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Premier League · 2025/26

Over 38 matches, Burnley create most danger down their right (1.10× the league norm), and concede most down their right (1.12×).

Attack · 20th
0.65
0.98 xG per match
38 scored, 1.1 above xG
Defence · 20th
1.24
2.21 xGA per match
75 conceded, 7.6 below xGA
Chance quality
0.104
xG per shot · 9.4 shots/match
Set pieces
29%
of their xG · 26% conceded

Where the shots come from

Shots taken

every shot, or counted by zone
0% of shots · 0 shots0% of shots · 0 shots0% of shots · 1 shot1% of shots · 3 shots4% of shots · 14 shots1% of shots · 5 shots1% of shots · 3 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots1% of shots · 2 shots3% of shots · 10 shots6% of shots · 20 shots8% of shots · 27 shots3% of shots · 9 shots1% of shots · 4 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots2% of shots · 6 shots5% of shots · 19 shots5% of shots · 19 shots7% of shots · 24 shots5% of shots · 18 shots1% of shots · 4 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots1% of shots · 4 shots4% of shots · 16 shots3% of shots · 9 shots4% of shots · 15 shots2% of shots · 6 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots2% of shots · 7 shots3% of shots · 10 shots1% of shots · 5 shots6% of shots · 21 shots3% of shots · 12 shots1% of shots · 4 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 1 shot1% of shots · 4 shots1% of shots · 3 shots3% of shots · 9 shots3% of shots · 12 shots4% of shots · 15 shots1% of shots · 3 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 1 shot0% of shots · 1 shot1% of shots · 3 shots1% of shots · 2 shots0% of shots · 0 shots0% of shots · 0 shots0% of shots · 0 shots8%7%Opponent goalLeftRight
Share of shots<1%1–2%2–4%4–6%6%+

Burnley, 2025/26 · final 35m. A further 2% of their shots came from outside this window.

Left1.00×23%
Centre0.96×54%
Right1.10×23%

vs league average · 1.00 marked · share of xG

Flanks and routes

Danger conceded by flank

left against right · open play only

No meaningful side bias. Burnley concede about evenly on both flanks, so neither is worth targeting over the other.

Left
16.2 xG168 shots · 0.097
Right
17.1 xG168 shots · 0.102

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

Burnley take 18% of their open-play danger from crosses and 11% from balls played through the middle.

Open passes
53%
Crosses
18%
Rebounds
12%
Through balls
11%
Dribbles
7%
Headed share of xG16%

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

Burnley move the ball about as the league does.

  • Territory won0.63×

    4.3 deep completions a match

  • Territory allowed1.41×

    9.6 conceded a match

  • Pressing0.89×

    14.0 opponent passes per defensive action

  • Freedom to build0.95×

    11.8 of their own passes allowed

  • Danger per arrival1.03×

    0.217 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

Burnley’s attack is effectively 13.5 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. Quilindschy HartmanZian Flemming1.9 xG7 shots · 3g
  2. Jaidon AnthonyZian Flemming1.5 xG6 shots · 0g
  3. Hannibal MejbriZian Flemming1.1 xG7 shots · 2g
  4. Hannibal MejbriJaidon Anthony0.7 xG6 shots · 1g
  5. Jaidon AnthonyLyle Foster0.7 xG5 shots · 0g
  6. James Ward-ProwseJaidon Anthony0.7 xG2 shots · 0g
  7. Josh CullenArmando Broja0.6 xG2 shots · 0g
  8. Jaidon AnthonyJosh Laurent0.6 xG3 shots · 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

Burnley produce most of their danger while behind (55% of their xG).

  • Ahead6%
  • Level39%
  • Behind55%
Ahead
6%
2.4 xG · 14 shots
Level
39%
14.4 xG · 151 shots
Behind
55%
20.5 xG · 193 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

Burnley are a noticeably different side by venue, creating 0.27 xG more per match at home, and conceding 0.33 fewer.

Home · 19 matches
xG1.12
xGA2.05
Shots10.8
Away · 19 matches
xG0.85
xGA2.38
Shots8.1

Shots faced and shots stopped

two different jobs

Burnley allow 2.21 xG a match, and concede 0.2 fewer goals than the league converts that into.

Chance prevention
2.21

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

Shot stopping
+0.2

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

Expected at league rate74.2
Actually conceded74
Shots faced that were blocked29%

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.