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Premier League · 2026/27

Early season. Only 19 matches have been played, so opponent-adjusted ratings are unstable. Teams have not met often enough to separate a strong attack from a weak opponent. Treat these as directional.

Over 2 matches, Coventry create most danger through the middle (1.44× the league norm), and concede most down their left (1.36×).

Attack · 9th
0.97
0.87 xG per match
0 scored, 1.7 below xG
Defence · 1st
0.23
1.16 xGA per match
4 conceded, 1.7 above xGA
Chance quality
0.116
xG per shot · 7.5 shots/match
Set pieces
1%
of their xG · 9% conceded

Where the shots come from

Shots faced

every shot, or counted by zone
Their goalLeftRight
GoalNo goalMark area is the chance’s expected goals

Coventry, 2026/27 · 25 shots in the final 35m, 4 scored. Shape carries the outcome rather than colour, so it reads in print and to anyone who cannot separate the hues.

Left1.36×29%
Centre1.10×60%
Right0.45×11%

vs league average · 1.00 marked · share of xG

Flanks and routes

Danger conceded by flank

left against right · open play only

Coventry concede more down their left: more attacks there, and better ones.

Left
0.6 xG7 shots · 0.089
Right
0.2 xG6 shots · 0.037
Attacks faced
1.17×

Shots on the weak flank per shot on the strong one

Chance quality
2.40×

xG per shot on the weak flank versus the strong one

Set pieces are excluded, since a corner has no flank. Sides within ten points of an even split are treated as level, since a season is short enough that smaller gaps are usually noise.

Crosses or through balls

open play only

Coventry take 13% of their open-play danger from crosses and 7% from balls played through the middle.

Open passes
80%
Crosses
13%
Through balls
7%
Dribbles
0%
Rebounds
0%
Headed share of xG48%

Measured from the action immediately before each shot. This shows whether a side works the ball wide or through the middle; which flank they progress down cannot be derived, because no free source publishes pass locations.

Who does the work

Territory and pressing

1.00 = league average

Coventry get the ball into dangerous areas less often than most, and hurt you more than most when they do.

  • Territory won0.46×

    3.0 deep completions a match

  • Territory allowed1.62×

    10.5 conceded a match

  • Pressing0.70×

    18.0 opponent passes per defensive action

  • Freedom to build1.05×

    13.1 of their own passes allowed

  • Danger per arrival1.20×

    0.290 npxG per deep completion

A deep completion is a pass finished within about twenty yards of goal, and PPDA counts an opponent’s passes per defensive action. A lower figure is a harder press, so the bar inverts it to keep every row reading the same way. This describes where the ball ends up rather than how it travelled: no pass or carry record exists in this data, so progressive passes and carries are genuinely out of reach rather than merely absent.

Share of attacking output

non-penalty xG plus expected assists

Coventry’s attack is effectively 4.6 players. A side spread across fourteen absorbs an absence that one built on nine does not.

Share of the squad’s non-penalty xG plus expected assists, so it counts chances taken and chances given alike. Penalties are left out because they describe who the club nominates rather than who creates. Contributors under 2% are not listed, though they still count towards the spread above.

Creator to finisher

shots and xG per pairing
  1. Victor TorpJack Rudoni0.5 xG1 shot · 0g
  2. Loum TchaounaTaiwo Awoniyi0.1 xG1 shot · 0g
  3. Jack RudoniTaiwo Awoniyi0.1 xG1 shot · 0g
  4. Milan van EwijkJay Dasilva0.1 xG1 shot · 0g
  5. Caleb YirenkyiTaiwo Awoniyi0.1 xG1 shot · 0g
  6. Bobby ThomasLoum Tchaouna0.0 xG1 shot · 0g
  7. Ephron Mason-ClarkCaleb Yirenkyi0.0 xG1 shot · 0g
  8. Jack RudoniLoum Tchaouna0.0 xG1 shot · 0g

The pass immediately before the shot, so a player who starts moves without playing the final ball will not appear here. Roughly seven in ten shots name their creator.

How the season splits

Danger by scoreline

leading, level or behind

Coventry produce most of their danger with the game level (63% of their xG).

  • Ahead0%
  • Level63%
  • Behind37%
Ahead
0%
0.0 xG · 0 shots
Level
63%
1.1 xG · 11 shots
Behind
37%
0.6 xG · 4 shots

The scoreline at the moment each shot was struck, rebuilt from goal times. Sides that trail often will look busier in attack than they really are.

Home and away

same team, two records

Coventry are a noticeably different side by venue, creating 0.62 xG more per match at home, and conceding 1.39 fewer.

Home · 1 matches
xG1.18
xGA0.46
Shots11.0
Away · 1 matches
xG0.56
xGA1.85
Shots4.0

Shots faced and shots stopped

two different jobs

Coventry allow 1.16 xG a match, and concede 1.8 more goals than the league converts that into.

Chance prevention
1.16

xG allowed per match. Mostly the outfield shape, and it tends to repeat.

Shot stopping
-1.8

Goals prevented against the league rate. Largely the keeper, and it swings year to year.

Expected at league rate2.2
Actually conceded4
Shots faced that were blocked35%

Measured against the league’s own conversion rate rather than raw xG. Blocked and off-target shots carry xG that can never be scored, so comparing goals to raw xG would mark every side in the division as leaky. A high block share means bodies in the way rather than chances denied.