Fuego Stats is an if-you-know-you-know kind of deal.
If you’d like to create a new Fuego Stats team, you’ll need to contact a development-team member.
As a team administrator, you’ll want to configure a number of team settings. Click on the blue team-name link on the team page, navigate to the “Team” tab.
When finished, don’t forget to click the Update button.
Navigate to the team configuration tab, then enter the team’s name (and optional “short name”). Don’t forget to click the Update button.
🤔 Choose between four levels of stats-commitment/detail/effort:
| Requires Roster | Enter Line Every Point | Track Players | Track Completions | |
|---|---|---|---|---|
| Just Team Stats | ||||
| Team Stats + Lines | ||||
| Player Events | ||||
| Track Every Throw |
Navigate to the team configuration tab, then set the level of stat detail:
Don’t forget to click the Update button.
If you plan to track lines, player events (like scores and blocks), or throwing-completion metrics, you’ll need to input your roster.
Certain players may be ineligible for games or tournaments. To remove them from the available players when entering lines (reducing clutter), open theActions dropdown next to their name in Manage Players, then choose “Hide Player”.
Instruct users who are new to Fuego Stats:
If the user already has a Fuego Stats account, have them sign in, click the Join a Team button in the upper right, then share as above.
If the user is with you in person, you can clickAdd a User and scan their QR code.
Click on the blue team-name link on the team page, then navigate to the right-most “Users” tab. Here you can add and manage authenticated users to your team and set access permissions.
| Feature | |||||
|---|---|---|---|---|---|
| View Active Line | |||||
| View Timeline | |||||
| View Leaderboard | |||||
| Like Message | |||||
| Post Message | |||||
| View Subsheet | |||||
| Game Replay | |||||
| Reports | |||||
| Delete Message | |||||
| Create Game | |||||
| Edit Game | |||||
| Unend Game | |||||
| Delete Game | |||||
| Manage Users |
Use the black button to bulk-add chat-level users to your team using their email addresses.
If you’d prefer that a user’s messages use a team nickname, provide an optional “chat name”. When not provided, the user’s self-assigned name will be used.
If you have many teams on your homepage, you can organize and group them into folders (groups) using the button. The panel that opens lets you choose an existing folder, move the team to the top level, or create a new folder.
Folders are only for your own organization— they don’t affect what other users see.
+Game buttonIf you choose to capture the game location, Fuego Stats uses GPS to record the local weather during the game on each scoring play.
If you want to log game-weather info, input the game location and be sure it is captured in GPS coordinates. You can either click the satellite button (often doesn’t work depending on phone operating system) or enter a location and click GPS from Address. When you see the green , the app is primed to capture game weather. If you don’t see the green , improve the address text fields. Again, look for the green .
If you have captured the game location to track weather, optionally use your smartphone’s Compass app to record the heading of the field (follow the instructions) to capture upwind/downwind/crosswind information. A Sankey chart like the example above can then be viewed post-game in the game report.
If the teams start in the opposite ends, just press the flip button.
If you choose to set the Time to Cap, your game will feature a countdown timer. The game’s countdown timer will start as soon as the first stat is taken (rounded to the nearest five minutes).
Recording the pull provides detailed information to evaluate your team’s pullers (in Reports) and also richer real-time data to game viewers.
When starting a point on defense, the pull-entry prompt will appear as soon as you enter the line. There are four steps to recording the pull and Fuego Stats will walk you through them in a wizard-like interface:
Note that you can “flip” the field to match your perspective from the sideline. The field position should track for the rest of the game as the teams trade directions
Optionally use the arrows at top to navigate the pull-entry panes if you need to make adjustments. If you missed or mis-entered a datapoint (like hang time), it is better to clear it than to record incorrect data.
Click the Done button when finished to record the pull.
Tracking drive-start field position offers many benefits:
Whenever there is a turnover a yellow position button will appear, allowing you to select the field position where the offensive or defensive possession started.
Two notes you might find helpful:
Turnovers are designated as either “forced”, “unforced”, or “dropped”. What follows are best practices by some current Fuego Stats users...
Regarding off-target throws... Per USAU stat-taking instructional guidance, the disc needs to be within the torso area for the turnover to be assigned to the receiver (i.e. in the strike zone). Off-target throws are the fault of the thrower (not the receiver); if the offense chooses challenging throws, they are responsible for keeping the disc on-target. In other words, most stat-takers don’t use “if you can touch it, you can catch it.”
As long as the labels are applied consistently, teams can choose to assign these designations however they best suit their needs.
Since things sometimes get called back in ultimate, you have two tools to fix problems...
When you reach halftime, click the Events button in the bottom right, then select Halftime.
This action will show viewers a message indicating the game is at half, mirror the half, and also add a yellow halftime marker to the gameflow timeline.
When Time to Cap is set in the Create/Update Game panel, the game’s countdown timer will start as soon as the first stat is taken (rounded to the nearest five minutes).
If the game doesn’t start on time, the timer may be inaccurate. You can adjust the game’s start-time or time-to-cap by clicking on the countdown timer in the game view.
The real-time stat-entry view is best for updates during a live point, so fix mistakes in the moment with the undo button.
Use the Point Fixer when you need to edit a previous point or repair a sequence after the game ends.
You can open it from theFix button while editing a game or navigate directly to it by appending /fix to the game URL (e.g. /t/XX/g/YY/fix).
The Point Fixer can show up to three tabs (if player stats are disabled, only the Point tab is shown):
Use the Point tab to correct team- and point-level data for the active point.
These point-level tallies are distinct from the player-specific events. If you are updating player-specific events, use the Events tab with the Sync Counts toggle which will update the point-level tallies.
At the bottom, the Point tab includes a Workflows menu for structural point edits:
The Events tab is the most surgical tool in the fixer. It lists events for the selected point in reverse chronological order. Click a row’s spinner to expand it and edit details.
When expanded, event actions include moving events up/down, inserting new events above, deleting events, editing players, and toggling event tags.
Some plays in a game, like a score, require multiple event rows (up to four). A connected-icon indicates grouped events and these sequences are handled as one unit for move/select/delete actions.
Continuity warnings are displayed inline when throw/receive sequencing appears disconnected (to identify data integrity issues).
For most edits, keep the Sync Counts toggle enabled so point-level totals mirror your event changes.
The Sync Counts toggle controls whether event edits also update point-level counters. Generally it is best to leave this on so point tallies and events stay synchronized.
Turn it off only for advanced repairs when you intentionally want to change event detail without immediately changing point counts. Point-level counts drive game heatmaps. Event-level data drives timelines, leaderboards, and player stats.
adminor edit access can “unend” games.)Users with admin, edit, and review access can run reports on the data with additional analytics that are not available in the public game dashboard.
When a single game is selected for reporting, the subsheet is available for games in which lines were tracked. Multiple games can also be aggregated.
For details on Fuego Stats’ report capabilities, jump to the Reports overview.
If you see a purple “replay” button on the games page, you can review the game play by play. You will see a list of point headers with bar charts showing the length of each drive (if you have captured field position).
Click on a point-header to see play-by-play details for each possession. This can be a great tool to recall when and how momentum shifts occurred.
Games can be grouped together to identify which tournament they belong to and to make selection easy for reports.
Users with admin and edit access can group games. To do so, multi-select games, then click thebutton that appears for options to assign to existing groups, create a new group, or ungroup.
Sometimes it is helpful to hide games (like scrimmages) from the public view. Hidden games are visible to users with admin, edit, and review access. They are not included in team record calculations nor are they included in reports by default.
To hide a game, team administrators can click on thegame-edit icon on the team-games page, then use the hide/show button to hide the game.
Reports are designed for post-game review and trend analysis across one or many selected games with the following key features:
The sticky bar at the top of the page includes two filters that control the report’s scope. When you change a filter, all report outputs recalculate using the new focus games & points.
Games Focus. Select “All Games,” “Close Games,” or “Strong Opponents” (with optional “completions-only” variants). “Close Games” use a closeness score threshold of about 3:4 (roughly 15-11-equivalent or closer). “Strong Opponents” keeps games where opponent strength scores at least 9:10 relative to your team score.
Point-type Focus. “All Points”, “Starting on O”, or “Starting on D” allow you to isolate offense- versus defensive-line points.
The Pull Outcomes button appears when the filtered points include pull records. The modal helps to compare pull execution consistency, field-position impact, and individual puller patterns.
The player stats table is sortable by tapping headers and supports two levels of detail depending on the availability of completion data. If every-throw completion data is only partially available, use the Focus button shortcut to filter.
When all games include completions data, the dropdown includes:
In completions-compatible focus, player names render as blue links that open to detailed player cards.
When completions data is unavailable or parital, the dropdown reduces to:
Clicking a blue player-name link opens a drawer to deep dive into per-player detail.
If the selected games mix completions-tracked games with non-completions games:
Player-event stats do not mix well with every-throw stats. If a player finishes a game with an assist and a turnover, non-completion stats would indicate the thrower is 50%... But if 9 completed, non-scoring throws were not logged, the thrower would actually be 90%.
Click the yellow Focus button in the warning above the player stats table to filter on games with full throw-completion detail.
The Analytics by Game section appears below the player-stats table when two or more games are in focus offering charts for:
For line-chart metrics you can optionally pick a player; Throws, Yards/Turn uses a games × players heatmap with no player filter. Use this to see whether patterns are stable across games or game-specific.
The validate workflow reviews points, events, pulls, and player data for inconsistencies, highlighting issues with shortcuts into the point fixer. It is designed to surface missing scores, mismatched event counts, or possession/index problems so you can find and repair them quickly.
To access this workflow, append /validate to the end of the game url:fuegostats.com/t/XX/g/YY/validate
The time-shift workflow moves the listed game start time, shifting points, events, pulls, messages, and weather so everything stays aligned. It is useful for timezone fixes, delayed stat entry, or post-game video capture where the recorded start time does not match the actual start time.
To access this workflow, append /shift to the end of the game url:fuegostats.com/t/XX/g/YY/shift
The merge-games workflow combines a lightweight live-captured game (with weather, location, and user messages) with a subsequent detailed-events game (with completions and player events) into a single merged game, preserving messages, weather, and game flow.
Use this workflow when your stat taker tracked a lightweight live game but you later entered a richer post-capture game with completion data to create one clean, consolidated game.
To access this workflow, append /merge to the end of the team url:fuegostats.com/t/XX/merge
The remove-completions workflow deletes non-score/huck/turnover/assist completion events to better reflect player-events mode. It is handy when a game was only partially captured in throw-by-throw mode to match the intended tracking level.
To access this workflow, append /completions to the end of the game url:fuegostats.com/t/XX/g/YY/completions
Short answer: all games are partly publicly available.
Everyone with the link to your games can see your games! But unauthenticated users just get a peek at the basics. Here is an example of what publicly-available team-level data looks like.
The upside is that teammates, fans, parents, and coaches can follow the game live without accounts or passwords. Go ahead and provide your fans with the direct link to your team page which will look something like:
https://fuegostats.com/t/0 → (where 0 is your team id)
Also, if you choose to track lines, subsheets and detailed player analytics will only be available to authenticated users (admins, editors, and reviewers for your team— not available to opposing teams).
Note that fans will not be able to find your team’s games from the fuegostats.com root domain.
When pulling, capture the pull information then record an unforced turnover.
When on offense, capture the start position then record an unforced turnover as a drop with no thrower.
When on defense, enter a forced turnover and choose between crediting the block to the marker or the defender on the last handler— stat-taker’s choice!
When on offense, enter as a forced turnover.
So glad you asked! EDGE metrics are a big enough topic to merit their own help page.
The short answer is no. The longer answer is that it probably doesn’t matter...