HITLAYSTATS — graded results archive

Derrick Henry — prop card history

Settled HIT/LAY cards, hit rate and average edge, rolling 30 days.

27
cards (30d)
—
HIT rate
+2.3
avg edge pp
18/9
HIT/LAY calls

Recent cards

PlayerStatLineCallTierEdge ppResult
Derrick Henry · Rush Longest 16.5 LAY Bronze +0.0 PENDING
Derrick Henry · Rush+Rec Yds 59.5 LAY Bronze +0.0 PENDING
Derrick Henry · 1st Quarter Rushing Yards 19.5 LAY Bronze +0.0 PENDING
Derrick Henry · 1st Half Rush Yards 38.5 LAY Bronze +0.0 PENDING
Derrick Henry · 1st Half Receptions 0.5 LAY Bronze +0.0 PENDING
Derrick Henry · Rush Attempts 14.5 LAY Bronze +0.1 PENDING
Derrick Henry · Receiving Yards 4.5 LAY Bronze +0.2 PENDING
Derrick Henry · Pass Longest Reception 6.5 HIT Bronze +0.2 PENDING
Derrick Henry · 1st Half Receiving Yards 0.5 HIT Bronze +0.6 PENDING
Derrick Henry · 2nd Half Touchdown 0.5 HIT Bronze +1.1 PENDING
Derrick Henry · Rush+Rec TDs 0.5 HIT Bronze +1.3 PENDING
Derrick Henry · 1st Half Touchdown 0.5 HIT Bronze +1.4 PENDING
Derrick Henry · Receptions 1.5 HIT Silver +1.7 PENDING
Derrick Henry · 2nd Half Rush TDs 0.5 HIT Silver +1.8 PENDING
Derrick Henry · Pass+Rush+Rec TDs 0.5 LAY Silver +1.9 PENDING

By stat market

StatCardsGradedHIT rateAvg edge
2nd Half Rec TDs10—+6.5
1st Half Rec TDs10—+6.4
Fumbles Lost10—+6.1
Rec TDs10—+5.6
Fumbles10—+5.2
1st Quarter Rush TDs10—+4.4
1st Quarter Rush+Rec TDs10—+4.2
First Touchdown10—+4.0
1st Quarter Receiving Yards10—+3.4
1st Quarter Receptions10—+2.9
Touchdowns10—+2.1
1st Half Rush TDs10—+1.9
Pass+Rush+Rec TDs10—+1.9
2nd Half Rush TDs10—+1.8
Receptions10—+1.7
1st Half Touchdown10—+1.4
Rush+Rec TDs10—+1.3
2nd Half Touchdown10—+1.1
1st Half Receiving Yards10—+0.6
Pass Longest Reception10—+0.2
Receiving Yards10—+0.2
Rush Attempts10—+0.1
1st Half Receptions10—+0.0
1st Half Rush Yards10—+0.0
1st Quarter Rushing Yards10—+0.0
Rush+Rec Yds10—+0.0
Rush Longest10—+0.0

Tier mix

Platinum 3 · Gold 6 · Silver 6 · Bronze 12

How to read this page

Every card Derrick Henry appeared on inside the rolling 30-day window, with the model call (HIT = over, LAY = under), the edge in percentage points at publish time, and the settled result. Tier is assigned from edge before the game starts — never after.

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