STANDARD PROFILE ADVANCED STATS
2026 SEASON · LIBERTY LEAGUE · PLAYER TREND REPORT
2026 SEASON (3 GMS): RECEIVING: 3 REC, 108 YDS, 1 TD
CAREER (4 GMS): RECEIVING: 4 REC, 126 YDS, 1 TD
TREND NOTESTyler Sanders has never had more than 1 reception in a game in his career (has hit 1 4 times). Tyler Sanders had 1 catches for 66 yds and 1 TD vs HILBERT (2026). WIN SHARES
Season Win Shares Offense Defense Team wins Share of wins Division rank 2026 0.05 0.05 0.00 6 1% 4,486 of 16,275 (D3) 2025 0.01 0.01 0.00 8 0% 10,309 of 17,729 (D3)
2026 GAME LOG
PROJECT STATS — VS. ANY OPPONENT
LAST YEAR'S NUMBERS — 2025
HIGHS & LOWS
CAREER HIGHS SEASON HIGHS
CAREER, SEASON BY SEASON
SEASON GP REC REC YDS YPC TD 2025 1 1 18 18.0 0 2026 3 3 108 36.0 1 TOTALS 4 4 126 31.5 1
CAREER GAME LOG Rushing & Receiving — Season Receiving 91 yds · 2/6 · 45.5 YPR · 1 TD Catch Rate 33.3% Receiving Success Rate 33.3%
Situational Splits 3rd Down (SKILL) 1 touches · 66 yds · 1 TD
ADVANCED METRICS EXPLAINED (2) Receiving Success Rate The same down-based success standard, applied to a player's targets (thrown to him, complete or not).
Inputs: Down, distance, yards gained and touchdown on plays where this player was the targeted receiver.
3rd Down Splits How a player performed specifically on 3rd down plays this season -- success rate, touchdown rate, and the underlying counting stats, isolated from every other down.
Inputs: Every play on file where down = 3 and this player was involved (passer, rusher, receiver, or a tackle/sack/INT/fumble recovery on defense).
Experimental build -- NCAA football, FBS/FCS/D2/D3 nationally (started as
an 8-team SCIAC D3 pilot; still one conference among many now on file),
sourced from the NCAA's own public data (ncaa.com via henrygd/ncaa-api).
Numbers are computed live from this product's own library. Where a figure
is missing it is shown as an em dash, never as zero -- this data source has
known, documented gaps (see the CFB Pirate feasibility/build-plan project
docs).
Team, Team Season, and Matchup Reports are built on demand -- the first
person to open one for a given matchup or season may wait up to 50 seconds
while it's generated; it isn't stuck, and it loads instantly for everyone
after that.