Pojmovnik · IHF pravila 2022. (izmijenjena 1. srpnja 2025.) · EHF pojmovnik 2022./23.

    Rukometni pojmovnik

    Pojmovi koje treneri stvarno koriste — na terenu, u statistici i u planu sezone. Pravila nose svoj broj; kod statistike piše je li na službenom zapisniku; mitovi su razotkriveni.

    130 pojmova · 10 kategorija · 3 razotkrivena mita

    01Positions & roles

    Who plays where, and what each role does.

    Goalkeeper

    also keeper, GK

    The goalkeeper is the only player allowed inside the goal area. They guard the goal, may defend shots with any part of the body, and start the fast break with the first pass out.

    IHF Rule 5

    Pivot (line player)

    also line player, circle runner

    The pivot is the attacker who works on the six-metre line among the defenders. They set screens for the backs and finish close-range chances.

    Wing

    also winger, left wing, right wing, LW, RW

    A wing is an attacker on the far flanks of the court. Wings stretch the defence wide, finish from tight angles, and are usually first out on the fast break.

    RelatedFast break

    Backcourt player

    also back, backs, back court

    A backcourt player is a player in the second line of the attack — left back, centre back or right back — who carries most of the long-range shooting and playmaking.

    Centre back (playmaker)

    also playmaker, CB; "quarterback" (incorrect)

    The centre back is the central backcourt player who runs the attack. They set the tempo, organise teammates, and decide when to move from build-up into a scoring action.

    Left back / Right back

    also LB, RB, the backs

    The left back and right back are the shooting and playmaking backs either side of the centre. The left back usually shoots right-handed from distance; the right back mirrors on the other side.

    Defensive specialist

    also defensive anchor

    A defensive specialist is a player brought on specifically for defence, often replacing a back when the team loses the ball. Common at higher levels where roles are split.

    02Attack — systems & concepts

    Shapes and moves that create a shot.

    2-4 attack

    also 2:4, double pivot

    The 2-4 is an attacking shape with two backs and four front players, usually two pivots. It pulls defenders inside and stretches the six-metre line.

    How SquadX plans attack sessions →

    Fast break

    also counter-attack, break; Gegenstoß (DE)

    A fast break is a quick move from defence to attack that aims to score before the opponent is set, usually started by the goalkeeper's first pass. On the official stat sheet it is its own shot category (FB).

    Official sheet · FB

    First / second / third wave

    also break waves

    The waves are the three stages of a fast break. The first wave is a long pass to a sprinting player; the second wave is two or three players arriving before the defence sets; the third wave is an early organised attack against a defence that is not yet compact.

    EHF Glossary
    RelatedFast break

    Crossing

    also cross, switch of paths

    Crossing is an attacking move where two backs swap paths. It pulls a defender out of position and opens a gap for a shot or a pass to the pivot.

    EHF Glossary

    Screen / pick

    also block, pick, screen

    A screen is a block set by the pivot for a back at the nine-metre line, freeing the shooter for a clear angle. The screen must be stationary to be legal.

    Breakthrough

    also 1v1 penetration, drive

    A breakthrough is an individual move that beats the direct defender one-on-one using a feint, a change of direction or speed. It is most dangerous from the centre against a retreating defence, and is a distinct shot category (BT) on the official sheet.

    Official sheet · BT

    Parallel play

    also coordinated cuts

    Parallel play is a set of coordinated cuts where several players move at once, forcing the defence to make more than one decision and opening space on the weak side.

    Numerical advantage

    also overload, 2v1, 3v2

    A numerical advantage is any situation where the attack outnumbers the defence at the point of action, such as two-on-one or three-on-two. Creating one is the core goal of most attacking play.

    03Defence — systems & concepts

    Formations and the ideas that hold them together.

    6-0 defence

    also flat six, 6:0

    The 6-0 is a defence with all six court players on the six-metre line — the most common system worldwide. It is compact and hard to shoot through, but exposed by accurate long-range shooting.

    Plan a defensive session →

    5-1 defence

    also 5:1

    The 5-1 is a defence with five players on the six-metre line and one pushed up to about nine metres. The advanced defender disrupts the centre back and pressures long shots.

    Plan a defensive session →

    3-2-1 defence

    also 3:2:1

    The 3-2-1 is a three-tier defence — three deep, two in the middle, one high. It is aggressive, built to pressure the ball early and force turnovers, but leaves space for pivots and wings if the movement breaks down.

    Plan a defensive session →

    4-2 defence

    also 4:2

    The 4-2 is a defence with four players on the line and two pushed up, used mainly against strong pivot play and dangerous backs.

    3-3 defence

    also 3:3 press

    The 3-3 is a very aggressive, high-pressing defence in two tiers. It disrupts passing early but carries the most risk if beaten.

    RelatedPressing

    Man-to-man defence

    also individual defence, man marking

    Man-to-man defence is a system where each defender marks a specific opponent across the whole court instead of guarding a zone. It is used late in tight games or to shut down one key playmaker.

    Shifting

    also defensive shift; sliding (avoid)

    Shifting is the coordinated sideways movement of the defensive block to follow the ball. When the ball moves, the whole line moves with it to close gaps and hold shape.

    RelatedSwitching
    How SquadX plans defensive sessions →

    Switching

    also swapping marks

    Switching is defenders exchanging marks during an attacking cross: instead of following your player through the cross, you take the new one and your teammate takes yours. It needs constant talk.

    Pressing

    also stepping out

    Pressing is a defender stepping out beyond nine metres to disrupt a shooter's rhythm. It makes contact earlier and lowers shooting quality, but opens a gap behind if beaten.

    RelatedDrop

    Drop

    also recovery step

    The drop is the quick retreat back into the block after pressing, to cover the pivot or fill the gap. Press and drop together are a core defensive skill.

    RelatedPressing

    Help defence

    also cover, sagging

    Help defence is a defender leaving their own mark briefly to cover a beaten teammate. It keeps the goal protected at the cost of opening space elsewhere.

    04Individual technique

    Shooting, faking and passing skills — grounded in the EHF Glossary.

    Jump shot

    also jumper; Sprungwurf (DE)

    A jump shot is a shot released while airborne, taking off from one or two feet — usually after the three-step run-up — to gain height or length over the defence. It is the most common shot type in handball.

    EHF Glossary

    Standing / set shot

    also set shot; Schlagwurf (DE); "overarm shot"

    A standing shot is a shot taken with both feet on the ground, using a three-step wind-up in which the throwing arm is drawn back above shoulder height. It is the base technique on which the other throws are built.

    EHF Glossary

    Dive shot / fall shot

    also Fallwurf (DE), falling shot

    A dive shot is a shot in which the player, close to the goal-area line, throws the body forward and upward and releases the ball before landing to get a better position over the defence. It is used mainly by the pivot and wings.

    EHF GlossaryYouth: train safe landing first

    Spin shot

    also curve shot; Dreher / Airdreher (DE)

    A spin shot is a shot where the wrist puts rotation on the ball so its flight curves, bending around the goalkeeper — used mostly by wings. It is not the same as the beach-handball spin shot (a full 360° body turn worth two points) or the body-rotation pirouette used by pivots.

    EHF Glossary
    RelatedJump shot

    Lob shot

    also chip, lob; Heber (DE)

    A lob shot is a soft, high shot floated in an arc over an advanced or fallen goalkeeper into the goal. It is the counter to a keeper who has come too far off the line.

    EHF Glossary

    Hip shot / underarm shot

    also underarm; Schlenzer (DE)

    A hip shot is a shot released from hip height with a concealed, whip-like motion using hip rotation, typically as an underarm (below-shoulder) release. It is used from the wing at tight angles to surprise the goalkeeper low.

    EHF Glossary

    Bounce shot

    also bounced shot; Aufsetzer (DE)

    A bounce shot is a shot deliberately bounced off the floor in front of the goal so it changes height and speed before reaching the goalkeeper. It is common from the wing and backcourt against tall keepers.

    EHF Glossary

    Kempa trick

    also in-flight goal (EHF term), Kempa; Flieger (CH)

    A Kempa trick is a play in which one player lobs the ball over the defence to a teammate who catches it in mid-air over the goal area and shoots before landing. It is named after German player Bernhard Kempa; the EHF's own term is "in-flight goal."

    EHF: in-flight goal
    RelatedPivot

    Fake / feint / dummy

    also body fake, dummy; Finte (DE)

    A feint is a deceptive body or ball movement that commits the defender the wrong way before the real action. It is the foundation of one-on-one attacking.

    EHF Glossary

    Give-and-go

    also one-two; Doppelpass (DE)

    A give-and-go is a two-player move where a player passes to a teammate (the give) and immediately cuts into open space to receive the ball back (the go).

    EHF Glossary
    RelatedCrossing

    Three-step rhythm

    also Dreischrittrhythmus (DE), wind-up

    The three-step rhythm is the footwork pattern (left–right–left for a right-hander) that uses the three permitted steps to build momentum into the throw. Since 1 July 2025, putting a foot down after catching the ball in the air does not count as a step.

    IHF Rule 7:3

    Bounce pass

    also floor pass; Bodenpass (DE)

    A bounce pass is a pass played off the floor to a teammate, used to get under a defender's arms or reach the pivot.

    EHF Glossary

    Jump pass

    also suspended pass; Sprungpass (DE)

    A jump pass is a pass released while airborne, used to pass over defenders or buy time to find a teammate. It shares the jump-shot take-off.

    Coaching usage

    Behind-the-back pass

    also wrap pass

    A behind-the-back pass is a pass brought around or behind the body to disguise its direction, used in tight spaces or to reach the pivot. The EHF classes it under the blind pass.

    Coaching usage

    No-look pass

    also blind pass (EHF term)

    A no-look pass is a pass played without the passer looking in the direction of the pass, to hold defenders in place. The EHF's dedicated term for it is the blind pass.

    EHF: blind pass

    One-handed pass under pressure

    also pressure pass; overarm pass

    A one-handed pass is a pass thrown and controlled with a single hand for quick release and extra reach when a defender is closing the lane. Handball passing is one-handed by default, unlike basketball's two-handed chest pass.

    EHF: overarm pass

    Reverse shot

    also opposite-hand shot; Abknickwurf (DE)

    A reverse shot is a shot released across the body against the natural angle, redirecting the ball to a corner the goalkeeper is not covering. It is used mainly by wings and is especially hard with the "wrong" arm.

    Coaching usage

    Pump fake

    also shot fake; Wurffinte (DE)

    A pump fake is a shooting motion started and stopped without releasing, to make the goalkeeper or a blocking defender commit before the real shot, pass or drive. The EHF's official term is "fake shot."

    EHF: fake shot

    Running shot

    also Laufwurf (DE), shot on the move

    A running shot is a shot released while the player is still running, at the moment of ball release, without a preparatory jump or bracing stop. It is useful on fast breaks for a quick release.

    EHF Glossary

    05Goalkeeping

    What the keeper does, and how.

    Save

    also stop; Parade (DE)

    A save is the action by which a goalkeeper stops the ball from crossing the goal line between the posts. The keeper may use any part of the body, including legs and feet, inside the goal area.

    EHF GlossaryIHF Rule 5

    Leg save / low save

    also foot save, low save; Beinabwehr (DE)

    A leg save is a save of a low shot in which the goalkeeper extends a leg laterally toward the ball, usually with an open (externally rotated) foot, to reach a bottom corner.

    Coaching usage

    Split save

    also slide save, sliding technique; Spagat-Abwehr (DE)

    A split save is a low-save technique where the goalkeeper extends one or both legs toward the floor in a split and slides to cover a bottom corner the hands cannot reach in time.

    Coaching usageYouth: teach the side-step save first

    High / low save

    also upper / lower save

    High and low saves are the two broad save families: upper shots are stopped with the hands and arms, lower shots with the legs and feet.

    Coaching usage

    Narrowing the angle

    also cutting the angle, closing down

    Narrowing the angle is the goalkeeper stepping forward out of the goal toward the shooter to reduce the amount of open goal they can see and aim at. Over-committing invites the lob.

    Coaching usage
    RelatedLob shot

    Goalkeeper positioning

    also angle play, keeper stance

    Goalkeeper positioning is the keeper's movement along an arc in front of the goal to stay square to the ball and cover the most likely shot. It has two parts: getting to the right initial spot, and correcting until the last moment.

    Coaching usage

    1v1 goalkeeping

    also breakaway defence

    1v1 goalkeeping is the keeper's technique for a breakaway or fast-break shot with no defender, based on advancing, staying balanced and delaying commitment until the shooter acts.

    Coaching usage
    RelatedFast break

    7-metre defence

    also penalty save

    7-metre defence is the goalkeeper's duel with the penalty taker. The keeper may not cross the 4-metre restraining line until the ball leaves the thrower's hand; elite takers convert roughly 70–78%, so a single save can swing a match.

    IHF Rule 5:11 · 14

    Goalkeeper distribution

    also outlet pass, first pass; long pass (EHF)

    Goalkeeper distribution is the keeper's throw after a save or goal that starts the attack — long to a sprinting wing for the fast break, or short to build up. Fast, accurate distribution creates extra goals.

    EHF: long pass
    Turn saves into fast-break goals →

    Goalkeeper stance

    also ready position; Grundstellung (DE)

    The goalkeeper stance is the balanced ready position — feet apart, knees slightly flexed, upper body tilted forward, arms raised, weight on the balls of the feet — from which the keeper reacts to shots.

    Coaching usage

    Spread / star save

    also star jump, starfish

    A spread save is a proactive save in which the goalkeeper extends both arms and both legs outward at once to cover the maximum goal surface. It is used at close range or when the shooter has clearly committed.

    Coaching usage

    06Game phases & transition

    The states a game moves through.

    Positional attack

    also set attack, static attack

    Positional attack is the organised phase of attack against a set defence. Players hold their positions and run structured plays to open a shot.

    Related3-3 attack

    Transition attack

    also transition

    Transition attack is the phase between winning the ball and the defence getting set. It covers the fast break and the early organised attack that follows.

    Transition defence

    also recovery, getting back

    Transition defence is the phase between losing the ball and the defence getting set. The priority is stopping the fast break and getting numbers back behind the ball.

    Return defence

    also retreat

    Return defence is the sprint back to defensive positions after an attack breaks down. The first job is to stop the easy goal, then rebuild the block.

    Set defence

    also organised defence

    Set defence is the organised defensive phase once all players are back and the block is formed. This is where the named systems apply.

    Power play / superiority

    also man-up, 6v5, superiority

    Power play is attacking with an extra player while the opponent serves a two-minute suspension. The attack has six against five and looks to exploit the extra man.

    Short-handed / inferiority

    also man-down, 5v6, inferiority

    Short-handed play is playing a player down during a two-minute suspension. The priority is holding shape and defending the extra attacker.

    07Rules, fouls & sanctions

    IHF Rules of the Game 2022, amended 1 July 2025 — with the myths debunked.

    Throw-off

    also centre throw; Anwurf (DE), avkast (NO)

    A throw-off is the throw that starts each half and restarts play after every goal, taken from the centre with a whistle. It must be taken within 3 seconds, and a goal can be scored directly.

    IHF Rule 10

    7-metre throw

    also penalty; Siebenmeter (DE), straffekast (NO)

    A 7-metre throw is a direct shot at goal from the 7-metre line, awarded when a clear scoring chance is illegally destroyed anywhere on the court. Only the goalkeeper defends it; since 1 July 2025, hitting a non-moving keeper's head is a 2-minute suspension rather than a red card.

    IHF Rule 14

    9-metre free throw

    also free throw; Freiwurf (DE), frikast (NO)

    A free throw is the restart for a minor foul or turnover, taken from the spot of the infraction (or just outside the nine-metre line). Defenders must stay 3 metres from the thrower; unlike a basketball free throw, it can be blocked.

    IHF Rule 13

    Goalkeeper throw

    also goal throw; Abwurf (DE)

    A goalkeeper throw is the restart taken by the keeper from inside the goal area when they control the ball, the ball comes to rest in the area, or it crosses the outer goal line last touched by the attack or the keeper.

    IHF Rule 12

    Throw-in

    also sideline throw; Einwurf (DE)

    A throw-in is the restart awarded to the opponents when the ball fully crosses the side line or touches the ceiling, taken from where it crossed. A defender's touch over their own outer goal line also gives the attack a throw-in from the corner.

    IHF Rule 11

    Referee throw

    also throw-up; "jump ball" (incorrect)

    A referee throw is the neutral restart where the referee throws the ball vertically between two players, used when play stopped with no rule violation and neither team had clear possession, or after simultaneous infringements.

    IHF Rule 10:5

    Passive play

    also warning arm; passives Spiel (DE)

    Passive play is keeping possession without a recognisable attempt to attack. After the referee's raised-arm forewarning, the team has a maximum of 4 passes to get a shot away — a free throw is called when the fifth pass is received.

    IHF Rule 7:11–12

    Progressive punishment

    also sanction ladder

    Progressive punishment is the escalating sequence for fouls and misconduct — warning, then 2-minute suspension, then disqualification. Dangerous fouls can skip the ladder and go straight to a higher sanction.

    IHF Rule 8 · 16

    Yellow card

    also warning; gelbe Karte (DE)

    A yellow card is the formal warning shown for a minor foul or unsportsmanlike conduct. A single player gets at most one; a team's players get at most 3 in total, after which the minimum sanction becomes a 2-minute suspension.

    IHF Rule 16:1–2

    2-minute suspension

    also sin bin; Zeitstrafe (DE), utvisning (NO)

    A 2-minute suspension is a temporary send-off during which the team plays a player short and cannot replace the suspended player. A player's third suspension is an automatic disqualification.

    IHF Rule 16:3–5

    Red card / disqualification

    also red, DQ; rote Karte (DE)

    A disqualification (red card) removes a player for the rest of the match, given directly for serious fouls or after a third 2-minute suspension. The team plays short for 2 minutes, then a substitute may enter — so only the individual is removed, not the team's numbers permanently.

    IHF Rule 16:6–9

    Blue card

    also written report; blaue Karte (DE)

    A blue card is shown together with a red card to signal that the disqualification carries a written report to the disciplinary authorities for possible further sanction. It was introduced on 1 July 2016 and always accompanies a red card, never replaces it.

    IHF Rule 16:8

    Steps / travelling

    also three-step rule; Schrittfehler (DE)

    The steps rule permits a maximum of 3 steps with the ball — before and again after a dribble — plus a maximum 3 seconds holding it. Taking more without dribbling is a turnover.

    IHF Rule 7:3

    Double dribble

    also illegal dribble; Prellfehler (DE)

    A double dribble is dribbling, catching or holding the ball, then dribbling again. It is illegal and gives a free throw to the opponents.

    IHF Rule 7:4 · 7:7

    Foot fault / kick

    also foot, feet; Fußfehler (DE)

    A foot fault is touching the ball with the foot or any part of the leg below the knee, which is a turnover for court players. It is not penalised if an opponent threw the ball at the player, and the goalkeeper may use the lower leg only inside the goal area while defending.

    IHF Rule 7:8

    Goal-area violation

    also in the crease, line fault; Kreis ab (DE)

    A goal-area violation is a court player entering the six-metre area. An attacker entering with the ball or gaining an advantage loses possession; a defender who gains an advantage concedes a free throw, or a 7-metre throw if it destroys a clear chance. Jumping in and releasing before landing is legal.

    IHF Rule 6:1–2

    Illegal / moving screen

    also moving block, offensive block; Sperre (DE)

    An illegal screen is an attacker using the body to block or displace a defender actively rather than passively. It is an offensive foul and a turnover; a stationary body block is legal.

    IHF Rule 8:1–2

    Charging / offensive foul

    also charge, attacking foul; Stürmerfoul (DE)

    Charging is an attacker running or jumping into a defender who has established position. It is an offensive foul and gives a free throw to the defending team.

    IHF Rule 8:2

    Substitution rules

    also sub area, flying substitution; Wechselfehler (DE)

    Substitution is the on-the-fly replacement of players over the team's own substitution line, unlimited and without notifying officials, provided the outgoing player leaves first. A faulty substitution is a 2-minute suspension plus a free throw to the opponents.

    IHF Rule 4:4–6

    Team time-out

    also green card, TTO; Auszeit (DE)

    A team time-out is a one-minute stoppage requested by placing a green card on the timekeeper's table, only while the team has possession. The IHF base rule is one per half; most senior competitions allow up to 3 per match, maximum 2 per half and only 1 in the last five minutes.

    IHF Rule 2:10

    Three-attack injury rule

    also "3-minute rule" (misnomer), treatment rule

    The three-attack rule requires a player who receives on-court treatment to leave and stay off until after their team's third attack. It counts attacks, not minutes — the "3-minute rule" name is wrong. It does not apply if the injury came from a progressively-punished foul, or to a keeper hit on the head.

    IHF Rule 4:11Federations may waive in youth

    7-v-6 (empty net)

    also extra court player, empty goal, seven against six

    7-v-6 is substituting the goalkeeper for an extra court player to attack seven against six. It creates a numerical edge at the cost of an open goal on a turnover; since 2016 the extra player no longer needs a special coloured bib.

    IHF Rule 4:1 · 4:4–7

    Overtime / shoot-out

    also extra time, penalties; Siebenmeterwerfen (DE)

    Overtime is the tie-breaker in a knockout match: two 5-minute halves after a 5-minute break, repeated once if still level, then a 7-metre shoot-out. In the shoot-out each team nominates five throwers who alternate, going to sudden death if still tied.

    IHF Rule 2:2

    Offside? (does not exist)

    also handball offside rule

    Handball has no offside rule. Players may position anywhere on court; the only forward restriction is the six-metre goal area. That absence is exactly what makes fast breaks and wing play possible.

    Myth · debunkedIHF Rule 6

    3-second rule? (not a lane rule)

    also handball 3 seconds

    Handball has no basketball-style three-second lane rule. The only three-second rule is that a player may hold the ball for a maximum of 3 seconds before playing it.

    Myth · debunkedIHF Rule 7:2

    Corner throw? (does not exist)

    also handball corner kick

    Handball has no corner throw. When a defender plays the ball over their own outer goal line, the attack restarts with a throw-in from the corner of the side line — the rulebook calls it a throw-in, not a corner.

    Myth · debunkedIHF Rule 11
    RelatedThrow-in

    08Set pieces & restarts

    Rehearsed play from a stopped ball.

    Free-throw play

    also nine-metre play

    A free-throw play is a rehearsed attacking move run from a free throw at the nine-metre line, using screens, dummy runs and timing to open a shot.

    Set play

    also rehearsed play, called play

    A set play is any rehearsed sequence run from a stopped ball — a free throw, throw-in or throw-off — practised in training and called in the game.

    Build set plays into the week →

    Throw-in play

    also sideline play

    A throw-in play is a rehearsed move from a sideline throw-in. Often underused, a quick or well-timed throw-in can catch a defence unset.

    RelatedThrow-in

    Throw-off trick

    also fast centre play

    A throw-off trick is a fast, rehearsed move straight from the centre throw-off to catch the opponent before they retreat.

    RelatedThrow-off

    Seven-metre specialist

    also penalty taker

    A seven-metre specialist is the designated penalty taker. Most teams name one or two players who take the seven-metre throws.

    Goalkeeper outlet

    also first pass, outlet

    The goalkeeper outlet is the keeper's first pass after a save or goal, used to launch the fast break. Fast, accurate distribution creates extra goals.

    09Planning, load & periodisation

    Building the season, the week, the session.

    Match cycle

    also match loop, coaching loop

    The match cycle is the smallest loop of coaching improvement, built around a single game: signals before the match, meaning, decisions, training, and a check on whether it worked.

    SquadX method
    Read: what is a match cycle? →

    Macrocycle

    also season plan, annual plan

    A macrocycle is the full training year or season plan. It sets the broad phases and the peaks the whole plan is built around.

    RelatedMesocycle

    Mesocycle

    also training block

    A mesocycle is a block of several weeks inside the season with one clear phase objective, such as building a defensive base or preparing for a run of fixtures.

    RelatedMicrocycle

    Microcycle

    also training week

    A microcycle is the shortest planning block, usually one training week, built around a phase objective and the next match on the calendar.

    Plan a week with the method →

    Training load

    also load, workload

    Training load is the combined stress of training, roughly volume multiplied by intensity. Tracking it across the week helps players peak rather than break down.

    RelatedsRPEACWR
    Track load across the season →

    Volume

    also training volume

    Volume is the amount of training, measured in time, distance, repetitions or number of sessions. It is one half of the load equation.

    RelatedIntensity

    Intensity

    also training intensity

    Intensity is how hard the training is relative to maximum effort. It is the other half of the load equation.

    RelatedVolume

    sRPE (session RPE)

    also session RPE, RPE load

    sRPE is a training-load measure that multiplies session length in minutes by the player's rated effort from 1 to 10. It is simple to collect across a whole squad, every session.

    Sport-science standard
    Track load across the season →

    ACWR

    also acute:chronic workload ratio

    ACWR is the ratio of recent training load to the longer-term average, used to spot when load has spiked too fast relative to what a player is prepared for.

    Youth: usually simplified to attendance + feel

    Season phases

    also preparation, competition, transition

    Season phases are the broad stages of the training year — usually preparation, competition and transition — each carrying a different balance of volume, intensity and focus.

    Tapering

    also taper

    Tapering is a planned drop in training load before an important match or tournament, to shed fatigue while holding fitness so players arrive fresh.

    RelatedPeaking

    Peaking

    also peak

    Peaking is timing the plan so a team reaches its best physical and tactical form for the matches that matter most.

    RelatedTapering

    Training focus

    also session objective, weekly focus

    Training focus is the main objective a session or week is built around, such as transition defence or finishing under pressure. It drives which drills are chosen.

    Set a weekly focus →

    Recovery / regeneration

    also regeneration, rest

    Recovery is the planned lower-load time that lets the body absorb training and repair. It is part of the load plan, not the absence of one.

    10Match analysis & metrics

    What the numbers mean — and whether they are on the official sheet.

    Shooting efficiency

    also shooting %, conversion; Wurfquote (DE)

    Shooting efficiency is goals divided by total shots, expressed as a percentage. The denominator is all shots — including missed, post and defender-blocked attempts — and it can be computed per zone from the official sheet.

    Official sheet · %
    See it in Performance →

    Shot zones

    also goals by position, 6m/9m/wing split

    Shot zones are the eight official categories the stat sheet splits every attempt into: 7M, 6M, 9M, Wing, Breakthrough, Fast Break, Free Throw and Unassigned Position. Datasets differ on the 9M-versus-breakthrough boundary, so check the source.

    Official sheet
    See it in Performance →

    Goalkeeper save %

    also save percentage; Paradenquote (DE)

    Save percentage is saves divided by shots on goal faced. Unlike shooting efficiency, misses and posts do not count, and 7-metre saves are tracked separately; elite tournament level sits around 30%.

    Official sheet

    Technical faults

    also tech fault; technischer Fehler (DE)

    A technical fault is a ball-handling or rule error that loses possession without a shot — steps, a double dribble, a goal-area infringement or a bad pass. It is the self-inflicted subset of turnovers.

    Official term
    RelatedTurnovers

    Turnovers

    also lost balls, giveaways; Ballverlust (DE)

    A turnover is a loss of possession to the opponent by any means — an intercepted pass, a technical fault or an offensive foul. Note the ambiguity: the EHF Glossary also counts a missed shot as a turnover, while most analyst usage excludes shots.

    Official ranking · definition varies

    Possessions / attacks

    also ball possessions; Ballbesitz (DE)

    A possession is the period a team controls the ball until the opponent gains it; an attack ends with each shot or turnover. Possessions are not counted on the official sheet — analysts compute them as shots + turnovers − offensive rebounds (about 50 per team per game).

    Analyst metric · not on sheet

    Tempo / pace

    also attacks per game; Spieltempo (DE)

    Pace is the number of possessions a team plays per game, reflecting how fast it plays. It is a Handballytics-style analyst metric, not on any official sheet, and is descriptive only — good and bad teams exist at every pace.

    Analyst metric (Handballytics)

    Fast-break efficiency

    also break conversion

    Fast-break efficiency is fast-break goals divided by fast-break shots. Because Fast Break (FB) is an official shot category, it is computable directly from official data.

    Derived from official FB
    RelatedFast break
    See it in Performance →

    7-metre conversion

    also penalty %; Siebenmeterquote (DE)

    7-metre conversion is seven-metre goals divided by seven-metre throws. 7M and 7M% are explicit columns on the official player report; elite conversion runs roughly 73–78%.

    Official sheet · 7M%

    Assists

    also final pass; Vorlage (DE)

    An assist is a pass that leads directly to a teammate's goal. It is an official statistic — EHF and IHF both publish assist rankings — but the exact definition varies by provider, so counts differ between sources.

    Official · varies by provider

    Effective playing time

    also ball-in-play time; effektive Spielzeit (DE)

    Effective playing time is the portion of the 60 minutes during which the ball is actually in play, excluding stoppages. It is not a standard column on the stat sheet — it is derived from tracking systems, and definitions vary by provider.

    Tracking-derived · not on sheet

    Blocks

    also blocked shots; Block (DE)

    A block is a court defender using arms or hands to stop a shot before it reaches the goal, distinct from a goalkeeper save. It is an official recorded category (BL) with published leaderboards, though not on the plain match report.

    Official ranking · BL

    Steals

    also interceptions, ball wins; Ballgewinn (DE)

    A steal is a defender taking possession directly from an opponent by interception or by taking the ball while it is held or bounced. It is an officially recorded variable (ST on the EHF analysis sheet), the mirror image of a turnover.

    Official ranking · ST
    RelatedTurnovers

    Expected goals (xG)

    also shot quality

    Expected goals (xG) is a model-based estimate of the probability that a shot becomes a goal, based on location and context. It is a vendor metric with competing models, and analysts note it is less informative in handball than football because possessions are nearly equal.

    Vendor · competing models

    Handball Performance Index (HPI)

    also HPI, player rating

    The Handball Performance Index is a composite single-number player rating that starts at 100 and adds or subtracts weighted points for positive and negative actions. It is league-official only in Germany's Bundesliga, not an IHF/EHF-wide statistic.

    League-official (HBL only)

    Plus-minus

    also +/−, on-court goal difference

    Plus-minus is a player's goal differential while on court — the team's goals scored minus conceded during their time on. It is not on the official sheet, needs lineup data, and is noisier in handball because of constant substitution.

    Analyst metric · not on sheet

    Superiority efficiency

    also power-play %

    Superiority efficiency is a team's scoring rate while a player up, during an opponent's two-minute suspension. The 2-minute suspension itself is official, but the efficiency rate is an analyst metric with no single official formula.

    Analyst metric
    See it in Performance →

    Inferiority efficiency

    also short-handed %

    Inferiority efficiency is a team's scoring rate while a player down, during its own two-minute suspension. Like its mirror, it is an analyst metric built on the official 2-minute suspension.

    Analyst metric

    Put these into practice — see the SquadX methodology or the free drills library.