How this works & why it matters
What this page shows
Every recruit currently in your dynasty's recruiting board, ranked and rated. This is the raw pool you're picking targets from — everything else in this app (Class Landscape, Recruit Targets) is built from this same data.
How Raw Rating is calculated
Raw Rating measures how good a recruit is relative to their peers — other recruits at the same position and star level — rather than just their raw Overall number. It's built from:
- Base Gap: their Overall minus the average Overall for their position + star combination (or the average for their star level alone, if there aren't at least 3 other recruits at that exact position/star combo to compare against)
- Speed & Strength adjustments: bonus or penalty based on how their Speed/Strength compares to the average at their position, weighted lightly (15% each) since these matter more for some positions than others
- Gem bonus: a flat +0.5 if the game's own scouting has flagged them as a "Gem" (likely to outperform their rating) — left out entirely if you've turned on "Ignore Gem/Bust Status" in Coordinator Settings
A Raw Rating of 0 means "exactly what you'd expect for a recruit at this position and star level." Positive means better than expected, negative means worse.
How NIL Adjusted Rating is calculated
Same as Raw Rating, plus an adjustment for how their NIL asking price compares to the average for their position/star tier — a recruit asking for less than their peers gets a bonus, one asking for more gets a penalty. This is the column to sort by if your program is NIL-budget-conscious: it surfaces value picks, not just the most talented recruits.
How to use this page
- Sort by NIL Adj. Rating to find the best value at each position — players who grade out better than their star rating alone would suggest, and won't blow your NIL budget
- Use the Interested In filter to see only recruits who already have your school in their top schools list — a much shorter, more realistic list to actually pursue
- Toggle Blur OVR / SPD off only once you've formed your own opinion of a recruit's tape/profile — on by default so the raw numbers don't anchor your evaluation before you've looked at everything else
How this works & why it matters
What this page shows
The national average profile at each position, for this year's recruiting class specifically (not rostered players — see National Landscape for that). One row per position, sorted by highest average Overall first, so you can see at a glance which positions are loaded with talent this cycle and which are thin.
How it's calculated
- Avg OVR and the athletic ratings (Speed, Strength, Awareness, Agility, Acceleration, Jumping) are plain averages across every recruit at that position — filter by star rating first if you want, say, "average 4★ QB" instead of "average QB regardless of star level"
- Highlighted columns are the 2-3 ratings that matter most for that specific position (e.g. Speed/Agility/Jumping for WR, Strength/Awareness for offensive line) — everything else is shown too, just not emphasized
- Avg NIL is the game's internal valuation index, not a literal dollar figure. Individual recruits with a below-zero value are floored at 0 before averaging, so a position's average NIL is never negative even if a few recruits there have below-baseline value
Why it matters
Ratings only mean something in context. A recruit with 88 Speed sounds great in isolation — but if the average CB this cycle is sitting at 90 Speed, that recruit is actually below par for the position. This page gives you that baseline so you can judge whether a specific recruit you're evaluating on the Recruit Explorer sub-tab is genuinely a standout, or just looks good until you compare them to their actual peer group.
How to use this page
- Before committing to a target, check where their key ratings fall relative to this page's average for their position and star level
- Use the star filter to narrow the comparison — a 3★ recruit should be judged against other 3★s, not the whole position pool
- Watch for positions with unusually high or low Avg NIL — that tells you where the market is expensive or a bargain this cycle
| Position | # Recruits | Avg OVR | Avg SPD | Avg STR | Avg AWR | Avg AGI | Avg ACC | Avg JMP | Avg NIL |
|---|---|---|---|---|---|---|---|---|---|
| Upload a save file to see the class landscape. | |||||||||
Every currently-rostered player nationwide (not recruits), grouped by team caliber and class year. Team tier is the save's own 0-10 Team Prestige bucketed into 4 tiers, mirroring recruit star tiers. "Starter" means the highest-Overall player(s) at that exact position on their roster (the save's own depth chart data didn't resolve reliably, so this is a realistic-slot-count proxy instead).
How this works & why it matters
What this page shows
Everyone currently on a roster nationwide — not recruits. This is where you go to answer "how good does a team actually need to be at a position to compete at a given level," which the Class Landscape sub-tab can't tell you since it's only looking at incoming prospects.
Team Tier
Every team gets bucketed into one of 4 tiers based on the save's own 0-10 Team Prestige rating: Championship Caliber (7-10), Contending (5-6), Competing (3-4), Rebuilding (0-2). These cutoffs aren't arbitrary — they split all 138 real teams into four roughly even groups, so each tier represents a genuine quarter of the national landscape, not a skewed bucket.
"Starter"
The save's own depth chart data didn't resolve to sensible players when checked, so instead a player is counted as a starter if they're the top-Overall player(s) at their exact position on their team, using realistic slot counts (1 for QB, 3 for WR, 2 for CB, etc.). Anywhere you see "starters weighted 3×," this is the definition being used.
🏆 National Power Rankings
The single best Offense, Defense, and Overall roster nationwide. Offense blends the QB/RB/WR/TE/Offensive Line position-group scores together; Defense blends DL/LB/DB; Overall blends all ten groups. Click any team card to see its top 3 players at that exact set of positions.
Top 5 Teams, by Position Group
Same idea, narrowed to one position group at a time. A team's group score averages its starter-weighted Overall at every individual position in the group separately (e.g. Offensive Line = the average of Left Tackle, Left Guard, Center, Right Guard, and Right Tackle averages) rather than just pooling every lineman together — that keeps a team with 12 mediocre backup guards from outscoring a team with 5 genuinely great starters. A team missing a position entirely (no Fullback, say) is simply left out of that one average instead of being penalized for it.
Tier × Class Matrix
Pick a position and see its average Overall across every combination of team caliber and class year at once. This is the best view for spotting development curves — e.g. confirming that a Contending team's Junior WRs really do outgrade a Rebuilding team's Junior WRs, or seeing how much runway a true freshman typically needs before they're producing at a Championship-Caliber level.
All Positions, by Class
The exhaustive reference table — every position broken out by class year, filterable by position and team tier. Key Rating columns show whichever 1-3 ratings matter most for that specific position (e.g. Throw Power/Accuracy for QB, Man Coverage for CB), pulled from the players' real, position-specific ratings rather than generic athletic testing numbers.
Why it matters
This tab is your benchmark for "what does good actually look like." Whether you're deciding if your own roster is competitive at a position, figuring out how many years a recruit needs to develop into a starter, or just want to know which programs are stacked where — this is where those national baselines live. It pairs directly with the Recruit Targets tab: the position-need scoring there is built by comparing your roster against these same national averages.
🏆 National Power Rankings
The best Offense, Defense, and Overall roster nationwide — Offense blends Quarterback/Running Back/Wide Receiver/Tight End/Offensive Line, Defense blends Defensive Line/Linebacker/Defensive Back, and Overall blends all ten position groups below.
Upload a save file to see power rankings.
Top 5 Teams, by Position Group
A team's group score averages its starter-weighted Overall at every individual position in the group (e.g. Left Tackle, Left Guard, Center, Right Guard, Right Tackle for Offensive Line) — starters count 3× as much as bench players, and a team missing a position entirely (e.g. no Fullback) is simply left out of that one position's average rather than penalized for it.
Upload a save file to see top teams.
Tier × Class, by Position
Pick a position to see how its average Overall looks across every combination of team caliber and class year — useful for spotting development curves, e.g. "how does a Contending team's Junior WR corps compare to a Championship Caliber team's."
| Team Tier | Freshman | Sophomore | Junior | Senior |
|---|---|---|---|---|
| Upload a save file to see the national landscape. | ||||
All Positions, by Class
Every position broken out by class year in one table. Key Rating columns show whichever ratings matter most for that specific position.
| Position | Class | Avg OVR | Key Rating 1 | Key Rating 2 | Key Rating 3 |
|---|---|---|---|---|---|
| Upload a save file to see the national landscape. | |||||
🎯 Recruit Targets
A 35-recruit target board built from your current roster, depth chart, and NIL situation — not just a generic top-recruits list. Every recruit is scored on positional need (factoring in graduating Juniors/Seniors), fit vs. your current players at that position, NIL cost-effectiveness, how interested they actually are in your program, and home-state/pipeline ties, plus your Coordinator Settings (Team Direction and Position Priorities). Fullbacks, Kickers, and Punters are excluded from the board entirely.
How this works & why it matters
What this page shows
This is the one page in the app that answers "who should I actually go sign," specifically for your team — not a generic top-recruits list, but 35 recruits selected and ranked by how well they fit your program right now. Every other tab shows you data; this tab turns it into a plan.
Position Need score
Every position gets a 0-100 need score, blended from three things:
- Quality gap (45%) — how far your roster's average at that position sits below the national average (see National Landscape)
- Succession risk (35%) — what fraction of your current starters there are Juniors or Seniors, about to graduate and need replacing
- Depth deficiency (20%) — whether your roster even has a realistic number of bodies at that position, regardless of quality
A position with zero rostered players (like a team carrying no Fullback) automatically maxes out at 100.
Talent and NIL value
Each recruit's Raw Rating and NIL Adjustment (from the Recruit Explorer tab) get converted to a percentile against every other eligible recruit nationally, so "talented" and "good NIL value" mean the same thing here as they do everywhere else in the app.
Interest and geography
Recruits already showing real interest in your specific program score higher — "Not on Radar" doesn't disqualify a recruit, it's just weighted lower, since a great enough fit can still be worth a longshot pursuit. Home-state recruits get the strongest geography bonus; recruits from one of your program's recruiting pipeline states get a smaller one scaled to how strong that pipeline actually is.
Gem/Bust status
On top of everything above, a "Gem" gets a further +8 and a "Bust" a further -8 directly on each tier's score (separate from, and larger than, Raw Rating's own small Gem bonus). Turn on "Ignore Gem/Bust Status" in Coordinator Settings to leave this out of scoring entirely and let a recruit stand purely on their measurables and fit; "Hide Gem/Bust Status" only hides the badge itself and doesn't change the score either way.
The three tiers use different formulas on purpose
- Day One Starters — must be 4-5★ or a top-20 national position rank to even qualify. Talent and need dominate the score; these need to be immediate, obvious upgrades.
- Program Movers — need, talent, NIL value, and interest are balanced fairly evenly. These are the realistic 1-2 year starters.
- Foundational Players — NIL value and need are weighted heaviest, talent least. These are the affordable, longer-runway picks that keep the program's depth healthy 2-3 years out.
Each tier also caps how many recruits can share the same position (1 for Day One, 2 for Program Movers, 3 for Foundational), so one gaping roster hole can't flood the whole board with recruits at a single spot.
Coordinator Settings shape this board
Your Team Direction setting changes how many of the 35 total slots go to each tier — Rebuild shifts most of the board toward Foundational Players, Compete Now shifts it toward Day One Starters and Program Movers, Maintain uses the even split above. It also gives each tier's own formula a small nudge: Rebuild leans a bit further from raw talent and toward long-term fit (NIL value / need); Compete Now leans the other way. Your Position Priorities add a small scoring bonus for recruits who excel (for their position) at your two selected ratings, a small bonus for matching one of your preferred archetypes, and a small penalty for matching the archetype you're avoiding. All of these are gentle nudges on top of the core scoring above — they break ties and reorder close calls, but never exclude a recruit outright. Hit "Refresh Recruit Targets" (here or on the Coordinator Settings tab) any time you change a setting to see the board update.
Why it matters
A generic "top 35 recruits" list is the same for every team in the league — it doesn't know your roster is thin at Safety, or that your starting Center is a graduating Senior, or that your program has a real pipeline in a specific state, or that you specifically want a Pass Protector at Right Guard instead of an Agile one. This board does. Work it top to bottom: Day One Starters first (your most urgent, highest-confidence needs), then Program Movers, then Foundational Players to round out the class affordably.
Upload a save file to see recruit targets.
⚙️ Coordinator Settings
Tell the app what you're looking for when building your team. These preferences are saved in this browser and directly shape the Recruit Targets board. "Hide Gem/Bust Status" applies instantly everywhere; everything else (Team Direction, Position Priorities, "Ignore Gem/Bust Status") only takes effect on the Recruit Targets board once you hit "Refresh Recruit Targets" — though "Ignore" does update the Recruit Explorer tab's Raw/NIL Adj. Rating columns right away.
Team Direction
Changes two things on the Recruit Targets board: how many of the 35 total slots go to each tier (Rebuild leans hardest into Foundational Players, Compete Now leans hardest into Day One Starters and Program Movers, Maintain is the even split), and a small nudge to each tier's own formula, away from raw talent and toward long-term fit (NIL value / need) for Rebuild, or the reverse for Compete Now.
Evaluation Preferences
The game's own scouting sometimes flags a recruit as a "Gem" (likely to outperform their rating) or a "Bust" (likely to underperform). These two toggles are independent. Hide Gem/Bust Status only hides the badge, on the Recruit Explorer table and Recruit Targets cards alike — the rating math underneath is untouched. Ignore Gem/Bust Status is the opposite: the badge still shows (unless you've also hidden it), but the Gem/Bust adjustment is left out of Raw Rating, NIL Adj. Rating, and Recruit Targets scoring entirely.
Position Priorities
For every position except Fullback, Kicker, and Punter: pick the two ratings that matter most to you, up to two archetypes you'd prefer, and one archetype you'd rather steer away from. Archetypes are pulled directly from the game's own per-position player-type system. On the Recruit Targets board, a recruit gets a small scoring bonus for excelling (relative to others at their position) in your two selected ratings, a small bonus for matching either preferred archetype, and a small penalty for matching the archetype to avoid. None of this ever removes a recruit from consideration outright — a great overall fit for your team still shows up even if their archetype isn't one you picked.
| Position | Priority Attribute 1 | Priority Attribute 2 | Preferred Archetype 1 | Preferred Archetype 2 | Avoid Archetype |
|---|
🛠️ Admin Dashboard
Usage statistics and user feedback for the hosted site — visible only to the admin account. Counts and metadata only; the app never stores the actual contents of anyone's uploaded save file.
"Unique Visitors" counts everyone who lands on the site, whether or not they ever create an account — tracked via a random, non-identifying cookie (no email/IP/anything personal), counted once per person per day.
Growth
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Recent Signups
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Recent Upload Attempts
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Every comment and bug report submitted from the "Leave Comment / Report Bug" link, newest first. New = not yet looked at, Reviewed = seen but not yet acted on, Resolved = done. Change the Status dropdown on any row to update it — the submitting user sees that status the next time they check their own submissions.
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