STANDARD PROFILE ADVANCED STATS
2026 SEASON · MWC · PLAYER TREND REPORT
2026 SEASON (4 GMS): DEFENSE: 7 TCKL, 1 TFL, 0 SACKS, 0 INT
CAREER (15 GMS): DEFENSE: 23 TCKL, 1 TFL, 0 SACKS, 0 INT
TREND NOTESEthan Strutzel had his 1st forced fumble of the season vs UCHICAGO on 9/26/26. Ethan Strutzel has never had more than 1 carry in a game in his career (has hit 1 twice). WIN SHARES
Season Win Shares Offense Defense Team wins Share of wins Division rank 2026 0.02 0.00 0.02 1 2% 6,590 of 16,275 (D3) 2025 0.01 0.00 0.01 2 1% 8,479 of 17,729 (D3) 2024 0.03 0.00 0.03 3 1% 6,268 of 15,935 (D3) 2023 0.00 0.00 0.00 3 0% 11,029 of 18,686 (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 TCKL TFL SACKS INT PD 2023 3 1 0 0 0 0 2024 4 7 0 0 0 0 2025 4 8 0 0 0 0 2026 4 7 1 0 0 0 TOTALS 15 23 1 0 0 0
CAREER GAME LOG Defense — Season Tackles 3 (GT-Weighted 1.7) Tackles For Loss 1 Sacks 0 (GT-Weighted 0.0) Interceptions 0 (0 pick-6s)
ADVANCED METRICS EXPLAINED (1) What is "garbage time"? A 7-tier rule (bigger lead required as the clock runs down) that flags plays happening in a game that is no longer competitive -- e.g. a 30+ point lead right after halftime, or a 12+ point lead inside the final 3 minutes.
Inputs: Quarter, game clock, and the score of both teams at the time of the play. Garbage-time plays are not thrown out -- they count for 35% of a normal play in every "garbage-time-adjusted" figure, so a player who pads stats once a game is decided shows up as such rather than being invisible.
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.