Less than 5% of timeouts are called for other reasons, including timeouts for injured players with less than two minutes in a half, timeouts called right before the end of a half with a stopped clock, or timeouts meant to “ice the kicker.” Lost Challenges: Teams are docked a timeout after each failed instant replay challenge initiated by the head coach. ![]() Unnecessary, Defense: Called when a defense is dealing with substitution issues or when a coach is not confident in a defensive set. Unnecessary, Offense: Called when an offense is trying to avoid a delay of game or an uncertain play call. These timeouts typically are called earlier in a half when something doesn’t go as planned. Time Saving, Defense: Called when a team is on defense, these timeouts typically come at the end of a half, and are called to stop the clock immediately after a play ends in order to try to get the ball back or conserve time on the game clock. Time Saving, Offense: Called when a team is on offense, these timeouts typically come at the end of a half, and are called to stop the clock immediately after a play ends in order to conserve time on the game clock to reset ahead of the next play. These timeouts typically are called later in a half to conserve time on the game clock. ![]() To compare how current NFL coaches use their timeouts, we began by categorizing each timeout into one of the following categories: ![]() Given the value of timeouts during end-of-game scenarios - ESPN Sports Data Scientist Brian Burke estimated that each second half timeout is worth about 3% in win probability - coaches are generally reluctant to call a timeout until the final minutes of each half. Timeouts can be used strategically to manage the clock or to avoid a penalty or unwelcome formation. NFL teams receive three timeouts each half.
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