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How We Calculate Everything

A complete breakdown of the math behind our tournament projections, seedings, and bracketology.

Contents
1 Quad System 2 Strength of Schedule 3 Composite Power Rating 4 Committee Seed Score 5 Tournament Chance 6 Building the Field 7 S-Curve Regional Placement 8 Bubble Buckets 9 Bracketverse Rating 10 Bracketverse Top 25 11 Most Cursed 12 The People's 25 13 Player Bracketverse Rating 14 Preseason Bracketverse Rating

1 Quad System

Every game a team plays gets classified into one of four quality tiers based on where the game was played and the opponent's NET ranking. This is the exact system the NCAA Selection Committee uses.

HomeNeutralAway
Quad 1vs NET 1-30vs NET 1-50vs NET 1-75
Quad 2vs NET 31-75vs NET 51-100vs NET 76-135
Quad 3vs NET 76-160vs NET 101-200vs NET 136-240
Quad 4vs NET 161+vs NET 201+vs NET 241+

Location matters. A road win at NET #50 is a Quad 1 victory. That same opponent at home is only Quad 2.

2 Strength of Schedule

Our SOS is computed directly from each team's full-season schedule, every game, every opponent. It blends two independent signals into a single composite score:

SignalWeightWhat It Measures
Avg Opponent NET65%Mean final-season NET rank of every opponent played. Uses each opponent’s end-of-year NET (not their ranking at game time) so the schedule is evaluated by how strong opponents turned out to be.
Avg Opponent Win%35%Mean winning percentage of all opponents. A team that faced .700 opponents had it harder than one facing .500 opponents, even at similar NET averages.

Lower composite = harder schedule. Teams are ranked 1-365 by this score and assigned tier labels:

TierRank RangeMeaning
Brutal1-25The toughest schedules in D1. Dominated by Power 5 conference teams in leagues that cannibalize each other.
Tough26-75Above-average difficulty. Mix of mid-tier Power 5 and top mid-major teams.
Standard76-200Average. The broad middle of D1 scheduling.
Soft201-365Below-average. Mostly low-major conferences with few ranked opponents.

Non-D1 opponents (D2/D3/NAIA) are assigned a proxy NET of 350. Teams without full schedule data fall back to a quad-tier estimation using the midpoint NET of each quad (Q1 ≈ 30, Q2 ≈ 90, Q3 ≈ 170, Q4 ≈ 280).

3 Composite Power Rating

This blends four major ranking systems into a single number, then adjusts for resume quality. It powers tournament chance (not seeding, that's separate).

Base Blend

The weighting adapts when data sources are missing:

ScenarioNETKenPomBarttorvikSagarin
All available30%30%25%15%
No Barttorvik35%35%n/a30%
No KenPom35%n/a30%35%
NET + Sagarin only55%n/an/a45%

Resume Adjustments

Five factors shift the composite up or down:

Simulator effect: During the season, picking W/L outcomes for upcoming games shifts the composite. Beating a strong opponent on the road moves the needle more than beating a weak team at home. The adjustment scales with opponent quality and game location. (With the 2025-26 season final there are no upcoming games to pick, so the Path to NCAAT page shows the simulator in a dormant state until the 2026-27 schedule drops.)

4 Committee Seed Score

This is a completely separate calculation from the composite power rating. It models how the NCAA Selection Committee actually evaluates teams for seeding, based on committee member public statements and historical bracket analysis (2018-2025).

Six weighted factors, each producing a score where lower = better seed:

FactorWeightWhat It Measures
SOS-Adjusted NET 35% NET ranking amplified or dampened by schedule strength. Hard schedule makes NET more trustworthy; soft schedule suggests inflation. Adjustment capped at ±15%.
Quad Quality Index 25% Game-by-game resume score. Q1 wins have diminishing returns (the 1st Q1 win is worth more than the 15th). Q3 losses cost −5, Q4 losses cost −10.
Q1 Win Power 15% Uses Bayesian regression to prevent small-sample flukes. A team that's 2-0 in Q1 isn't truly 100% Q1 quality, we add 6 pseudo-games at 50% to keep it honest. Also rewards volume.
Strength of Schedule 10% Raw SOS rank. Harder schedule = better seed.
Conference Tier 10% Historical bias: Power 5 teams seed 3-5 spots higher than mid-majors with identical profiles.
Eye Test 5% AP Poll ranking + win percentage as a proxy for national perception.
Key design choice: Tournament chance and projected seed are calculated independently. A team can have a high chance of making the tournament (strong composite) but a mediocre seed (weak resume metrics), or vice versa. This matches how the real committee operates, getting in and getting a good seed are different questions.

5 Tournament Chance

Tournament chance measures one thing: how likely a team was to earn an at-large bid on résumé alone.

At-Large Probability

All 365 Division I teams were ranked by composite power rating. A sigmoid function converts rank into probability:

chance = 99 / (1 + e0.1 × (rank − midpoint))

The midpoint was set dynamically to the overall rank of the last at-large team to make the field (68 teams through 2025-26, 76 from 2026-27). Teams well above the cutoff approach 99%. Teams right at the cutoff land near 50%. Below the cutoff, probability drops sharply.

Conference-tournament champions entered the field via their automatic bid regardless of this number, they're shown with a separate AUTO-BID badge, and their percentage remains the at-large-only chance.

Status Thresholds

96%+
Lock
80-95%
Likely
60-79%
Safe
35-59%
Bubble
15-34%
Long Shot
< 15%
Outside

6 Building the Field

The field is built in five steps. Its size depends on the season being shown: the NCAA tournament expands from 68 teams to 76 beginning with the 2026-27 season, and the page follows whichever season the data describes rather than a fixed number.

Through 2025-262026-27 onward
Field6876
Automatic bids31 (one per conference)32
At-large bids3744
Play-in roundFirst Four: 4 games, 8 teamsOpening Round: 12 games, 24 teams
Teams remaining after it6464
  1. Auto-bids: the best team in each conference by composite power rating earns one. The count is read from the data, not assumed: if the conferences change, the auto-bid count changes with them.
  2. At-large: the next-best teams that are not already auto-bids fill the rest of the field. At 76 teams with 32 conferences, that is 44 at-large bids.
  3. Seed scoring: every team in the field is scored with the committee seed-score formula and sorted.
  4. The play-in round: the weakest auto-bids play each other, and the weakest at-large teams play each other. The two groups never meet. At 68 that is four games; at 76 it is twelve, six from each group.
  5. Main draw seeding: everyone else is placed by seed line, four per line, using the S-curve in the next section. At 68, that is 60 teams; at 76, 52 teams filling seed lines 1 through 13, with lines 14, 15 and 16 decided by the play-in games in every region.
One part of the 76-team layout is our projection, not published fact. The NCAA has confirmed the field size, the twelve games, the two separate groups and that 64 teams remain afterward. It has not published which seed lines are doubled or how the play-in games are distributed among the four regions. We place them on the bottom three seed lines, which gives four even regions of 19 teams. If the NCAA publishes something different, that placement changes and nothing else does.

7 S-Curve Regional Placement

The NCAA Selection Committee uses a "snake" pattern to distribute teams across four regions so that no single region is dramatically stronger than another.

Seed
Pos 1
Pos 2
Pos 3
Pos 4
1 →
East
South
Midwest
West
2 ←
West
Midwest
South
East
3 →
East
South
Midwest
West
4 ←
West
Midwest
South
East
...
pattern continues through seed 16

This ensures the overall #1 team faces the weakest #2 seed in their region, while the #4 overall faces the strongest #2 seed. Regions stay balanced.

Play-In Game Placement

Each of the four play-in games is assigned to a region using the tail positions of the S-curve:

Every region hosts exactly one play-in game. Both teams in a play-in share the same seed and region, the winner advances into that bracket slot.

8 Bubble Buckets

We surface four groups of four teams each to give a clear picture of the bubble:

GroupWho They Are
Last Four ByesThe 4 at-large teams just above the First Four cut. They made the field without having to play in.
Last Four InThe 4 at-large teams in the First Four play-in games at the #11 seed. They're in, but barely.
First Four OutThe best 4 teams that just missed the field entirely.
Next Four OutThe next 4 closest misses after that.
Simulator impact: During the season, every calculation on this page responds to the game simulator, picking a win or loss for an upcoming game updates the composite, seed score, tournament chance, and bracket placement. (Dormant while the 2025-26 season is final, there are no upcoming games to pick.)

9 Bracketverse Rating

The Bracketverse Rating is our single composite number for every Division I team. It blends three independent systems into one percentile-normalized score from 1 to 99, where higher is better.

Why build our own? NET tells you efficiency. KenPom tells you tempo-adjusted strength. The AP Poll tells you perception. None of them capture the full picture alone. The Bracketverse Rating combines algorithmic power, committee-style resume evaluation, and recent trajectory into a single number, designed to answer the question: "How good is this team, right now, by every measure that matters?"

The Three Components

ComponentWeightSource
Power Rank 50%* Composite blend of NET, KenPom, Barttorvik, and Sagarin (Section 3), adjusted for quad record, SOS, conference, streak, and AP ranking. Captures how strong a team is.
Seed Score 30%* Committee-style 6-factor resume model (Section 4). Captures how the selection committee would evaluate a team: SOS-adjusted NET, quad quality, Q1 win power, schedule strength, conference tier, eye test.
Trajectory 20%* Win/loss streaks, AP Poll movement, and ranked status. Captures which direction a team is heading. A team on a 10-game win streak is trending differently than one that just lost 3 in a row, even if their season numbers look similar.

*Early in the season (before streak data is available), the weights automatically shift to 60% Power Rank / 40% Seed Score. Once trajectory data lands, the full 50/30/20 blend activates. No manual adjustment needed, the system adapts. The full 50/30/20 blend is currently active.

How It Works

  1. Rank all 365 teams independently on each component. Power rank #1 is the best effComp score; seed score #1 is the strongest committee resume; trajectory #1 has the hottest recent form.
  2. Convert ranks to percentiles (0.0 to 1.0 scale) so each component contributes proportionally regardless of its native scale.
  3. Weighted average the three percentiles using the weights above.
  4. Re-rank the blended scores across all 365 teams and assign final percentiles: #1 → 99, #365 → 1.

Worked Example: Michigan, the 2025-26 national champion

Component 1 · Power Rank:  effComp rank = #1 of 365 → percentile = 1.0000
Component 2 · Seed Score:  seedScore rank = #1 of 365 → percentile = 1.0000
Component 3 · Trajectory:  W6 streak → √(6−1) × 4 = +8.94 pts, plus AP #1 bonus ((26−1)×0.3 = +7.5 pts) = 16.44 → trajectory rank #1 of 365 → percentile = 1.0000

Full blend = 0.50 × 1.0000 + 0.30 × 1.0000 + 0.20 × 1.0000 = 1.000000

Final rank: #1 of 365 → Bracketverse Rating = 99

Michigan is the cleanest possible case: best in all three components, so the blend is a flat 1.0 and no weighting argument can change the answer. The contrast is more instructive. Duke finished 35-3 and ranked #3 in both power and resume, but lost its last game. An L1 streak is worth exactly zero (not a penalty, zero) because a single result is noise in either direction. Duke's whole trajectory score is its AP bonus, (26−4)×0.3 = +6.6, which places it #6 on the trajectory board rather than near the top. That is the difference between finishing #1 and finishing #3 in a season where the two teams were a rounding error apart everywhere else.

Symmetric diminishing returns. Both wins and losses use the same formula: √(streak−1) × 4. W11 → +12.6, W4 → +6.9, W2 → +4.0, W1 → 0. L1 → 0, L2 → −4.0, L5 → −8.0, L8 → −10.6. Single-game results (W1, L1) are noise and receive zero weight on both sides.

Partial-data safe. Teams without trajectory data receive a neutral median score (0.5 percentile) so they are neither boosted nor penalized during incremental data rollouts.

Win-loss floor. Teams with a losing record (<.500) receive a rating penalty scaled to how far below .500 they are. This ensures that a 13-19 team cannot rank in the Top 25 regardless of schedule difficulty.

What Makes It Different

2025-26 Final. The Bracketverse Rating shown on this site reflects the completed 2025-26 season. Rankings are locked and will not change until the 2026-27 season tips off.

10 Bracketverse Top 25

Our own weekly-style ranking of Division I teams, powered entirely by the Bracketverse Rating. No voter bias, no ballot stuffing, no regional favoritism. Pure data.

How Teams Are Selected

  1. Sort by Bracketverse Rating (highest first). The top 25 form the official ranking.
  2. Ordering when ratings look tied. The displayed rating is rounded to a whole number, so several teams can all show 99. They are ordered by the precise underlying score, not by the rounded one, which is why two teams showing the same number are still ranked in a definite order. In the rare event that the precise scores are identical too, the higher win percentage goes first, then the tougher strength of schedule.
  3. Others Receiving Votes: teams ranked 26-35 are listed separately, just like the AP Poll’s tail section.

Tier Labels

Each team gets a tier label based on their Bracketverse Rating value:

TierRating RangeWhat It Means
Elite97-99Championship-caliber teams. Dominant across all metrics, power, resume, and trajectory.
Strong93-96Clear tournament teams with strong resumes. Likely seeded 3-6 in bracketology.
Solid88-92Tournament-quality teams with some resume gaps. Typically seeded 7-11.
BubbleBelow 88On the bubble or just outside. Teams that needed late-season wins to secure a bid.

What Makes This Different From AP / NET / KenPom

No Conference Quotas

There are no rules like “must include at least one team from every power conference.” If 8 of the top 10 are from the SEC, that’s what the data says. We let the numbers speak.

2025-26 Final. The Bracketverse Top 25 shown on this site is the final ranking for the completed 2025-26 season. It will not change until the 2026-27 season tips off and new data begins flowing.

11 Most Cursed

The Most Cursed board ranks the fanbases who have suffered most in the last ten seasons. It is deliberately not a measure of how good a program is, the teams at the top are mostly very good, because it takes a contender to lose in the ways that actually hurt.

Only recent tournament heartbreak counts. There is no credit here for a long title drought, a barren regular season, or decades of irrelevance. A program that has not been close in twenty years scores nothing, because nothing painful happened, you cannot lose a game you were never in. What counts is being close enough to hurt: a title game lost, a Final Four run that ended one win short, a top seed knocked out in the first weekend.

What counts as a moment

Every season inside the ten-year window can contribute at most one moment, so a single catastrophic year cannot be counted twice. Moments come from two places:

SourceWhat it gives
Hand-written history (54 programs) A specific, fact-checked line for the seasons that defined a fanbase's decade: “31-0 and unbeaten, then blown out by Baylor in the title game.” Where a curated moment exists for a season, it wins.
The tournament feed (all 365 teams) Every tournament appearance from 2016 on, scored automatically from its seed and how far it got. This fills in every season and every program the hand-written list does not cover.

How much a moment hurts

An automatically-scored moment is graded on how far short of its seed the run ended, then aged. A 1-or-2 seed is expected to reach the Elite Eight, a 3-or-4 seed the Sweet 16, a 5-to-8 seed the round of 32. A 9-seed or lower is expected only to make the main draw, so losing its opening game costs nothing, though being knocked out in the First Four, before the bracket proper, still registers.

Lost the national title game → 58  |  Lost in the Final Four → 40
Otherwise: 16 points per round short of what the seed promised
…plus 20 if a top-4 seed was out by the round of 32
…plus 24 more if a 1-or-2 seed lost its opening game
An Elite Eight loss by a top-6 seed is never worth less than 28

Then recency: a moment keeps between half and all of its weight depending on how long ago it was, so last spring stings more than 2017 without erasing it.

How the moments add up

A fanbase's moments are sorted worst-first, and the worst one dominates. Each additional moment still counts, but a little less than the one above it, enough that a decade of repeated near-misses outranks a single bad night, without letting a long list of mild disappointments outweigh a genuine catastrophe.

Winning it all resets the curse. A title inside the ten-year window multiplies the whole score down, hardest when the banner is new. A champion is not a tortured fanbase, and the board should not say otherwise the spring after a parade. What that looks like right now:
ProgramLast titleWhere it lands
Florida2025Off the board entirely
UConn2024 (and 2023)Off the board entirely
Kansas2022Still on it, around 34th
North Carolina2017Still on it, around 26th
Once the title falls outside the window, the discount stops applying, the suffering since then stands on its own.

Who makes the board

The board is scoped to 88 programs: the ACC, Big Ten, Big 12, SEC and Big East, plus nine mid-major bluebloods with a genuine national record: Gonzaga, Memphis, Wichita State, San Diego State, Saint Mary's, Dayton, VCU, Loyola Chicago and Florida Atlantic. A team also needs at least two real moments in the window; one bad night is not a curse. Sixty-one programs currently clear that bar, and the board shows the 50 most tortured.

Tiers, and why there is no number

Every board team carries a label: Cursed, Snakebit, Star-crossed or Hard-luck, assigned by where a team sits on the board, not by an absolute score: roughly the top 15% are Cursed, the next 30% Snakebit, the next 30% Star-crossed, the rest Hard-luck.

The underlying number is deliberately never shown. It is an ordering device, not a measurement, there is no honest way to say one fanbase's decade was “73 units” of pain. The rank and the tier are what the number is good for, so they are all the board publishes. Each team's page shows the same tier alongside the actual moments behind it, which is the part that means anything.

Data sources: the hand-written moments for 54 programs, plus the tournament-history feed covering 211 programs and 627 tournament appearances (2016-2026). The board is recomputed whenever the underlying data refreshes, and the ten-year window moves with the calendar, a 2016 heartbreak drops out of the reckoning after this season.

12 The People's 25

Every other ranking on this site is computed from results. The People's 25 is the one ranking you write. Each week the board opens for voting: for teams 2 through 25 you say Higher, Same or Lower, and you may nominate up to three teams you think belong. The team at #1 is asked a different question (there is nowhere above it), so the choice there is Keep at #1 or Lower. When the window closes, every ballot is composited into next week's board.

It is a nudge, not a redraft. You are not submitting your own top 25, you are pushing the existing board around. That is why a team can only move so far in a week, and why a thin majority barely moves it at all.

How a Team Moves

A team's movement comes from the gap between its Higher and Lower votes, measured against everyone who voted this week, not just the people who happened to rate that team. Ignoring a team is therefore not the same as backing it.

net = (higher − lower) ÷ (voters + 4)
movement = 5 × net   (capped at 10 spots)

The + 4 is a cold-start brake. Without it, a single voter in a quiet opening week would move a team as far as five hundred voters could. With it, that first lone ballot moves nothing, and the brake has faded to nothing by the time twenty people have voted.

Vote split on a team ranked 13thWhere it lands
Every voter says Higher9th (+4)
70% Higher / 20% Same / 10% Lower11th (+2)
60% Higher / 40% Lower13th (no move)
Every voter says Lower17th (−4)

Measured on a full 25-team board with 500 voters, and symmetric in both directions. The exact landing spot also depends on how a team's neighbours moved, everyone shifts at once. A realistic week with 200 voters and genuinely mixed opinion moves the biggest riser two spots.

Getting In, and Getting Out

A team outside the board enters when at least 15% of ballots nominate it, and never on fewer than 10 ballots. Everyone gets three nomination slots, so scattered picks spread thin; fifteen percent landing on one name is a real signal rather than noise. The ten-ballot floor stops a quiet opening week from seating a team on three votes.

Newcomers debut near the bottom, and how high depends on how many people asked for them: 15% of ballots seats a team 25th, 30% seats it 23rd, and anything from 60% up seats it 21st, which is the ceiling. A poll seats new arrivals at the back and lets them climb.

There is no "voted off" rule. The board is always exactly 25, so a team leaves only when a nominee outscores it. Heavy Lower voting sinks a team toward the bottom; a newcomer is what finally pushes it off. A rule that ejected teams directly would leave a hole nothing legitimate could fill.

Three Deliberate Choices

The composite is covered by a contract test that checks the properties any honest poll must have: a team everyone pushes up never falls, one voter in a hundred cannot move a team more than a spot, ballot order is irrelevant, malformed ballots are ignored rather than fatal, and the same ballots always return the same board.

13 Player Bracketverse Rating

The same 1 to 99 scale we give teams, applied to individual players. A 99 is the best player in the country by this measure, a 50 is exactly average among players who qualify, and a 1 is the bottom of the pool. It is built from the box score and nothing else, which is both its strength and, as set out at the bottom of this section, its limit.

Who Qualifies

A player needs at least 10 games and at least 10 minutes per game. That cut exists because rate statistics are meaningless on tiny samples: a walk-on who plays four minutes and hits his only shot would otherwise post a perfect field-goal percentage and outrank an All-American. Players appearing on two rosters, which is what a transfer looks like in the data, are counted once.

2,052 players qualify today. Everyone else on a roster is still on the site, they are simply not ranked.

The Five Components

Each component is scored by rank across the whole pool, converted to a percentile, then weighted. Ranking first, rather than blending the raw numbers, keeps a statistic with a big natural spread from drowning out one with a small spread.

ComponentWeightWhat it is, and why
Scoring impact30% Points per game multiplied by field-goal percentage over 45. It rewards scoring and efficiency together, so volume taken at a bad rate does not pay. Dividing by 45, a little below the Division I average, means an average shooter is left roughly where he started and only genuinely efficient scorers gain.
All-around production25% Rebounds, assists, steals and blocks added together. This is the part of the game that never shows up in a scoring average, and it is weighted second-heaviest on purpose so that a distributor or a rim protector can rank highly without scoring much.
Scoring volume20% Raw points per game, with no efficiency adjustment. Carrying a large scoring load is a real burden and a real skill, and this is the component that credits it plainly.
Shooting efficiency15% Half field-goal percentage, a quarter free-throw percentage, a quarter three-point percentage. Field-goal percentage carries the most weight because it applies to every shot taken; the other two are narrower skills.
Team strength10% The NET ranking of the team the player is on. A small thumb on the scale for the fact that 18 points against elite defences most nights is harder than 18 against weak ones. Deliberately the smallest weight, so a great player on a bad team is not buried.
rating = 0.30 × scoring impact + 0.25 × all-around + 0.20 × volume
         + 0.15 × efficiency + 0.10 × team strength
(each term is that player's percentile within the qualifying pool)

Worked Example: Tyler Tanner, Vanderbilt

36 games, 33.5 minutes, 19.5 points, 3.6 rebounds, 5.1 assists, 2.4 steals, 0.3 blocks, shooting 48.5% from the field, 36.8% from three and 85.3% from the line.

ComponentHis rankPercentileWeighted
Scoring impact 19.5 × (48.5 ÷ 45) = 21.0#27 of 2,0520.9870.296
All-around 3.6 + 5.1 + 2.4 + 0.3 = 11.4#730.9650.241
Scoring volume 19.5 PPG#240.9890.198
Shooting efficiency 54.8#1500.9270.139
Team strength Vanderbilt, NET 15#1050.9490.095
Blended score0.969
Rank, and rating#1 of 2,052 → 99
He is not first in a single component. Twenty-six players score more efficiently, seventy-two do more elsewhere on the floor, twenty-three score more. He finishes first because he is near the top of all five at once, which is exactly what a blended rating is supposed to find. A player who leads the country in one thing and is ordinary at the rest will not top this board, by design.

Tier Labels

Players carry the same three labels as teams, at the same cut-offs, because both numbers are percentiles on the same 1 to 99 scale. Using one set of thresholds for both boards is what makes the words mean the same thing in each place.

TierRatingPlayersTeams
Elite97-9953 of 2,052 (2.6%)13 of 365 (3.6%)
Strong93-9684 (4.1%)15 (4.1%)
Solid88-92104 (5.1%)18 (4.9%)

The proportions land in much the same place on both boards, which is the test of whether shared thresholds were the right choice. Elite is the top 2.6% of ranked players and the top 3.6% of teams; Strong and Solid match to within a tenth of a point. A label means roughly the same rarity whichever board you are reading.

Note that the tiers describe where a player sits among the 2,052 who qualify, not among everyone in Division I. More than 5,500 players appear on a roster, so an Elite player is inside the top 53 of those who played enough to be measured at all.

What the Number Is Not

Three things are worth knowing before reading much into a player's rating.

The deeper limit is that this is a box score, so it sees what the box score sees. Defence is only steals and blocks, which misses nearly all of it. There is no adjustment for the quality of the shots a player takes, for how much of his offence he creates himself, or for the strength of the specific opponents he faced. Efficiency metrics that attempt those things need play-by-play data we do not currently carry. When we do, this section will change and will say so here.

14 Preseason Bracketverse Rating

The regular Bracketverse Rating is built from results: record, quad wins, strength of schedule, momentum. Before the first tip-off none of that exists. Run on an empty season it would simply hand back last year's order, and a team that lost its whole starting five would sit exactly where it finished. So before the season we rate teams a different way, from who is actually on the roster.

It uses the same 1 to 99 scale and the same Elite, Strong and Solid cut-offs, so a preseason 97 is as rare as a March 97. It is a different measurement, though, and is always labelled Preseason.

It is computed once and then frozen. The preseason board does not change during the season. It is a prediction made before any games, kept as it was so it can be judged honestly against what happens. The regular rating takes over as results arrive.

Valuing Every Player

Each player on a 2026-27 roster is valued from the best evidence available for him:

PlayerEvidenceHow he is valued
Played in Division I last season
returners and transfers
Last season's box scoreHis production, discounted by the level of competition where he earned it
Ranked recruit
247Sports Composite top 150
His national rankingWhat last season's freshman of the same rank actually produced
Everyone else
unranked freshmen, junior college and overseas arrivals, walk-ons
NoneA flat bench value

Production is a simplified version of the Game Score statistic: points, rebounds, assists, steals and blocks, minus turnovers, with scoring nudged up or down by shooting percentage.

Level of competition matters. Twenty points a game in a weak conference is not twenty in the SEC. Production earned at the country's best team counts in full; at the weakest, it counts 55%, with every team in between on a straight line by its NET ranking. Players who appeared in only a handful of games are pulled toward the bench value, because a few good nights are not proof.

Recruits are priced by history, not by stars. We ranked last season's freshmen by what they produced and found the top of that list was exactly the top of last year's recruiting class. So this year's #1 recruit is valued like last year's most productive freshman, the #50 like the fiftieth, pulled a quarter of the way toward the middle because recruiting rankings are good but not perfect.

From Players to a Team

A team is its best eight players, weighted by how much each role typically plays: the five starters count most, the bench less. A roster with fewer than eight valued players is filled out with bench value, so a thin roster is marked down rather than ignored.

Programs also carry something beyond any one roster: coaching, system, player development. So the final rating is 80% roster and 20% last season's final Bracketverse Rating. When a program has changed head coach, that drops to 10%, because much of what "program" means leaves with the coach.

preseason = 0.80 × roster percentile + 0.20 × last season's rating percentile
(0.90 and 0.10 for a team with a new head coach)

Worked Example: Kansas

Kansas brings back only a sliver of last season's minutes. Rank it by last year's results and it looks like a team that finished 18th. Rank it by who is on the roster and it looks very different.

PlayerWhere the evidence comes fromValue
Tyran Stokes#1 recruit in the country26.6
Taylen Kinney#22 recruit16.4
Leroy Blyden Jr.16.4 points a game at Toledo (NET 134)16.3
Keanu Dawes12.5 points a game at Utah (NET 133)13.7
Dennis Parker Jr.18.3 points a game at Radford (NET 252)13.7
Christian Reeves11.1 points a game at Charleston (NET 165)12.7
Davion Adkins#72 recruit12.0
Trent Perry#105 recruit10.9

Notice Dennis Parker Jr. He scored more than anyone else in that list, but he did it at Radford, so he is valued below Leroy Blyden Jr., who scored less against tougher opposition at Toledo. That is the level adjustment doing its job.

Those eight make Kansas's roster the fifth-best in the country. Blended with a strong program score from last season, Kansas is rated 4th, a 99.

The Preseason Top 25

The Preseason Bracketverse Top 25 is simply the top of this board: the 25 highest preseason ratings, with the next ten listed as others receiving votes, exactly as the regular Top 25 does during the season. It is frozen along with the ratings, so it stays as it was published and can be checked against how the season actually goes.

Each team is shown with where it finished last season, because the movement is the interesting part. Some teams climb a long way on the strength of who arrived, others fall because of who left, and the defending national champion can land well below first if its coach and best players have moved on.

What the Number Is Not