The Weather Football Index is built only from weather — it never sees the point spread. So comparing the actual game total to the closing Vegas total, bucketed by WFI, is a clean test of whether the market prices weather correctly. If it did, games would land under the total about half the time in every bucket. They don't: the under rate climbs with the index.
In plain terms: when the Weather Football Index flags a game as high-impact, the total has come in under the market well above the ~52.4% break-even needed to beat standard −110 juice. The market consistently sets totals too high for bad-weather games — it under-adjusts for what wind and cold do to scoring.
Under Rate by Weather Band
red line = 52.4% break-evenThe Line vs Reality
| Weather Band | Games | Avg WFI | Vegas Total | Actual | Actual − Line | Under % |
|---|---|---|---|---|---|---|
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Biggest Misses
high-WFI games that cratered the total| Matchup | Stadium | °F | Wind | WFI | Total | Line | Miss |
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The Prop Signal — Yards on the Ground vs Through the Air
by windTotals aren't the only market weather moves. Wind reallocates yards from the air to the ground — which is exactly what team-yardage and QB passing props price. Here's the per-team-game shift by wind speed, with the yardage delta vs a calm day.
A 22+ mph wind has historically cost teams — passing yards while adding yards on the ground. Completion rate and yards-per-attempt fall with it — the deep ball is the first casualty. Read the full ladder below.
| Wind | Pass Yds/tm | vs Calm | Rush Yds/tm | vs Calm | Pass Att | Comp% | Y/Att | Rush Share |
|---|---|---|---|---|---|---|---|---|
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Per-team-game, outdoor NFL games. We don't yet carry historical prop lines (only game totals), so this is the physical signal that informs prop bets — not a book-vs-reality edge like the totals above.
Quarterbacks in the Wind
The team signal hides the individual one: some quarterbacks are wind-proof, others crater. Each QB's average passing yards in calm (≤10 mph) vs windy (≥15 mph) games — the individual passing-prop angle.
| Quarterback | Calm Pass | Windy Pass | Δ Yds | Calm YPA | Windy YPA | Deep/g | Games |
|---|---|---|---|---|---|---|---|
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Min 10 calm & 6 windy games, 2006–2024. Deep/g = completions of 20+ air yards per game (calm→windy). Note: a dome team's QB plays "calm" indoors and "windy" only on the road, so some split reflects venue as much as skill — read with the sample size.
Running Backs in the Cold
The flip side of the air-to-ground shift: cold, wind and snow funnel offenses to the run, and the workhorse gets fed. It's a volume story — watch the carries, not just the yards, for rushing props. Each back's warm (≥50°F) vs cold (≤35°F) averages.
| Running Back | Warm Rush | Cold Rush | Δ Yds | Warm Car | Cold Car | Δ Car | Games |
|---|---|---|---|---|---|---|---|
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Min 8 warm & 5 cold games, 2006–2024. Cold-weather teams naturally run more, so their backs skew high here — the volume swing is the signal for over/under on carries and rush yards.
Receivers in the Wind
When the quarterback throws for less, the yards come out of someone's receiving line. Each pass-catcher's average receiving yards in calm vs windy games — the WR/TE prop read.
| Pass-catcher | Calm Rec | Windy Rec | Δ Yds | Calm Tgt | Windy Tgt | Games |
|---|---|---|---|---|---|---|
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The Career Weather Tax
it compoundsA single windy game costs yards; a career spent in the wind costs a stat line. Estimated lifetime yards a player left on the field in their windy (≥15 mph) games — measured against their own calm-weather rate. It's the weather signal, filtered all the way down to career totals.
Passing yards taxed
| Quarterback | Yards Lost | Windy Gms |
|---|
Receiving yards taxed
| Pass-catcher | Yards Lost | Windy Gms |
|---|
Estimated: (a player's calm per-game average − windy average) × their windy games. It counts only their windiest games (≥15 mph), so a full "if every game were calm" figure would be larger. Directional — windy games skew toward road trips and tougher defenses.