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
Field guide
How to read this board
A category league has no single number to rank by. A center who blocks two shots a night and shoots 60 percent from the floor and a guard who makes four threes and hands out nine assists win you different columns, and which of them is worth more depends entirely on which columns your league counts and which ones you have decided to give away. This board asks that first. Pick the categories, punt the ones you are not chasing, weight the ones you are, and every player is scored by how far he moves each category relative to the projected pool, a z-score, then summed across what is left. The narrow tinted columns on the right show where that sum comes from, one category at a time.
The last plain column is the one no draft board should be without in this sport: how many games the player's club has in the current fantasy week. Lineups are daily here, a week is anywhere from two games to five, and a three-game week is the difference between a starter and a bench seat. Before opening night the column reads week one.
Read the rest
Read the rest

Why a z-score and not a points total
In a points league the projection is one number: the stat line scored by your league's table. Under the makes-and-misses table that most points leagues start with, a point is worth one, a made field goal two and an attempt minus one, a made free throw one and an attempt minus one, a rebound one, an assist two, a steal and a block four each, a turnover minus two, a made three one on top of its points. A worked example: a made three scores five. The six-stat table is simpler, a point, 1.2 per rebound, 1.5 per assist, three per steal and per block and minus one per turnover. Either way the number adds up, and the Points format on this board ranks by it, season total, and shows the table chips so you can pick the one your league runs. A categories league has no such total. Your matchup is decided column by column, best of nine, and a player who wins you steals by a mile and loses you free-throw percentage by a hair is worth more than the raw counts suggest. The honest way to compare him with a scorer is to ask, in each category, how far he sits from the middle of the pool, measured in standard deviations, and to add those distances up. A player at plus two in blocks and plus one in rebounds carries the same three units as a player at plus three in points, and the board treats them so. The pool is every projected player, because basketball has one roster half and no position that sits out a category.
Field-goal and free-throw percentage are weighted by attempts
The two percentages are rate stats, and a rate on a small sample means less than the same rate on a large one. A backup center who shoots 65 percent on five attempts a night helps your field-goal percentage less than a starter who shoots 55 percent on twenty, because the starter's makes and misses move your lineup's total far more. So the z-score for field-goal percentage is weighted by projected field-goal attempts and the one for free-throw percentage by projected free-throw attempts: the pool's mean and spread are attempt-weighted, and each player's distance from the mean is scaled by his share of the attempts. The practical consequence is the one every category manager knows by feel. A high-volume poor free-throw shooter is a deep red cell, not a pale one, because he takes ten a night and misses four of them; a high-volume efficient big is a deep green cell in field-goal percentage for the same reason. Turnovers are the one counting stat where fewer is better; the board flips them before summing, so a green turnover cell means a player who protects the ball, and a red one means a point guard who handles it forty times a night and gives it away four.
What the tinted columns tell you
The single value hides the thing a category manager most needs to know: where it comes from. Two players at a z-sum of 6.0 can be built completely differently, one at plus one across six categories and the other at plus three in two categories and nothing anywhere else. The columns show that. A deep green cell is a player 1.5 standard deviations or more above the pool in that category, the kind of edge that wins the column most weeks on its own; the lighter green is 0.5 to 1.5 above, a real contribution; the quiet middle is a player near the mean, which is neither help nor harm; the gold and red cells are below the mean, and a red cell on a player you are about to draft is a hole you will have to fill elsewhere or decide to live with. Read the row, not the number, when two players are close, and draft the one whose colours fit what your roster is missing.
Punting: the toggle that most changes a draft
Punting is the deliberate decision to lose a category every week in exchange for winning the others more often. Five of nine wins the week, so a team that concedes free-throw percentage only needs five of the remaining eight, and the players it should want are exactly the ones the full board was holding back for their free-throw line: the rim-running bigs who shoot 70 percent from the floor, block two a night and clank half their free throws. The punt toggle beside each checked category does that: the column stays on the board, greyed and struck through so you do not forget it exists, but it leaves the sum and the board re-sorts. Try it before you decide. Punting turnovers moves the order less than people expect, because the high-usage guards it helps are usually elite in assists and points already; punting free-throw percentage moves it a great deal, and punting assists turns the board into a list of bigs. Basketball Monster calls the value a player gains under your punt his punt-plus; here it is simply the difference between his value before and after the toggle, which you can read by flipping it twice. The weight select does the gentler version of the same thing: a manager chasing blocks can count that column twice and one who is merely not losing it can count it at half, and the board re-sorts without asking the server again. Your punts and weights are written into the address of this page, so a link carries them.
Two center seats and the scarcity that follows
Position matters less in basketball than in most fantasy sports, because most players are listed at two positions and every roster has group seats and utility seats that any of them can fill. It matters in one place: the center seat, and how many of them a roster has. The roster-rule chips price the board on the three shapes the big platforms hand new leagues. One starts two centers and two utility players; another starts one center and three utility players; the third is a plausible shape for a platform that has never published its default, and the chip says so. Under two center seats a twelve-team league needs twenty-four starting centers on draft night, which the pool does not have, and the value of a real center rises accordingly; under one seat it falls back toward his raw line. The z-scores themselves never move with the rule, because a category is a category whichever seat a player fills; the replacement level and the printable sheet's depth do. Point guards are the other scarce seat, in the opposite way: there are plenty of them, but the ones who give you assists without a red turnover cell are few, and the position filter is built for that search. A player listed at two positions appears under both, and under the group seat that holds either.
9-cat, 8-cat, roto, and the best-game formats
Nine categories is the format the enthusiast leagues play, and the one this board opens on. Eight-cat drops turnovers, on the argument that punishing a player for having the ball is punishing him for being good, and one platform's category default is the eight. Roto keeps the nine but scores the season as a standings table instead of weekly matchups, which changes how you should read the board: a roto standing is won by being solidly above average in every column, so a row with no red cells is worth more there than its sum suggests, and a punt is a much bigger bet. None of that is what the platforms now hand a brand-new league. Since the autumn of 2025 every host defaults a new league to a points-style format, and two of them to a best-game format where each starter's single best game of the week is what counts. A best-game league does not care about a z-score at all; it cares which players have a ceiling game in them and how many chances they get to have it, which is a question about games per week and usage, not about balance. This board serves the category leagues and the classic points leagues. For a best-game league, use the Points format for the order and the games column for the chances, and know that the tool built for that format is coming.
The games column
The figure at the end of each row is the club's games in the current fantasy week, counted from the published schedule, Monday to Sunday, with a mark where a back-to-back sits inside it. It is a draft-day tiebreaker and an in-season lineup fact at once. On draft night the season is 82 games for everyone and the column is trivia; by the third week it is the reason a three-game player sits behind a four-game one whose z-sum is lower, because a category is won on totals and a fourth game is a third more of everything. The schedule planner lays the whole season out this way, club by club and week by week, and is where a streaming decision belongs.
Where the projections come from
Every outside forecaster gets one vote, and the stat line the z-scores are built from is the median, stat by stat, across the forecasters who published that stat. Percentages are never voted on directly; they are re-derived from the consensus makes and attempts, so a median of two percentages never appears. Our own model never votes in that median. It is the fallback: a player nobody outside projects takes the house line whole and shows a source count of one, which is why the deep end of the board is mostly ones. Today there is one outside forecaster for basketball, so the vote is that forecaster's line and the consensus page sets it beside our own, category by category. The draft position beside the value is the market's price for the player, so a high z-sum with a late draft position is a bargain the room has not noticed, and the reverse is a player the room likes more than the categories do.
What this board is not
This board prices players for the season, in redraft, on the projected line. It cannot see tonight's injury report, a rest day, or a coach's minute limit on a player coming back from surgery, and it knows nothing about the roster you already have: a red assist cell on a player is a hole only if you have not filled it elsewhere. The same tiers print one column per position group as the printable cheat sheet, the consensus page shows the per-game line behind every z, and for pick-by-pick help in a live draft the mock draft room runs a room against you. Details in the methodology.