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Analytics Glossary

Every hockey analytics term used on PuckMetrics — definitions, formulas, and context on what each number means. Search or browse by category.

%

% capShare of the Salary Cap
Team

The player's cap hit as a percentage of the league's upper salary-cap limit. Useful for comparing contracts signed under different cap levels.

Cap hit ÷ League upper limit × 100

Appears on: Team Profile

+

+/-Plus/Minus
Basic

Plus/Minus tracks how many even-strength and shorthanded goals are scored for versus against while a skater is on the ice. A player receives a +1 when their team scores and a -1 when the opponent scores while they are on the ice. Power play goals are excluded.

Even-strength goals for − Even-strength goals against while on ice

Highly dependent on linemates and team quality. A strong team player can post +20 with ordinary individual performance. Modern analytics prefer metrics like xG or CF% for individual evaluation.

Appears on: Player Profile, Skater Stats

A

AAssists
Basic

Assists credit up to two players who touched the puck immediately before the goal scorer, without the opposing team gaining possession in between.

Primary assists (the last pass) are a stronger signal of playmaking than secondary assists, which carry more luck.

Appears on: Leaders, Player Profile, Game Log

AUCArea Under the Curve
Model

Area Under the (ROC) Curve is a standard measure of a machine learning classifier's ability to distinguish between outcomes — in this case, a home win versus an away win. An AUC of 1.0 is perfect prediction; 0.5 is no better than random chance.

Integral of the ROC curve (True Positive Rate vs. False Positive Rate)

PuckMetrics targets AUC ≥ 0.73 for game outcome predictions. Most published hockey models achieve 0.65–0.72. Higher is better.

Appears on: Predictions

AWAYRoad Record
Standings

A team's record in games played in the opponent's arena, shown as Wins-Losses-Overtime Losses.

Appears on: Standings

B

BackProjected Return
Model

The estimated date or game the player is expected back, based on the reported timeline. Teams frequently revise these.

Appears on: Injuries

BLKBlocked Shots
Basic

Blocked Shots counts opponent shot attempts that a player stopped with their body or stick before they reached the net.

Defensemen lead this stat; 150+ in a season is a high-volume shot blocker.

Appears on: Fantasy, Team Profile

BookSportsbook
Model

The bookmaker whose odds are shown in that row. Odds are collected from Canadian-market sportsbooks via The Odds API and may be delayed.

Appears on: Game Detail

BurstsSkating Speed & Speed Bursts (NHL EDGE)
Advanced

NHL EDGE records each skater's top speed and counts "bursts" — separate moments when a player exceeds a speed threshold (20+ mph or 22+ mph). Max skating speed shows peak speed; burst counts show how often a player reaches it. Distance skated (miles, also per 60 minutes) measures workload.

A typical skater tops out around 21–22 mph; 24+ mph is elite. Most players log only a few 22+ mph bursts a season, while the fastest players log dozens or more.

Appears on: Pro Stats

C

Cap hitSalary Cap Hit
Team

The amount a contract counts against the team's salary cap each season — the contract's total value divided by its number of years (its average annual value).

Total contract value ÷ Contract years

Appears on: Team Profile, Injuries

CF%Corsi For Percentage
Advanced

Corsi For Percentage measures the share of all shot attempts (shots on goal, missed shots, and blocked shots) taken by your team while a player is on the ice at even strength. It is the most widely used proxy for puck possession and territorial control in hockey analytics.

CF ÷ (CF + CA) × 100

League average is 50%. Above 52% indicates strong territorial control. Below 48% suggests the team is consistently being outshot.

Appears on: Player Profile, Game Detail, Team Profile

CF% relCorsi For Percentage, Relative to Team
Advanced

The difference between a team's shot-attempt share with the player on the ice and without him. It separates a player's impact from how good his team is overall.

CF% on ice − CF% off ice

+3% or better is a strong possession driver; negative means the team controls play better without him.

Appears on: Advanced Stats, Player Profile

Consist.Consistency
Model

How reliably the player produces from game to game over recent games. A consistent player is safer in head-to-head leagues; a streaky one has a higher ceiling and a lower floor.

Appears on: Fantasy

D

Dead capDead Cap to Date
Team

PuckMetrics estimate of the cap dollars a team has spent on injured players for games they missed — salary paid for no on-ice contribution.

Cap hit × Games missed ÷ 82

Appears on: Injuries

DECGoalie Decision
Goalie

The result credited to the goalie for a game: W (win), L (regulation loss) or O (overtime/shootout loss). A goalie who did not get the decision shows a dash.

Appears on: Game Log, Player Profile

DIFFGoal Differential
Team

Goal Differential is goals scored minus goals allowed. It is one of the simplest and most predictive measures of true team strength — often more telling than the win-loss record.

GF − GA

A team with a strongly positive DIFF but a mediocre record has likely been unlucky in close games and tends to improve.

Appears on: Standings, Team Profile

dSV%Save Percentage Above Expected
Goalie

Actual save % minus expected save %. It is GSAx expressed per shot, so goalies with different workloads compare fairly.

SV% − xSV%

+1.0% over a season is excellent; below −1.0% is a problem.

Appears on: Advanced Stats, Player Profile

E

Eff. roomEffective Cap Room
Team

PuckMetrics estimate of the cap space a team can actually use today: remaining cap space plus estimated LTIR relief.

Cap space + LTIR relief

Appears on: Injuries

EGARExpected Goals Above Replacement
Advanced

Expected Goals Above Replacement is the xG-based variant of GAR. Rather than using actual goals (which carry finishing variance), EGAR uses expected goal values to estimate a player's true contribution. It is generally more stable year-to-year than GAR.

Offensive EGAR + Defensive EGAR based on xG contributions

Interpreted like GAR: 0 is replacement level, positive values are above-average contributors.

Appears on: Player Profile, Advanced Stats

EV SV%Even-Strength Save Percentage
Goalie

Save percentage on shots faced at even strength only. It strips out power-play shots, which are harder to stop and depend on the team's penalty count, so it is a fairer read on the goalie.

EV saves ÷ EV shots against

League average is usually around .910–.915.

Appears on: Advanced Stats, Player Profile

EV/PP/SH TOITime on Ice Splits
Basic

Time on Ice splits divide a player's ice time by game state: even strength (EV, equal skaters), power play (PP, team has the extra skater) and shorthanded (SH, killing a penalty). They show how a coach actually uses a player beyond the total TOI figure.

Total TOI = EV TOI + PP TOI + SH TOI

Top-unit power-play forwards often log 3+ PP minutes a night; trusted penalty killers log 2+ SH minutes. Always compare per-60 stats within the same game state.

Appears on: Player Profile, Skater Stats

ExpiryContract Expiry
Team

The season in which the player's current contract ends, and the free-agent status they will have then: UFA (unrestricted — can sign anywhere) or RFA (restricted — their team keeps matching rights).

Appears on: Team Profile

F

FF%Fenwick For Percentage
Advanced

Fenwick For Percentage is similar to Corsi but excludes blocked shots from the count. Some analysts prefer Fenwick because blocked shots involve luck and opponent positioning, making unblocked shot attempts a slightly cleaner signal of shot generation and suppression.

FF ÷ (FF + FA) × 100

Interpreted the same as CF%: 50% is league average, above 52% is strong. Typically correlates closely with CF%.

Appears on: Player Profile, Advanced Stats

FOFaceoffs Taken
Basic

Total number of faceoffs a player took part in. Used as the volume behind FO% — a high win rate on very few draws is less meaningful.

Appears on: Faceoffs

FO%Faceoff Win Percentage
Basic

Faceoff Win Percentage measures how often a player or team wins faceoffs. Winning faceoffs provides immediate puck possession, which is especially valuable in the defensive zone and on special teams.

Faceoff Wins ÷ Total Faceoffs Taken × 100

50% is perfectly average. Above 55% is considered strong. Centers are evaluated partly on faceoff proficiency.

Appears on: Player Profile, Game Detail

G

GGoals
Basic

Goals counts the number of times a player was credited with putting the puck in the opponent's net. Each goal is credited to exactly one player.

30 goals in a season is a strong scoring year; 40+ is elite; 50+ is a league-leading pace.

Appears on: Leaders, Player Profile, Game Log

G−xGGoals Above Expected
Advanced

Goals scored minus individual expected goals (ixG). Positive means the player finished more chances than an average shooter would have from the same spots; negative means fewer.

Goals − ixG

Elite finishers sustain a positive number over several seasons. A big swing in one season is usually luck that evens out.

Appears on: Advanced Stats, Player Profile

GAGoals Against
Team

Goals Against is the total number of goals a team has allowed this season, excluding shootout goals.

Appears on: Standings, Team Profile

GA/GGoals Against per Game
Team

Average number of goals a team allows per game played. Lower is better.

GA ÷ GP

League average usually sits around 3.0. Below 2.6 is an elite defence and goaltending combination.

Appears on: Team Profile

GAAGoals Against Average
Goalie

Goals Against Average is the average number of goals allowed per 60 minutes of ice time. It is heavily influenced by the team in front of the goalie — a poor defensive team inflates GAA regardless of goaltending quality.

(Goals Allowed ÷ Minutes Played) × 60

Elite is below 2.50. Average is roughly 2.60–2.90. Above 3.00 is below average, though context (team defense) matters greatly.

Appears on: Player Profile, Goalie Stats

Game ScoreGame Score
Advanced

Game Score is a composite single-game performance metric developed by Dom Luszczyszyn at The Athletic. It synthesizes goals, assists, shots, blocks, hits, faceoff wins/losses, and plus/minus into a single number representing a player's impact in a given game.

G×0.75 + A1×0.7 + A2×0.55 + SOG×0.075 + BLK×0.05 + PIM×(−0.15) + ...

A score above 1.0 is a strong game. Above 2.0 is excellent. Elite performances (hat tricks, multi-point games with great possession) can exceed 3.0.

Appears on: Game Detail, Player Profile

GapModel vs. Market Gap
Model

The difference between the PuckMetrics model probability and the market probability, in percentage points. It shows where the model disagrees with the market — it is not a recommendation to bet.

Model probability − Market probability

Appears on: Predictions, Game Detail

GARGoals Above Replacement
Advanced

Goals Above Replacement estimates the total goal-value a player contributes above what a replacement-level player would provide in the same role and ice time. It combines offensive and defensive contributions into a single number, accounting for both production and suppression.

Offensive GAR + Defensive GAR + special teams adjustments

Replacement level is roughly 0 GAR. Top players post 5–12 GAR per season. Negative values indicate below-replacement performance.

Appears on: Player Profile, Advanced Stats

GFGoals For
Team

Goals For is the total number of goals a team has scored this season, excluding shootout goals.

Appears on: Standings, Team Profile

GF/GGoals For per Game
Team

Average number of goals a team scores per game played.

GF ÷ GP

League average usually sits around 3.0. Above 3.4 is an elite offence.

Appears on: Team Profile

GF%Goals For Percentage
Team

The share of all goals in a team's games that the team scored.

GF ÷ (GF + GA)

50% is break-even. Compare with Corsi% and xG% to see whether results match the play.

Appears on: Advanced Stats, Team Profile

GMGames Missed
Team

Number of team games a player has missed through injury so far, based on the latest injury report.

Appears on: Injuries

GPGames Played
Basic

Games Played is the number of games in which a player dressed and recorded ice time, or the number of games a team has played so far this season.

A full NHL regular season is 82 games. Always read counting stats (goals, points, wins) against GP — per-game rates are fairer when players or teams have played different numbers of games.

Appears on: Standings, Leaders, Player Profile

GSGames Started
Goalie

Games Started counts the number of games in which a goalie was the starting netminder. A true starter typically plays 55–70 games in an 82-game regular season.

High GS with strong SV% and GSAA indicates a workhorse starter. Backup goalies typically see 15–25 GS.

Appears on: Player Profile, Goalie Stats

GS/GPGoal Support per Game
Goalie

Goals the goalie's own team scored per 60 minutes he was in net. It explains win-loss records that don't match save percentage.

League average is about 3.0. A goalie with weak goal support can post a losing record with strong save numbers.

Appears on: Advanced Stats, Player Profile

GSAAGoals Saved Above Average
Goalie

Goals Saved Above Average measures how many more goals a goalie prevented compared to what a league-average goalie would have allowed on the same number of shots. It adjusts for shot volume only, not shot quality (see GSAx for the quality-adjusted version). A positive GSAA means the goalie outperformed the average; a negative value means they underperformed.

Shots Faced × (1 − League-average SV%) − Goals Allowed

Above 10 GSAA in a season is elite. 0 to 5 is average. Negative values suggest below-average goaltending on a rate basis.

Appears on: Player Profile, Advanced Stats

GSAxGoals Saved Above Expected
Goalie

Goals Saved Above Expected compares the goals a goalie allowed with the expected goals (xG) of the unblocked shots they faced. Because xG accounts for shot location and type, GSAx credits a goalie for facing harder shots — unlike GSAA, which assumes every shot is equally difficult.

Expected Goals Against (xGA) − Goals Allowed

Positive is better than expected. Roughly +15 or more over a full season is Vezina-level; below −10 is a significant liability. Single-season GSAx is noisy — read it with multi-season context.

Appears on: Player Profile, Pro Stats

GVGiveaways
Team

Giveaways counts unforced turnovers — times a player loses the puck to the opponent through their own mistake. Like hits, it depends on the arena scorer.

Appears on: Team Profile

H

HDHigh-Danger Shots
Advanced

Unblocked shots from within 25 feet of the net and within 45° of its centre — the slot and crease, where most goals come from. High-danger save % is a goalie's save % on those shots on goal.

PuckMetrics definition, measured toward the net the shooter attacks. Other sites draw the area slightly differently.

Appears on: Advanced Stats, Player Profile, Team Profile

HDCF%High-Danger Corsi For Percentage
Advanced

High-Danger Corsi For Percentage measures the share of high-danger shot attempts (those from the slot and scoring areas closest to the net) that belong to a player's team when they are on the ice. It focuses on the most valuable scoring chance locations.

High-Danger Corsi For ÷ (High-Danger CF + High-Danger CA) × 100

League average is 50%. Players above 55% in HDCF% are generating or being deployed on the most dangerous scoring lines.

Appears on: Player Profile, Advanced Stats

HITHits
Basic

Hits counts body checks a player delivers to an opponent who has possession of the puck, as recorded by the arena's off-ice scorers.

Hit counts vary between arenas (scorer bias), so compare with caution. Many hits can also signal a team that rarely has the puck.

Appears on: Fantasy, Team Profile

HIT/60Hits per 60 Minutes
Advanced

Hits per 60 minutes of ice time. It removes the bias toward players who simply play more, so a fourth-liner who throws a hit every shift ranks above a top-pair defenceman who plays 25 minutes.

(Hits ÷ TOI in minutes) × 60

Hits are counted by the arena scorer, and some rinks count far more than others — compare players across a full season, not a handful of games.

Appears on: Advanced Stats, Player Profile

HOMEHome Record
Standings

A team's record in games played in its own arena, shown as Wins-Losses-Overtime Losses.

Appears on: Standings

Home pts %Home Points Percentage
Standings

Points earned in home games divided by the maximum possible (2 per game). Shows how strong a team is in its own building.

Home points ÷ (Home games × 2)

Appears on: Matchup

I

Impl.Implied Probability
Model

The win probability implied by a sportsbook's moneyline odds. It includes the book's margin (vig), so the two sides add up to slightly more than 100%.

Negative odds: |odds| ÷ (|odds| + 100) · Positive odds: 100 ÷ (odds + 100)

Appears on: Game Detail, Predictions

Inj.Injury Status
Model

Flags players currently on the injury report (day-to-day, out or on injured reserve). Check status before setting your lineup.

Appears on: Fantasy

K

Key outHigh-Impact Players Out
Model

Number of injured players PuckMetrics classifies as high impact — top-of-lineup producers or starting goalies whose absence measurably changes the team's outlook.

Appears on: Injuries

L

LRegulation Losses
Standings

Losses counts games lost within 60 minutes of regulation play. These earn zero standings points. Overtime and shootout losses are tracked separately as OTL.

Appears on: Standings, Goalie Stats

L10Last 10 Games
Standings

A team's record over its 10 most recent games, shown as Wins-Losses-Overtime Losses. A quick read on current form.

7-3-0 or better is a hot stretch; 3-7-0 or worse is a slump.

Appears on: Standings

LTIR reliefLong-Term Injured Reserve Relief
Team

Estimated cap room a team can exceed the upper limit by while a player is on Long-Term Injured Reserve (out at least 10 games and 24 days), per the NHL CBA (section 50.10).

Estimate only — the exact relief depends on the team's cap position on the day the player is placed on LTIR.

Appears on: Injuries

M

MarketMarket Probability
Model

The consensus win probability implied by sportsbook odds, with the bookmaker margin removed so both sides add up to 100%.

Appears on: Predictions, Game Detail

MGLMan-Games Lost
Team

Man-games lost counts the total games missed by a team's players because of injury or illness. Two players each missing 10 games equals 20 man-games lost. It measures how much a roster has been depleted.

Sum of games missed by each injured player

Raw MGL treats a depth player and a star the same; weigh who is missing (e.g. by TOI or GAR) as well as how many games.

Appears on: Injuries, Team Profile

ModelPuckMetrics Model Probability
Model

The win probability produced by the PuckMetrics prediction model for this team. For educational/analytics purposes only — not gambling advice.

Appears on: Predictions, Game Detail

N

Next gmNext Game Impact
Model

Estimated change in the team's win probability for its next game caused by the players currently out.

Appears on: Injuries

O

OTLOvertime / Shootout Losses
Standings

Overtime Losses counts games lost in overtime or a shootout after being tied at the end of regulation. Each one still earns the team one standings point.

A high OTL count can inflate a team's points total relative to how often it actually wins.

Appears on: Standings, Goalie Stats

OutPlayers Out
Team

Number of players currently listed as out with an injury on the team's injury report.

Appears on: Injuries

OZ% / DZ%Zone Time Share (NHL EDGE)
Advanced

Zone time is the share of a player's or team's on-ice time that the puck spends in the offensive (OZ), neutral (NZ) and defensive (DZ) zones, measured by NHL EDGE puck tracking. The three shares sum to 100%. "ES" versions count even-strength play only, removing power-play and penalty-kill deployment.

Time puck is in zone while on ice ÷ total on-ice time

League-average OZ share sits near 41–43%. A skater well above average is tilting the ice toward the opponent's net; compare against DZ share and deployment (offensive-zone starts inflate OZ%).

Appears on: Pro Stats

OZS%Offensive Zone Start Percentage (5v5)
Advanced

The share of a player's non-neutral-zone faceoff shift starts that begin in the offensive zone at 5-on-5. It describes how a coach deploys the player.

OZ starts ÷ (OZ starts + DZ starts)

Above 60% is a sheltered, offensive role; below 40% is a defensive role. Heavy offensive deployment inflates Corsi, so read the two together.

Appears on: Advanced Stats, Player Profile, Team Profile

P

P/GPPoints per Game
Basic

Average points (goals + assists) a player records per game played.

PTS ÷ GP

1.00+ is elite, 0.70–0.99 is first-line production, 0.40–0.69 is middle-six.

Appears on: Injuries, Player Profile

PaceProduction Pace
Model

Whether the player's recent production is trending up, holding steady or trending down compared with their season average.

Appears on: Fantasy

PDOPDO (Shooting % + Save %)
Team

PDO is the sum of a team's (or player's) on-ice shooting percentage and on-ice save percentage at even strength. It was originally named after a hockey forum user. PDO tends to regress toward 100% over time, making extreme values a signal of unsustainable luck rather than true skill.

On-ice S% + On-ice SV% (expressed as a percentage, so 1.0000 → 100)

Values significantly above 100 suggest a team is running hot and may regress. Below 97 may signal bad luck that is due to correct itself. League average is always 100.

Appears on: Team Profile

PIMPenalty Minutes
Basic

Penalty Minutes accumulates the total minutes a player has served in the penalty box over a period. Minor penalties are 2 minutes, majors are 5 minutes, and misconducts are 10 minutes.

High PIM can indicate an aggressive physical style or poor discipline. Context matters: some PIM comes from taking penalties to stop goals versus taking undisciplined penalties.

Appears on: Player Profile, Skater Stats

PK SV%Save Percentage on the Penalty Kill
Goalie

Save percentage on shots faced while the goalie's team is shorthanded (the opponent is on the power play). The NHL lists it as "PP save %".

Saves ÷ shots against while shorthanded

Much lower than overall save % for everyone (often .850–.880) — compare goalies to each other, not to their overall SV%.

Appears on: Advanced Stats, Player Profile

PK%Penalty Kill Percentage
Team

Penalty Kill Percentage is the fraction of times a team successfully kills a penalty without allowing a goal. Strong penalty killing is a significant factor in team success, particularly in playoff hockey.

(Power Play Opportunities Against − Goals Against on PK) ÷ Opportunities Against × 100

League average is typically 78–82%. Above 84% is elite. Below 75% is a significant liability.

Appears on: Team Profile

PP%Power Play Percentage
Team

Power Play Percentage is the fraction of power play opportunities a team converts into goals. It measures offensive efficiency when the team has a numerical advantage.

Power Play Goals ÷ Power Play Opportunities × 100

League average is typically around 19–22%. Above 25% is elite; below 15% is poor. PP% is volatile game-to-game but informative over a full season.

Appears on: Team Profile

PPAPower Play Assists
Basic

Power Play Assists counts assists earned on goals scored during the power play. Playmakers — especially on the power play point — often lead the league in PPA.

Quarterbacks on the power play (often defensemen or creative playmakers) tend to accumulate high PPA.

Appears on: Player Profile, Skater Stats

PPGPower Play Goals
Basic

Power Play Goals counts goals scored while the player's team has a numerical advantage due to an opponent penalty. Power play specialists accumulate most of their offensive production in this situation.

Elite power play forwards may post 15–25 PPG in a strong season. Context: a player with high PPG but low even-strength goals may struggle without the man advantage.

Appears on: Player Profile, Skater Stats

Proj. MGLProjected Man-Games Lost
Model

Man-games lost so far plus PuckMetrics' projection of the games currently injured players will still miss.

Appears on: Injuries

Proj. outProjected Games Out
Model

PuckMetrics estimate of how many more games the player will miss, derived from the injury type and the reported timeline. Estimates — not medical information.

Appears on: Injuries

Proj. ptsProjected Standings Points Lost
Model

PuckMetrics estimate of the standings points the team is likely to lose over the projected absence: win-probability impact per game × projected games out × 2.

Appears on: Injuries

PTSPoints
Basic

For a player, Points are goals plus assists. For a team in the standings, Points are earned per game: 2 for any win, 1 for an overtime or shootout loss, 0 for a regulation loss.

Player: G + A · Team: (W × 2) + OTL

A point-per-game player (1.00 P/GP) is a top-line producer. In the standings, roughly 95 points is the usual playoff cut line.

Appears on: Standings, Leaders, Player Profile

Pts lostPoints Lost to Injury
Model

PuckMetrics estimate of the scoring output missing because of injuries: each injured player's points-per-game multiplied by the games they have missed.

Σ (P/GP × Games missed)

Appears on: Injuries

PTS%Point Percentage
Standings

Point Percentage is a team's points as a fraction of the maximum possible points, which equals two per game played. It normalizes the standings for teams that have played different numbers of games and is the most accurate current-pace measure.

Points ÷ (Games Played × 2)

.600+ is a strong playoff-calibre pace. .500 is the pace for exactly 82 points over a full 82-game season. Below .450 is typically out of playoff contention.

Appears on: Standings

Q

QoCQuality of Competition
Advanced

Quality of Competition estimates how strong the opponents a player faces on the ice are, typically by averaging opponents' TOI share, xGF% or another quality measure weighted by shared ice time. Players facing top lines nightly have tougher assignments.

Use QoC to put possession numbers in context: a 49% CF% against top lines can be more impressive than 53% against fourth lines. Differences between players are usually smaller than deployment and teammate effects.

Appears on: Advanced Stats

QoTQuality of Teammates
Advanced

Quality of Teammates estimates how good a player's linemates and defensive partners are, using the same weighting approach as QoC. Strong teammates can inflate a player's on-ice results.

Usually has a larger effect on on-ice metrics than QoC. Compare a player's numbers with and without key linemates (WOWY) before crediting or blaming them.

Appears on: Advanced Stats

QSQuality Start
Goalie

A start in which the goalie posts a save percentage above the league average for that night, or at least .885 while facing 20 or fewer shots. QS% is the share of starts that were quality starts.

Quality starts ÷ games started

Measures consistency: above 60% is very good; under 50% means the team often has to outscore its goalie.

Appears on: Advanced Stats, Player Profile

R

RankFantasy Rank
Model

The player's overall position in the PuckMetrics fantasy rankings, ordered by Fantasy Score.

Appears on: Fantasy

RecordTeam Record
Standings

Wins-Losses-Overtime losses over the selected window (last 5, last 10 or season).

Appears on: Matchup

RESGame Result
Basic

Whether the player's team won (W), lost in regulation (L) or lost in overtime/shootout (OT), with the final score.

Appears on: Game Log

Road pts %Road Points Percentage
Standings

Points earned in away games divided by the maximum possible (2 per game). Most teams are weaker on the road.

Road points ÷ (Road games × 2)

Appears on: Matchup

ROWRegulation + Overtime Wins
Standings

Regulation + Overtime Wins counts wins achieved in regulation time or overtime, but excludes shootout wins. It is the second tiebreaker in the NHL standings, used when two teams are tied on both points and RW. Shootout wins count toward the standings point total but not ROW.

Higher ROW indicates a team wins more often in actual hockey play rather than the skills-competition tiebreaker of a shootout.

Appears on: Standings

RWRegulation Wins
Standings

Regulation Wins counts only wins achieved within 60 minutes of play, before overtime or a shootout. The NHL uses RW as the first tiebreaker between teams tied on points, rewarding teams that win decisively rather than surviving overtime or shootouts.

All else equal, more RW is better. RW is increasingly important late in the season when teams are close in the standings.

Appears on: Standings

S

SShots on Goal
Basic

Shots on Goal (also SOG) counts shot attempts that would have entered the net if the goalie had not stopped them, plus shots that scored. Missed and blocked shots are not included.

High-volume shooters take 3+ shots per game. Shot volume is more repeatable year to year than shooting percentage.

Appears on: Leaders, Player Profile, Game Log

S%Shooting Percentage
Basic

Shooting Percentage is the fraction of shots on goal that result in a goal. High S% seasons often involve luck or finishing skill that does not repeat, making it a volatile metric over small sample sizes.

Goals ÷ Shots on Goal × 100

Typical range is 8–14% for forwards. Consistently above 15% may indicate unsustainable finishing luck. Below 5% may signal poor finishing or a cold streak.

Appears on: Player Profile, Skater Stats

SAShots Against
Goalie

Shots Against is the number of shots on goal a goalie faced.

A heavy workload is 35+ shots in a game. Pair with SV% to judge how well the goalie handled it.

Appears on: Game Log, Goalie Stats

SAT%Shot Attempt Percentage
Advanced

Shot Attempt Percentage is an alternate name for Corsi For Percentage (CF%), used in some official NHL statistics presentations. It represents the share of all shot attempts taken by a team while a player is on the ice. The underlying calculation is identical to CF%.

Shot Attempts For ÷ (Shot Attempts For + Against) × 100

Equivalent to CF%. League average is 50%.

Appears on: Player Profile

ScoreFantasy Score
Model

PuckMetrics composite fantasy value that weights a player's production (goals, assists, power-play points, shots, hits, blocks) with recent form, consistency and upcoming schedule into one number.

Higher is better. Use it to compare players across positions; check Tier for a quick start/sit read.

Appears on: Fantasy

Shot SpeedShot Speed (NHL EDGE)
Advanced

NHL EDGE tracks the speed of every shot attempt. Top shot speed is a player's single hardest shot; average shot speed covers all tracked attempts; 90+ and 100+ mph counts show how often a player unloads a true cannon. Measured in miles per hour.

PuckMetrics shows the league average and percentile next to every value. Point-shooting defensemen dominate the hardest-shot lists, and 100+ mph attempts are rare — only a handful league-wide per season. Shot speed measures power, not accuracy or finishing.

Appears on: Pro Stats

Shots against / GPShots on Goal Against per Game
Team

Average shots on goal a team allows per game. Lower is better.

League average is about 28–30.

Appears on: Matchup

Shots for / GPShots on Goal For per Game
Team

Average shots on goal a team takes per game. A rough measure of how much it attacks.

League average is about 28–30.

Appears on: Matchup

SOShutouts
Goalie

A shutout is awarded when a goalie plays the entire game and allows zero goals. It is a milestone stat that reflects both goaltender performance and team defensive play.

Elite goalies may post 5–8 shutouts in a season. Most starting goalies average 2–4 per season. More shutouts with fewer shots faced indicates a stronger defensive team in front.

Appears on: Player Profile, Goalie Stats

STRKCurrent Streak
Standings

The team's current run of consecutive results: W (wins), L (regulation losses) or OT (overtime/shootout losses), followed by the length — e.g. W3 is three straight wins.

Appears on: Standings

SVSaves
Goalie

Saves counts the shots on goal a goalie stopped.

Shots Against − Goals Against

Appears on: Game Log, Goalie Stats

SV%Save Percentage
Goalie

Save Percentage is the fraction of shots on goal that a goalie stops. It is the most common measure of goaltender efficiency. SV% does not account for shot quality, so two goalies with the same SV% may face very different shot difficulty.

(Shots Faced − Goals Allowed) ÷ Shots Faced

Elite goalies post .920+. The league average in modern NHL is typically .910–.914. Below .900 is below average.

Appears on: Player Profile, Goalie Stats

T

Team P% with → w/oTeam Point % With vs. Without the Player
Model

The team's point percentage in games the player played, compared with games the player missed. A large drop suggests the team depends on that player — but small samples can mislead.

Appears on: Injuries

TierFantasy Tier
Model

A bucket based on Fantasy Score: Elite (must start), Starter (start in most leagues), Streaming (short-term pickup when the schedule is favourable) and Avoid.

Appears on: Fantasy

TKTakeaways
Team

Takeaways counts times a player forces a turnover and wins the puck from an opponent. Like hits, it depends on the arena scorer.

Appears on: Team Profile

TOITime on Ice
Basic

Time on Ice is the total number of minutes a player spends on the ice in a game or season, including all situations (even strength, power play, and penalty kill). It reflects coaching trust and usage role.

Top-pairing defensemen often log 23+ minutes per game. Top-line forwards typically see 18–22 minutes. Fourth-line forwards may play 8–12 minutes.

Appears on: Player Profile, Skater Stats

TOI lostIce Time Lost to Injury
Model

PuckMetrics estimate of the minutes of ice time missing because of injuries: each injured player's average TOI per game multiplied by the games they have missed.

Σ (TOI/GP × Games missed)

Appears on: Injuries

TOI/GPTime on Ice per Game
Basic

Time on Ice per Game is the average minutes a player is on the ice per game played. It is a standardized version of TOI that allows comparison across players with different numbers of games played.

Total TOI ÷ Games Played

Interpreted the same as TOI but per-game basis. Consistent across partial seasons and players returning from injury.

Appears on: Player Profile, Skater Stats

W

WWins
Standings

Wins counts games won in regulation, overtime, or a shootout. For a goalie, it is the number of wins credited to them as the goalie of record.

Appears on: Standings, Goalie Stats

Win%/gmWin Probability Impact per Game
Model

PuckMetrics estimate of how much the player's absence changes the team's chance of winning each game, in percentage points.

Appears on: Injuries

Wk GGames This Week
Model

Number of games the player's team plays in the current fantasy week. 4-game weeks are flagged as hot — more games means more chances to score fantasy points.

Appears on: Fantasy

WonFaceoffs Won
Basic

Number of faceoffs the player won, gaining possession for their team.

Appears on: Faceoffs

X

xGExpected Goals
Advanced

Expected Goals is a shot quality metric that estimates the probability each shot has of becoming a goal, based on factors like shot location, shot type, and game situation. An xG of 1.0 means the shot attempts from that sequence were collectively expected to produce one goal. It measures the quality of scoring chances, not just the quantity.

Sum of goal probability for each shot attempt

Higher is better for offence. Compare xG to actual goals to assess finishing luck — if a team's actual goals far exceed their xG, they may be running hot.

Appears on: Game Detail, Team Profile

xG/60Expected Goals per 60 Minutes
Advanced

Expected Goals per 60 minutes normalizes xG output to a full 60-minute rate, allowing fair comparison between players with different ice times. It captures scoring chance generation at even strength and is one of the most predictive individual skater metrics.

(xG ÷ TOI) × 60

Elite forwards typically post 0.90+ xG/60. Average is around 0.55–0.70. Below 0.40 suggests limited offensive impact.

Appears on: Player Profile, Advanced Stats

xG/shotExpected Goals per Unblocked Shot
Advanced

Average goal probability of a player's unblocked shot attempts — a pure shot-quality number. Net-front players are high; point shooters are low.

ixG ÷ unblocked shot attempts

The league average is about 0.07. Above 0.12 means most attempts come from the slot.

Appears on: Advanced Stats, Player Profile

xGF%Expected Goals For Percentage
Advanced

Expected Goals For Percentage is the share of all expected goals (xG — the summed goal probability of every shot attempt) that belong to a player's or team's side while they are on the ice, usually at 5-on-5. It blends shot volume and shot quality, so it tracks who is actually controlling the dangerous chances.

xGF ÷ (xGF + xGA) × 100

50% is break-even. Sustained 55%+ is elite; below 45% means the opponent is generating the better chances. More predictive of future goal share than actual GF%.

Appears on: Player Profile, Team Profile, Pro Stats

xSavesExpected Saves
Goalie

The saves an average goalie would have made against the same shots: shots on goal faced minus the expected goals (xG) of the unblocked shots faced. Actual saves minus expected saves equals GSAx.

Shots on goal faced − xGA

Appears on: Advanced Stats, Player Profile

xSV%Expected Save Percentage
Goalie

The save percentage an average goalie would post against this goalie's shots. A low xSV% means the team in front of him allows dangerous chances.

1 − xGA ÷ shots on goal faced

Appears on: Advanced Stats, Player Profile

Z

Zone splitFaceoff Zone Split
Basic

How a player's faceoffs are distributed between the offensive, neutral and defensive zones. Coaches trust their best defensive centres with draws in their own end.

Appears on: Faceoffs

Δ

ΔChange in Team Point %
Model

The difference in team point percentage without the player versus with them. Negative means the team has done worse while the player is out.

P% without − P% with

Appears on: Injuries

For educational/analytics purposes only — not gambling advice. Definitions are based on established hockey analytics literature.

Hockey Analytics Glossary | PuckMetrics