed, and takes it out of the sum. The weight counts a category more or less than once, from a quarter to three times, the way a manager who is chasing blocks would read the board. 9-cat is points, rebounds, assists, steals, blocks, threes, field-goal and free-throw percentage and turnovers; 8-cat drops turnovers; roto is the same nine, standings-style. Field-goal percentage and free-throw percentage are weighted by attempts, and turnovers are flipped so that up is always good.
1.5 or more above the pool0.5 to 1.5 above0.5 to 1.5 below1.5 or more belowThis wk: the club's games in the current fantasy week, b2b marks a back-to-back
Board guide
Ranking players when your league counts nine things at once
A points league can rank its players with one number. A categories league cannot, because a shot-blocking center who shoots 62 percent and a guard who drains three threes and hands out eight assists help you in completely different columns, and which one is worth more depends on the categories your league counts and the ones you plan to concede. This board starts there. Choose your format and categories, punt what you are not chasing, weight what you are, and each player is scored by how many standard deviations he sits above or below the projected pool in every category that remains, with those scores added together. The tinted cells to the right of each name show where his total comes from.
One column matters more in this sport than in any other: the number of games the player's club plays in the current fantasy week. Lineups change daily, a club can play anywhere from two to five times in a week, and an extra game is an extra night of stats in every counting category. Until the season starts, that column shows week one.
Read the rest
Read the rest

Points leagues add, category leagues compare
Under the Points format the board needs no statistics: it scores each player's projected season with your league's table and ranks by the total. Two tables are offered. Makes and misses pays a point per point scored, two per made field goal and minus one per field-goal attempt, one per made free throw and minus one per attempt, a bonus point per made three, one per rebound, two per assist, four per steal or block and minus two per turnover, so a made three is worth five and a missed jumper costs you one. Six stats is simpler and ignores shooting efficiency entirely: a point per point, 1.2 per rebound, 1.5 per assist, three per steal or block and minus one per turnover, which is the table Yahoo gives a new head-to-head points league by default. Pick the chip your league uses and the order follows.
Categories have no shared currency, so the board makes one. In each category it measures how far a player's projection sits from the average of the projected pool, in units of that category's spread (a z-score), and then adds the results. A player one deviation above average in blocks and two above in rebounds carries three units, the same as a player three above average in points, and the board treats them as equals. Every projected player is in the pool, since every basketball player contributes something to every category, and the sum is the Value column. Changing which categories are in play asks the server for a fresh board, because a z-score is only meaningful against the pool for the categories you chose; the category list also offers made field goals and made free throws for leagues that count them.
Choosing the format chips
The board opens on nine categories, the set most head-to-head category leagues play. The 8-cat chip removes turnovers, the choice of leagues that would rather not penalise a player for having the ball in his hands, and it moves high-usage guards up the order. Roto uses the same nine as 9-cat but ranks teams by season totals in a standings table rather than in weekly matchups, so a row with no red cells is worth more there than its total suggests. The four preset chips above the controls set a common league shape in one tap: twelve-team 9-cat with two centers, twelve-team 8-cat, ten-team points with three utility seats, and twelve-team roto. League size matters too, because in an eight-team league the waiver wire is deep enough that only true difference-makers are worth reaching for, while in a sixteen-team league nearly every rotation player has a home.
Season totals, games played and the per-game view
The board scores season totals, so a player's projected games played is built into every figure. A star projected for 60 games is ranked on 60 games of production, and a durable starter projected for 78 gets credit for the weeks you will not have to cover for him. That is the right lens for drafting and for roto, where the season is scored on totals. If you think the games projection is too gloomy for someone, or you plan to stream around his rest nights, look at his per-game line on the consensus page, which shows both views.
Shooting percentages count by volume, turnovers count backwards
Field-goal and free-throw percentage are ratios, and a ratio on a few attempts barely moves a team total. A reserve big who makes two of three shots a night does less for your field-goal percentage than a starter who makes nine of seventeen, because the starter's makes and misses are a far bigger share of your roster's attempts. So the board weights those two categories by projected attempts: the pool's average and spread are calculated with attempts as the weight, and each player's score is scaled by his share of them. The result matches what experienced category managers already sense. A high-volume poor free-throw shooter shows a deep red cell rather than a mild one, and an efficient big who takes plenty of shots near the rim shows deep green in field-goal percentage. Turnovers are the only category where less is better, so the board flips them before adding: green means a player who looks after the ball, red means a ball-dominant guard who gives it away often.
Reading the coloured cells
A single total hides what a category manager most needs to know, which is the shape of a player's value. Two players with the same total can be built very differently: one a little above average in six categories, the other far above average in two and invisible elsewhere. The cells show the shape. Dark green means 1.5 deviations or more above the pool, the kind of edge that can carry a category for your roster by itself. Light green is 0.5 to 1.5 above, a solid contribution. An uncoloured cell sits near the average. Gold is 0.5 to 1.5 below, a small drain, and red is 1.5 or more below, a hole you will either fill elsewhere or choose to live with. When two players are close on value, compare their rows rather than their totals, and take the one whose colours fill your gaps.
Punting and weighting
Punting means giving up a category on purpose so the rest of your roster can be stronger. The punt switch beside each checked category removes it from every player's total and re-sorts the board, while the column stays visible, greyed and struck through, so you can still see what you are giving away. Try several before draft day, because basketball's categories are tangled together. Points, assists and turnovers rise and fall with usage, so a ball-dominant guard tends to be strong in the first two and weak in the third, and punting turnovers mostly helps guards who were near the top already. The two percentages tend to pull in opposite directions: bigs who score at the rim usually help field-goal percentage and hurt free-throw percentage, while perimeter shooters do the reverse. Punting free-throw percentage therefore lifts a whole group of centers at once, and punting assists tilts the top of the board toward forwards and bigs.
Weights are the gentler tool. Each checked category has a multiplier from a quarter to three times, so a manager chasing blocks can count that column double, and one who only needs to stay competitive in threes can count it at half. Punts and weights are arithmetic on numbers the page already holds, so the board re-sorts instantly without another request, and both are saved in the link you copy. How hard to lean depends on your league. Punting suits a most-categories head-to-head league best, since you only need a majority of the races; in an each-category league a punted category is a guaranteed loss in the standings every week; and in roto it surrenders standings points across the whole season, which is why most roto managers stay balanced.
Centers, multi-position players and the roster rule
Positions in fantasy basketball are flexible. Many players carry two designations, guard and forward seats accept either of their positions, and utility seats accept anyone, so positional scarcity is weaker than in most fantasy sports. The exception is center. The Roster rule chips price the board on three shapes: two center seats with two utility seats, one center with three utility seats, and one center with two utility seats and a deeper bench. With two center seats, a twelve-team league needs twenty-four starting centers, more than the position supplies, so the centers who do produce are worth more against their replacement, and the printable sheet's center column runs deeper. A player's category scores never change with the rule, because a rebound is a rebound whichever seat he fills. Point guards are scarce in a different way: there are plenty of them, but few combine big assist numbers with a clean turnover cell, and the position filter is built for that search. A player with two positions appears under each, and under the guard or forward group that covers both.
Where the tiers break
The bands across the board are tiers, and they are drawn from the numbers rather than by hand. A new tier starts where the drop in value from one player to the next is at least three times the typical drop among the twenty players on either side, and never smaller than 0.12 of a z-sum (or 40 points on a points board). Near the very top a tier can be a single player, because the gap between the first pick and the second is exactly what you want flagged; further down, every tier holds at least three. Each band states the size of the drop that ends it, and the Jump to tier chips take you straight to any band. In a draft, when only one player is left in a tier you care about, take him; when several remain, you can usually wait a pick and fill another need first.
The games column
The last plain column counts the club's games in the current fantasy week, Monday to Sunday, from the published NBA schedule, with a b2b mark when a back-to-back falls inside it. On draft night it is a minor detail, since every club plays 82 games. In season it becomes a tiebreaker worth using constantly: a player with four games this week will usually out-produce a slightly better player with three in every counting category, because he gets a third more opportunities. Back-to-backs matter as well, since veterans and players returning from injury are the usual candidates to sit one half of them. The schedule planner lays out every club's weeks for the whole season and is the place to plan streaming and your playoff weeks.
Where the projections come from
The stat line behind every score is a consensus: each outside forecaster gets one vote, and for each statistic the board takes the median of the forecasters who published it. Percentages are never voted on directly; they are rebuilt from the consensus makes and attempts. Our own projection model does not vote. It fills in only for a player no outside source projects, which is why it carries much of the deep end of the board. At the moment basketball has one outside forecaster in the vote, so the consensus page shows that line beside ours, category by category, with a source count on every row, and you can see exactly where the two disagree. The ADP column is the draft market's price. A player whose value ranks well ahead of his ADP is one your room is likely to undervalue; the reverse is a player the room likes more than his categories justify.
What the board leaves to other pages
This board prices the whole season for a redraft league, and it has blind spots by design. It does not know tonight's injury report, a planned rest night or a minutes limit on a player returning from surgery, and it knows nothing about the roster you already own, so a red assist cell is only a problem if nobody else on your team hands out assists. Other pages cover those gaps. The injury report tracks who is out. Evaluate My Team reads your roster's strengths and weaknesses category by category. The keeper calculator prices a player against the round he would cost you. If your league plays High Score or Lock-In, where a starter counts one game a week rather than all of them, the best-game helper ranks on that single game instead of a season. For the draft itself, the printable cheat sheet carries the same tiers by position group, and the mock draft room lets you practise against CPU managers. Our general approach to player value is set out in the methodology.