These measure not just how many shots happened, but how dangerous they were and who's actually producing.
Chances weighted by how likely they were to become goals.
The worker supplies expected-goal values: probability-based estimates of how often attempts with the model’s characteristics become goals. The site receives individual xG for the shooter and on-ice xGF/xGA totals for attempts taken by either team; the worker contract does not expose the model’s feature list here.
Rate of quality chances for and against while on ice.
On-ice expected goals for (xGF/60) and against (xGA/60) are expected-goal totals scaled to 60 minutes of the same game situation. They describe team chances during the player’s shifts, not the individual’s shots. The PP and PK components use their respective on-ice rates; the 5v5 isolated-impact input is a separate RAPM estimate.
Quality-weighted chances from the player’s own shots.
The worker supplies the sum of expected-goal probabilities on the player’s own attempts. The rating uses a reliability-adjusted 5v5 ixG rate in EV Individual, an all-situations ixG total in Finishing, and a PP ixG rate in the power-play component.
Direct and earlier credited setups for a goal.
A primary assist is the final assist before a goal; a secondary assist is the other credited assist. EV Individual and Power Play value the primary-assist rate at 0.7 estimated goals and the secondary-assist rate at 0.3, then adjust each rate for reliability against a position baseline. A1/60 on the card is a separate rate display.
Share of quality chances created by the player’s on-ice team.
The worker supplies the player's on-ice expected goals for and against totals, in all situations. The site calculates the share as xGF ÷ (xGF + xGA) and displays it as a percentage.
Actual goals minus the player’s expected goals.
A skater's goals minus individual expected goals: goals − ixG.
Note: This raw difference is not the Finishing rating component; that component also applies a shots-on-goal reliability adjustment.
Shows whether a player scores up close, from mid-range or from distance, and whether that is more or less than a typical shooter.
A skater's regular-season shots on goal, goals, expected goals and shooting percentage, split by how far the shot was from the net: under 15 ft, 15 to 30 ft, and 30+ ft. Empty-net shots are left out because there is no goalie to beat. Each row sits next to the league shooting percentage from the same distance.
Note: The goal map on the player page plots each goal at the spot it was shot from. A bigger dot means a better chance.
Shows which shots a player scores with, and where they beat or fall short of what a typical shooter does with the same shot.
The same shots, goals, expected goals and shooting percentage, grouped by the type of shot: wrist, snap, slap, backhand, tip-in or deflection, wrap-around, and other (bat, poke and similar). Empty-net shots are left out.
Shows where a player finishes better or worse than expected, instead of one number for the whole season.
Goals minus expected goals, worked out inside one distance band or one shot type. Expected goals add up the chance value of every unblocked attempt in that group, including misses. Positive means more goals than the chances suggested; negative means fewer.
Note: The groups add up to the player total on the page. They can differ slightly from the Goals Above Expected card figure, which also counts empty-net goals.
See Goals Above ExpectedA yardstick for a player's own shooting percentage in that group.
Goals divided by shots on goal for every skater in the league in the same season, in the same distance band or shot type. Empty-net shots are left out. It is shown only when the league sample is large.
Shows how much of a player's scoring comes from second chances around the net.
The share of a player's goals that were flagged as rebounds in the shot data, shown with the league share. Needs at least 10 goals to show a percent; the goal count always shows.
Counts goals that pulled a team back into a game.
Goals that made the score level. The score before the shot is stored with every shot, and a tying goal is one scored when the shooter's team trailed by exactly one.
Counts goals that gave a team the lead.
Goals that put the shooter's team in front: the score was tied before the shot. It counts the goal that took the lead at that moment, not only the game winner.
Shows how often a player scores late, when games are decided.
Goals scored in the third period, and goals scored in overtime. Shootout attempts are not part of the shot data. Empty-net goals are left out.
A few shots can swing any percent, so these rows should be read as early hints, not conclusions.
A label on a row built from fewer than 30 shots, and on goal counts built from fewer than 10 goals. A percent is never shown from fewer than 10 shots (or 10 goals for a goal share); it reads n/a and the counts still show.
Share of high-danger chances created while on ice.
The worker supplies probability-defined high-danger attempts for and against. The site calculates HDCF% as high-danger attempts for ÷ (high-danger attempts for + high-danger attempts against). The worker contract identifies these as probability-based but does not expose the cutoff or model features.
A game summary, separate from the current skater rating.
A weighted production total: goals × 0.75, primary assists × 0.70, secondary assists × 0.55, shots on goal × 0.075, blocks × 0.05, penalties drawn minus taken × 0.15, faceoff wins minus losses × 0.01, 5-on-5 Corsi for minus against × 0.05, and 5-on-5 goals for minus against × 0.15.
Puts one night in context: a Game Score of 3 means more or less depending on how often skaters reach it.
A letter for one game's Game Score, based on where it ranks among every skater game played this season. A+ is the top 2% of those games, A the next 5%, B+ the next 13%, B the next 20%, C+ the next 20%, C the next 25%, D the next 10% and F the bottom 5%. Ties never move a game into a better band. The season ranking is recalculated once a day, so a grade can shift slightly as more games are played. No grade shows until the season has at least 500 skater games.
Note: The grade compares one game with other games. It is not a player rating.
How often the player earned a point on an on-ice goal.
The player's goals plus primary and secondary assists, divided by the team's on-ice goals for, then multiplied by 100.