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YOUR CART

Why We Use Just a Few Stats


​The statistics we have identified as most important for your needs were selected based on correlation analysis of 1,000,000 sets played. If you focus on improving these stats in priority order, you can improve the win rate of your team faster than your competition.
 
Here are the skills in priority order:
  • Point score %: The number of serving points you scored divided by the number of serve attempts.
  • Side out %: One divided by the number of serves received before scoring a point and gaining control of the serve.
  • Ace: A serve resulting in a point for the server that either hits the opponent's court or is received but not brought under control enough to return to the server side.
  • Kill: An attack that results in a score.
  • Receive errors: A receive of a serve that is not brought under control enough to return to the opponent.
  • Dig errors: An attempt to control an opponent's attack that is not brought under control.
  • Attack errors: An attempt to score a point, other than by serving, that results in a point for the opponent. 
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Stats Index (all the stats you'll ever need)

Serve

Ace
A serve resulting in a point for the server that either hits the opponent’s court or is received but not brought under control enough to return to the server side.

Service error
A failed serve attempt resulting in a point for the opponent that can be due to the ball going out of bounds, hitting the antenna or not crossing the net.  
 
Serve rating
​
The quality of a serve rated from 0 = error to 4 = ace. 


​Receive

Receive error
A receive of a serve that is not brought under control enough to return to the opponent.

Receive rating
​
The quality of a receive pass rated from 0 = error, to 3 = perfect.


​Free-ball Pass

Free-ball pass
The attempt to control a ball that is returned by the opponent in a non-attack action.  

Free-ball pass ratings
The quality of a free-ball pass rated from 0 = error, to 3 = perfect.


​Attack

Attack
An attempt to score a point, other than by serving
 
Attack attempts, kills, errors
  • Attempt: An action to score a point, other than by serving. You count the attempts when calculating Kills %. For example: kills/attempts

  • Kills: An attack that results in a score.

  • Errors: An attempt to score a point, other than by serving, that results in a point for the opponent. 
 
Attack error/set
​The number of Attack Errors during a single set or the Total Attack Errors divided by all the sets in which the errors occurred.


​Dig

Dig attempt
An attempt to control an opponent’s attacked ball and prevent a kill. It does not include recovering a ball blocked by the opponent into the digger’s court. 

Dig
A player successfully controlling an opponent’s attacked ball and preventing a kill. It does not include recovering a ball blocked by the opponent into the digger’s court. 

Dig error
A failed attempt to control an opponent’s attacked ball resulting in a point for the opponent. 

Dig errors/set
​The total number of dig errors divided by all the sets in which the errors occurred.


​Block

Block – successful
When the blocker returns an attack into the attacker’s court and it directly results in a point by the blocker.  

Blocker errors
During the block, the blocker either nets, deflects the attacked ball out of bounds or makes a center-line violation.

BENCHMARKING

You must collect stats to determine what you need to be competitive and how you can achieve your goals. If possible, compare your stats to the stats of your competition. Are you competitive locally? Nationally? How well do you need to serve, receive and attack to win?
 
Statistical Reference Points by Level
 
The stats you see here from club 11/12 to college level will give you a general reference point, but you need stats from your own league to understand the benchmarks required to be most competitive.
University Varsity
Junior College
High School Varsity
High School Junior Varsity
Middle School
Club 17/18
Club 15/16
Club 13/14
Club 11/12
Determining Benchmarks for Your Team

Once you begin playing matches, here are the statistics (in priority order) that you should compare to your opponent’s stats:

  • Serve: Rating, Ace %, Error %  
  • Receive: Rating, Error %, Perfect Pass %
  • Attack: Kill % or Kills/Set, Efficiency
  • Dig: Dig % or Digs/Set
 
Adjust your benchmarks to meet your team’s needs.

  • Update your benchmark targets.
  • Adjust your drills to match the new targets.
  • Add/modify drills to improve weaknesses.

PATH TO IMPROVEMENT

Once you’ve taken the stats that matter and determined where your team stands, the next step is using the numbers to make your players better. Here are some practical applications.
 
6 Ways to Improve Faster Than Your Competition

  1. Do more reps in areas that need improvement.
  2. Do higher efficiency reps (learn faster)
  3. Avoid running around the gym.
  4. Begin practice by touching the ball: pepper, wall sets, etc.
  5. Avoid creating long lines where the coach tosses the ball.
  6. Provide “homework” assignments to get additional reps at home. A great place to start is our Driveway Drills!
 

Ranking Your Team’s Skill Priorities

 

Based on your stat analysis, here’s the order in which you should prioritize key volleyball skills:
  • Serve
  • Serve receive
  • Free ball passing
  • Digs
  • Aggressive free-ball return
 

Focus on Out-of-System Play

 

When you’re planning practice, remember that about 80% of game touches are out of system. This is a big reason why it’s so important to emphasize serve and receive.

Consider these factors:

  • Your actual play is usually very different from the idealized version of what you think you should be doing.
  • First ball contact control is critical.
  • Attacking out-of-system sets is very important.
  • As performance level goes up (better serve-receive), you need to get better at attacking the ball and scoring points through kills instead of aces.
 

Prioritize Stats by Prioritizing Touches

 

Side Out and Point Scoring are important stats, but remember …
  • These are multiple touch events.
  • It’s easier to train single contact, single skill activities to improve performance.
    • First contact: serve, serve receive, dig-error reduction, free-ball pass
    • Third contact: kills, attack-error reduction
 

Avoid Training Infrequently Used Skills

 

Running complex play patterns usually doesn’t pay off.
  • They take a lot of time to maser.
  • They happen very rarely.
  • It’s unclear whether they’re more efficient than standard attacks.
 
Setting fast to the pins is typically not worthwhile either.
  • Better to spend time on out-of-system hitting.

Don’t Revert to the Mean

Questions? ​Contact us here!
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