Premier League · 2024/25
Crystal Palace
Over 38 matches, Crystal Palace create most danger down their left (1.11× the league norm), and concede most down their right (1.30×).
51 scored, 16.8 below xG
51 conceded, 7.9 below xGA
Where the shots come from
Shots taken
every shot, or counted by zoneCrystal Palace, 2024/25 · final 35m. A further 2% of their shots came from outside this window.
vs league average · 1.00 marked · share of xG
Shots taken
every shot, or counted by zoneCrystal Palace, 2024/25 · final 35m. A further 2% of their shots came from outside this window.
vs league average · 1.00 marked · share of xG
Shots faced
every shot, or counted by zoneCrystal Palace, 2024/25 · final 35m. A further 1% of their shots came from outside this window.
vs league average · 1.00 marked · share of xG
Flanks and routes
Danger conceded by flank
left against right · open play onlyCrystal Palace concede more down their right: more attacks there, and better ones.
- Attacks faced
- 1.17×
- Chance quality
- 1.22×
Shots on the weak flank per shot on the strong one
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 onlyCrystal Palace take 16% of their open-play danger from crosses and 14% from balls played through the middle.
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 averageCrystal Palace get the ball into dangerous areas less often than most, and hurt you more than most when they do.
- Territory won0.88×
6.4 deep completions a match
- Territory allowed0.98×
7.1 conceded a match
- Pressing0.82×
15.3 opponent passes per defensive action
- Freedom to build0.75×
9.4 of their own passes allowed
- Danger per arrival1.27×
0.266 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 assistsCrystal Palace’s attack is effectively 9.1 players. A side spread across fourteen absorbs an absence that one built on nine does not.
35.2% of their attack is doubtful or out. Ismaila Sarr, Jean-Philippe Mateta.
- Ismaila SarrInjured19.4%
- Jean-Philippe MatetaInjured15.8%
- Eberechi Eze13.4%
- Daniel Muñoz10.2%
- Eddie Nketiah7.4%
- Tyrick Mitchell7.4%
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- Eberechi Eze→Jean-Philippe Mateta3.5 xG15 shots · 6g
- Ismaila Sarr→Jean-Philippe Mateta3.1 xG10 shots · 1g
- Tyrick Mitchell→Daniel Muñoz2.0 xG8 shots · 0g
- Ismaila Sarr→Eberechi Eze1.7 xG9 shots · 2g
- Will Hughes→Maxence Lacroix1.6 xG9 shots · 1g
- Ismaila Sarr→Eddie Nketiah1.6 xG6 shots · 1g
- Tyrick Mitchell→Ismaila Sarr1.6 xG6 shots · 3g
- Jean-Philippe Mateta→Ismaila Sarr1.4 xG6 shots · 1g
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 behindCrystal Palace produce most of their danger with the game level (47% of their xG).
- Ahead25%
- Level47%
- Behind28%
- Ahead
- 25%
- 17.0 xG · 103 shots
- Level
- 47%
- 32.6 xG · 262 shots
- Behind
- 28%
- 19.1 xG · 153 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 recordsCrystal Palace travel well. Their home and away numbers are close.
Shots faced and shots stopped
two different jobsCrystal Palace allow 1.61 xG a match, and concede 5.3 fewer goals than the league converts that into.
- Chance prevention
- 1.61
- Shot stopping
- +5.3
xG allowed per match. Mostly the outfield shape, and it tends to repeat.
Goals prevented against the league rate. Largely the keeper, and it swings year to year.
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.
