- Usage
- How often a pitcher throws a pitch, as a share of all his pitches to that batter side.
- Whiff%
- Swings and misses divided by total swings.
- Whiff+
- Whiff% compared with league average for the same pitch type, throwing hand and batter side. 100 is average; 120 means 20% more misses.
- Pitch grade
- One 20–80 grade per pitch, the scale scouts use: 50 is average, 60 is plus, 70 is plus-plus, 40 is below average. It blends Whiff+, chase rate, in-zone whiffs, contact quality (xwOBAcon), ground-ball rate and Location+, each weighted by how much it drives run value across 2026. It grades what the pitcher controls, so it's steadier than run value, which includes luck. Small samples are pulled toward 50: a pitch thrown 150 times keeps half its distance from average, one thrown 600 times keeps 80%.
- Arsenal grade
- A pitcher's whole mix on the 20–80 scale, weighting each pitch by how often he throws it. Grades on fewer pitches are pulled toward 50 (halfway at 400 pitches), so a reliever needs a bigger edge than a starter to reach the top. Leaderboards rank starters and relievers separately. A starter is anyone who threw 50+ pitches in at least half his games (or in 10+ games). It rates pitch quality, not workload or durability.
- Matchups
- Each day's probable starters and lineups come live from MLB. For each starter, his run value by pitch group (fastballs, breaking balls, offspeed) is set against how the other team hit that group from pitchers of the same hand in 2026, ranked 1–30 (1 = best offense). Matchup edge = for each group, how often he throws it × (his run value − their run value), added up, in runs per 100 pitches. Hitter chips show each batter's run value vs. league by pitch group, colored from the pitcher's side; under 150 pitches seen is faded because it's mostly noise. It describes the matchup, not a prediction.
- Pitch mix optimizer
- Part of Pitch Lab. Suggests how often to throw each pitch against lefties and righties. Each pitch's value blends its own 2026 run value (trusted more as the sample grows; halfway at 300 pitches) with its Stuff+ grade. Usage shifts toward the most valuable pitches, but every extra point of usage is charged against that pitch, because hitters adjust to what they see more. Guardrails: no pitch moves more than 20 points, a pitch needs 50+ thrown to that side before it's suggested more, and every pitcher keeps a real fastball. It treats each pitch on its own, so it can't see how a pitch sets up the next one.
- 2027 Watch List
- Ten starters and ten relievers who are 29 or younger, threw 600+ pitches in 2026, were average or worse and have never had a strong season since 2021, ranked by projected 2027 run value. The projection leans on Stuff+ and Whiff+, then Location+, fastball velo change and contact quality. Tested on 2022 to 2025 with lists built only from earlier seasons: 28 of 40 reliever picks and 22 of 40 starter picks were above average the next year (vs 50% and 38% of similar pitchers). It can't see injuries or role changes.
- Pitch Lab
- Up to four things each pitcher could try, ranked by runs saved. Usage: an Underused weapon he could throw more. Shape tweak: one small change (1 mph, 2 inches of break, 150 rpm or 0.3 ft of extension) re-scored with Stuff+, allowed only if pitchers with a similar arm slot already throw that version. New pitch: the typical version of a pitch he doesn't throw (no second changeup or splitter if he already has an offspeed pitch), built from at least 5 pitchers with his arm slot and fastball velo, shown only if it projects to Stuff+ 105 or better. Each comes with a similar-shaped pitch from a real pitcher. The model can't tell whether a pitcher can physically make the change. Backtest: on 367 pitches that changed shape from 2025 to 2026, graded by models that never saw that pitcher, predicted whiff change matched actual whiff change (r = 0.23, still significant after controlling for regression to the mean). The direction was right 62% of the time when the model expected a 2+ point swing, and 68% at 5+ points. Run value changes were mostly noise (52%), so treat the runs-saved estimates as rough.
- Stuff+
- Grades the pitch itself, not what happened to it. A model trained on every 2026 pitch learns how velo, movement, spin, release point, extension, arm angle and the gap from his main fastball translate into run value, separately for fastballs, breaking balls and offspeed. It never sees location, count or results. 100 is average; 10 points is 1 standard deviation. Tested honestly: first-half Stuff+ predicted second-half run value better than first-half run value did (r = 0.24 vs 0.17).
- Location+
- Grades where a pitcher puts each pitch, not what happened after. Every spot around the plate gets the league's average run value for that pitch group, batter side and count, and each pitch is credited for how good its spot usually is. 100 is average; 10 points is one standard deviation. Pitchers with elite stuff often attack the zone on purpose, which can pull theirs down.
- Run value
- How much each pitch changed the expected runs in the inning, from Statcast. Shown per 100 pitches against league average. Positive means it saved runs.
- Run value breakdown
- Splits Runs/100 into where the runs came from: strikes (called, swinging and fouls), balls, and contact (balls in play). The three parts add up to Runs/100. It explains pitches that miss bats but still cost runs: usually they get hit hard when hitters connect, or hitters take them for balls.
- Biggest leak
- On a pitch that costs runs, the part of the breakdown costing the most: not enough strikes, too many balls, or hurt on contact.
- xwOBAcon
- Expected damage on balls in play, built from exit velocity and launch angle. Lower is better for the pitcher. Shown against league average.
- Hard-hit%
- Share of balls in play hit 95 mph or harder.