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Stats Glossary

A plain-language guide to every advanced stat shown on the site

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How to read this glossary

Ratings compare eligible players, not the share of plays a player won. A score of 80 is a percentile in the stated comparison group, not 80% effectiveness. An unavailable tile is not a zero.

Start with the skater ratings and their value components, then use the method and base-stat entries for the inputs behind them. Goalie ratings use a separate scale.

For the full story behind the skater and goalie ratings, read How the Concourse Rating works.

See live NHL point and goal leaders on the Stat Leaders page, or open any team hub from Scores & teams.

The Concourse Rating

Concourse Rating (Overall)

0–100 · all skaters

Estimated total skater value against qualified league peers.

A percentile of total estimated goals relative to model baselines, combining 5v5 on-ice offense, 5v5 on-ice defense, individual 5v5 creation, finishing, power play, penalty kill, and net penalties. The overall comparison includes both forwards and defensemen. Baselines vary by component: for example, individual creation uses position averages, while power play uses a replacement-level group.

Note: Ratings use games from the current season only. A small sample is tagged and every stat is shrunk by its reliability, but last season’s results are not blended in. Goalie ratings use a separate scale.

How the goalie rating works

Offensive Rating

0–100 · same position

Offensive value against other forwards or defensemen.

A percentile of offensive goal value within the player’s position group. Offensive value adds 5v5 on-ice offense, 5v5 individual creation, finishing, and power-play value; net penalties are not in this badge. Qualified players have at least 200 5v5 minutes in the regular season or 60 in the playoffs.

Note: A larger percentile means more estimated value, not a percentage of offense created. Players below a board’s minimum games carry a “Small sample” tag.

Defensive Rating

0–100 · same position

Defensive value against other forwards or defensemen.

A percentile of defensive goal value within the player’s position group. Defensive value adds 5v5 on-ice defense and penalty-kill value; net penalties are not in this badge. Lower expected goals against improve the defensive component. Qualified players have at least 200 5v5 minutes in the regular season or 60 in the playoffs.

Note: Players below a board’s minimum games carry a “Small sample” tag. Goalies do not receive these skater badges.

EV Offense

5v5 · on ice

Estimated attacking impact with this skater on the ice at 5v5.

The player’s 5v5 on-ice expected-goals-for RAPM rate is pulled toward zero based on 5v5 minutes, then multiplied by 5v5 minutes to estimate goals. The isolated on-ice rate adjusts for teammates and opponents. If the required on-ice estimate is missing or pooled, its tile has no percentile and shows “limited 5v5”; it is not a poor score.

EV Defense

5v5 · on ice

Estimated defensive impact with this skater on the ice at 5v5.

The player’s 5v5 on-ice expected-goals-against RAPM rate is pulled toward zero based on 5v5 minutes, multiplied by those minutes, then sign-reversed so suppressing chances is positive. If the required on-ice estimate is missing or pooled, its tile has no percentile and shows “limited 5v5”; it is not a poor score.

EV Individual

5v5 · player creation

Own chance creation above the position average at 5v5.

Combine individual expected goals from 5v5 shots, 5v5 primary assists worth 0.7 estimated goals each, and 5v5 secondary assists worth 0.3 each. Each rate is pulled toward its position average according to its reliability before the position-average rate is subtracted and the difference is multiplied by 5v5 ice time.

Finishing

goals vs. shot quality

Goals scored beyond what the player’s shots predicted.

Start with all-situation goals minus individual expected goals, then multiply by shots on goal ÷ (shots on goal + the position-specific reliability constant). Positive means more goals than expected; a small shot sample pulls this component toward zero.

Power Play

PP · 40+ minutes

Power-play value beyond a same-position replacement group.

Compare on-ice PP expected goals for and individual PP expected goals, primary assists (× 0.7), and secondary assists (× 0.3) with a lower-usage PP group at the same position. The reliability-adjusted rate differences are multiplied by PP minutes and counted at 25% in the rating to reduce overlap between on-ice and individual creation. At least 40 PP minutes are required; otherwise the tile shows “no PP time” instead of a percentile. Applicable percentiles compare same-position PP players.

Penalty Kill

PK · 15+ minutes

PK chance prevention against same-position peers.

Compare the player’s on-ice PK expected-goals-against rate with the position-average PK rate; pull the player rate toward that average based on PK minutes. The difference is multiplied by PK time and counted at 50% in the rating. At least 15 PK minutes are required; otherwise the tile shows “no PK time” instead of a percentile. Applicable percentiles compare same-position PK players.

Penalties

drawn − taken

Penalties drawn and avoided versus position peers.

Drawn and taken penalty rates are each pulled toward their position averages using all-situation ice time. Their differences from those averages are multiplied by minutes and valued at +0.17 estimated goals per extra penalty drawn or −0.17 per extra penalty taken. Net penalties are a separate component tile and count in Overall, not in the Offense or Defense badges.

Reliability regression

sample adjustment

Short hot streaks count less than repeatable performance.

Most input rates are pulled toward their position average by exposure ÷ (exposure + the constant below). For 5v5 on-ice RAPM the target is zero; finishing has a separate shots-on-goal adjustment. Smaller constants mean the observed result gains weight sooner, so individual expected goals gain weight sooner than secondary assists. These constants are halfway points, not minimum-time eligibility rules.

Halfway points by position

Values are minutes except for finishing, which uses shots on goal. For example, at 500 5v5 minutes, an individual expected-goal rate gets half the observed-rate weight before the position baseline is subtracted.

Reliability halfway points by position and sample type
InputSampleForwardsDefensemen
5v5 individual xG5v5 minutes500500
5v5 primary assists5v5 minutes1,4002,300
5v5 secondary assists5v5 minutes3,7007,400
FinishingShots on goal4501,000
Penalties drawn / takenAll-situation minutes1,4001,400
5v5 on-ice offense5v5 minutes9001,400
5v5 on-ice defense5v5 minutes1,3001,900
PP on-ice offensePP minutes130200
PP individual xGPP minutes160225
PP primary assistsPP minutes1801,500
PP secondary assistsPP minutes2701,500
PK on-ice defensePK minutes2801,000

Replacement level

PP baseline

PP value compared with a lower-usage player group.

For each position, the PP replacement group is the lower half by PP ice time of players with at least 40 PP minutes and 200 5v5 minutes in the season rows. Their on-ice expected-goal rate and individual expected-goal and assist rates form the comparison baseline. The other rating components use their own position averages or zero-impact references; they are not all replacement-level comparisons.

Limited sample

small sample

A small sample can swing quickly, so read it with caution.

Ratings use games from the current season only. Boards list players with at least a minimum number of games: 40 percent of the league-average team games played, rounded down, and never fewer than 1 or more than 25. Each board shows the minimum as “Min. X GP”. A player below that minimum can still be reached through a direct link or search and carries a “Small sample” tag. Every stat is still shrunk by its reliability, so one hot week moves a rating only a little.

“n/a” on a tile

not applicable

An n/a means no applicable score, not a bad score.

The component percentile is absent when the player has no qualifying PP time (“no PP time”), no qualifying PK time (“no PK time”), or no usable 5v5 on-ice estimate (“limited 5v5”). Ineligible components do not become an automatic 0 or 50 on the tile. Separately, missing input values can be recorded as missing and contribute zero to a goal-value sum; n/a does not describe every missing source field.

RAPM

5v5 · on-ice impact

Estimated 5v5 impact beyond teammates and opponents.

Regularized adjusted plus-minus estimates on-ice expected goals for and against after accounting for teammates and opponents over many on-ice shifts. The rating uses the available 5v5 estimates, shrunk toward zero based on ice time. Power-play and penalty-kill values use on-ice rates and individual production, not special-teams RAPM. On-ice impact now uses previous seasons as a starting point, and this season’s games move it as they pile up.

Goals & Wins Above Replacement

These two numbers sit next to the Concourse Rating on a player page. They do not change the rating. They answer a different question: how much did this player add compared with someone a team could find for free?

Goals Above Replacement

GAR · goals

How many goals a player added compared with a freely available replacement player.

A replacement player is anyone outside a team’s top 13 forwards, top 7 defensemen and top 2 goalies by ice time. For skaters, the Concourse Rating’s goal values are split into 5v5 offense, 5v5 defense, power play, penalty kill, finishing and penalties. For each part, the replacement group sets a rate per 60 minutes. GAR is the player’s goals minus what a replacement player would have produced in the same minutes, added across the parts. For goalies, GAR is Goals Saved Above Expected minus what a replacement goalie would have saved on the same shots.

Note: A player near 0 is about as good as a replacement. Negative is possible and common. Skater parts use the same reliability-adjusted values as the rating, so a player with few minutes stays close to 0. Traded players count for their latest team. Early in the season the replacement group is too small to trust, so until the league averages 41 games per team the replacement level comes from the last completed season (shown, for example, as “Replacement level: 2025-26 until midseason”), then from the current season. The number of goals per win always uses the current season. Early-season values still move quickly, and goalie values move the most. Players under the minimum games carry a “Small sample” tag. Shown for signed-in readers, regular season only.

How Wins Above Replacement works

Wins Above Replacement

WAR · wins

How many extra wins a player added compared with a freely available replacement player.

Goals Above Replacement divided by the number of goals it takes to win one game. That number is found fresh each season by comparing every team’s wins with its goal differential across all 32 teams, and it usually lands between 5.5 and 6.5. A player with 3.0 WAR added about three more wins than a replacement player would have. WAR adds up over the season like goals. Pace shows where a player is headed over 82 games.

Note: WAR is an estimate, not a record. It is best read as a ranking and a rough size, and it is steadier late in the season than early. The 82-game pace is WAR divided by the games the player’s team has played, times 82. It is not shown for a player under 10 games, and the WAR leaders can be sorted by it. League leaders are listed on the Analytics page under WAR leaders.

Back to Goals Above Replacement

Power Rankings & Playoff Odds

These two entries are about teams, not players, and power the Power Rankings page.

Concourse Elo

Elo

A single number for how strong a team is right now, so teams can be ranked and compared.

A team rating that goes up when the team wins, more when it beats a good team or wins big, and drifts back toward average over the summer. A loss moves it down by the same logic, so beating a weak team barely changes it.

Note: Elo ranks how well a team has played, not who has the best roster on paper. The Power Rankings page shows rank movement over the last 7 days.

See the power rankings

Playoff odds

Playoffs %

Turns a standings race into a chance, so one more win or loss is easy to weigh.

The share of 20,000 simulated rest-of-seasons in which the team makes the playoffs. Each simulation plays out every remaining game using the teams’ Elo ratings, then applies the real standings rules. The same simulations give each team’s chance of winning its division, reaching each round and winning the Cup.

Note: Head-to-head and goal-differential tiebreakers are not simulated. Odds under 1% show as "<1%" and over 99% as ">99%"; a team only shows 0% or 100% once its points make that certain. The simulation is rerun every night.

See the power rankings

Game Predictions

These two entries explain the Concourse model lines on scoreboards, game pages and team schedules.

Win probability

Win %

The model’s chance each team wins, shown as a two-colour bar on scoreboards and game pages.

The Concourse model’s chance each team wins, including overtime and shootout. Today it uses team strength (an Elo rating), 5-on-5 expected-goals share and back-to-backs. Other factors (goaltending, special teams, matchups) are tested every season and added only if they improve predictions on past seasons.

Deserved to win

Deserved

Shows which team created the better chances in a finished game, whatever the score said.

Every shot replayed 10,000 times with its expected-goals value.

Contract Value

Value per $1M of cap

goals per $1M

Shows how much on-ice value a team gets for each million dollars of cap space a player takes up.

Take the goals of value the Concourse Rating credits a skater with this season, then divide by the player’s cap hit in millions. A skater worth 4.0 goals on a $2.0M cap hit returns +2.0 goals per $1M. The percentile compares that figure with every other skater who has enough games to qualify and a cap hit.

Note: It is a current-season figure, so small samples move fast. Skaters with a small sample or no cap hit on file show n/a instead of a number, and n/a is never a zero. Entry-level and minimum contracts tend to rank well because the cap hit is small. The least-value board only considers cap hits of $5.00M or more.

Possession & Shot-Attempt Stats

These measure who controls the puck and the play, not just who scores.

Corsi

CF, CA, CF%

Shot-attempt share shows which team drove more play on ice.

The worker supplies on-ice shot attempts for (CF) and against (CA), including shots on goal, misses, goals, and attempts that are blocked. The site calculates CF% as CF ÷ (CF + CA).

Corsi Relative

Corsi Rel

On-ice shot-attempt share compared with off-ice share.

The player's on-ice CF% minus the team's off-ice CF%. The site derives the off-ice share from team totals after subtracting the player's on-ice attempts.

Fenwick

FF, FA, FF%

Share of unblocked attempts while the player is on ice.

The worker supplies unblocked attempts for (FF) and against (FA): goals, shots on goal, and misses, but not attempts blocked before reaching the net. FF% is FF ÷ (FF + FA).

Fenwick Relative

Fenwick Rel

On-ice unblocked-attempt share compared with off-ice share.

The player's on-ice FF% minus the team's off-ice FF%, with the off-ice share derived from team totals after subtracting the player's on-ice unblocked attempts.

PDO

PDO

Context for unusually high or low on-ice results.

The team's on-ice shooting percentage plus its on-ice save percentage while the player is on the ice. The site calculates shooting percentage as goals for ÷ shots for × 100 and save percentage as (shots against − goals against) ÷ shots against × 100, then adds them.

Offensive Zone Start %

OZS%

Share of counted shifts begun in the attacking zone.

The worker-supplied offensive-zone starts divided by offensive-zone starts plus defensive-zone starts. Neutral-zone starts and on-the-fly changes are not in this denominator.

Offensive Zone Finish %

OZF%

Share of counted shifts ending in the attacking zone.

The worker-supplied offensive-zone finishes divided by offensive-zone finishes plus defensive-zone finishes. It is a share of counted zone finishes, not a measure of total seconds spent in each zone.

Scoring & Shot-Quality Stats

These measure not just how many shots happened, but how dangerous they were and who's actually producing.

Expected Goals

xG

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.

On-Ice Expected Goals Rates

xGF/60 · xGA/60

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.

Individual Expected Goals

ixG

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.

Primary & Secondary Assists

A1 · A2

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.

Expected Goals For %

xGF%

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.

Goals Above Expected

n/a

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.

Goals by Distance Band

How he scores

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.

Goals by Shot Type

How he scores

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.

Goals Above Expected by Distance and Shot Type

n/a

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 Expected

League Shooting Percentage

League Sh%

A 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.

Rebound Goal Share

n/a

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.

Tying Goals

n/a

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.

Go-Ahead Goals

n/a

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.

3rd-Period and Overtime Goals

n/a

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.

Small Sample Tag

Small sample

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.

High-Danger Chance %

HDCF%

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.

Game Score

GS

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.

Game Score Grade

A+ to F

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.

Individual Points Percentage

IPP

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.

Rate Stats (Per-60 Minutes)

Per-60 Rates

e.g., G/60, P/60, xG/60

Compare event frequency across players with different ice time.

A counting total divided by ice time in seconds and multiplied by 3,600. For example, 10 goals in 1,000 minutes is 0.60 goals per 60.

Note: Always compare the same situation. Goals/60 and A1/60 on the card are rate tiles, not the formulas used for the Offense or Defense badges.

Role & Card Context

Ice Time & Role

TOI

Minutes and deployment explain how many chances a player had to add value.

Time on ice is tracked by situation: 5v5, power play, penalty kill, and all situations. The rating uses situation-specific minutes for its components and all-situation minutes for penalties. More time is opportunity, not proof of better play.

NHL Edge

tracking context

Speed, shooting, and zone-time context from tracking.

Player pages and cards can show NHL Edge fields such as skating speed, shot speed, and offensive-zone time when available. These are separate from the worker-provided 5v5 and special-teams inputs described above. A displayed Edge field is not itself one of the seven skater value components.

Cap

CapWages

Contract cost alongside hockey performance, not part of the rating.

The player’s current-season cap hit comes from CapWages contract data when available. It is a salary-cap figure, not estimated goals or a rating input; contract figures may be unavailable for some players.

Goalie-Specific Stats

Goalie Rating

0–100 · goalies

Goals a goalie saved beyond what the shots faced predicted, ranked among goalies.

Goals Saved Above Expected (GSAx) this season, adjusted for how much the goalie has played: GSAx multiplied by minutes and divided by minutes plus 4,500. Every goalie with at least one game is ranked on that adjusted value, and the rating is the goalie’s percentile in that ranking, from 0 to 100. Save percentage, high-danger saves, NHL Edge context and earlier seasons are not part of the rating.

Save Percentage

SV%

The share of shots on goal the goalie stopped.

The worker supplies all-situations shots faced and goals allowed. The site uses (shots faced − goals allowed) ÷ shots faced.

Goals Saved Above Expected

GSAx

Goals prevented beyond the quality of shots faced.

The worker's expected goals faced minus actual goals allowed. Positive means the goalie allowed fewer goals than the model expected; negative means more.

High-Danger Save Percentage

HD SV%

Stop rate against shots the worker classifies as dangerous.

The worker's probability-defined high-danger attempts faced minus high-danger goals allowed, divided by high-danger attempts faced. An attempt counts as high danger when its expected goals value is 0.18 or higher. This is the same definition used on the player card and in the High-Danger GSAx section.

Expected Save Percentage

n/a

A shot-quality baseline for actual save percentage.

A shot-quality baseline calculated as 1 − (expected goals faced ÷ shots faced), when both values are available. It represents the save percentage implied by the worker’s expected-goals total.

Save Map Zones

How he saves

Shows where a goalie is strong or weak, not just how well he did overall.

The attacking half of the rink is split into four zones. Inner slot: 69 to 89 ft out from center ice and within 12 ft of the middle. Slot: 54 to 89 ft out and within 22 ft of the middle (the faceoff dot lines), outside the inner slot. Point: less than 54 ft out, from the blue line area and farther. Perimeter: everything else, such as wide of the faceoff dots or behind the goal line. Each zone shows the goalie's goals saved above expected on the map.

Note: Zones come from where the shot was taken. Empty-net shots are left out.

Save Percentage vs Expected by Zone and Distance

SV% · Exp. SV%

Compares what a goalie did with what a typical goalie would be expected to do on the same shots.

Inside one zone or one distance band (under 15 ft, 15 to 30 ft, 30+ ft): save percentage is shots on goal minus goals allowed, divided by shots on goal. Expected save percentage is 1 minus expected goals faced divided by shots on goal. A percent needs at least 10 shots and reads n/a below that.

See Expected Save Percentage

GSAx by Shot Type

GSAx

Shows which kinds of shots a goalie handles better or worse than expected.

Goals saved above expected, worked out for one type of shot: wrist, snap, slap, backhand, tip-in or deflection, wrap-around, and other. Expected goals add up every unblocked attempt faced, the same way the season GSAx does, so the rows add up to the season total.

See Goals Saved Above Expected

Rebound Shots vs Other Shots

n/a

Separates how a goalie handles second chances from how he handles the first shot.

Rebound shots are shots right after a save, before the goalie can reset. Other shots are every other shot. Each group shows shots, goals allowed, save percentage, expected save percentage and GSAx. Rebound is the data provider's own flag.

High-Danger GSAx

HD GSAx

Shows how a goalie does on the best chances against him.

Goals saved above expected on the attempts the shot model flags as high danger: expected goals on those attempts minus the goals allowed on them. High-danger attempts count every unblocked attempt, so the attempt count here is larger than a shots-on-goal count.

Note: The HD SV% tile and this section use the same high-danger attempts, so their attempt and goal counts match.

See High-Danger Save Percentage

Rebound Shots Faced

per 100 shots

Shows how often a goalie faces a dangerous second chance after an initial shot.

Rebound shots faced divided by all shots on goal faced, multiplied by 100, using shots attributed to the goalie in the worker’s shot records. A lower rate receives a higher rebound-control percentile.

Goalie Percentile Pool

min 20 GP or 1,000 min

A high or low result from a short appearance sample should not look as certain as a full-season result.

Goalie card component percentiles compare against goalies with at least 20 games played or 1,000 minutes in the season. Goalies below both thresholds have a limited sample, so their component percentiles are drawn toward a neutral 50. There is no prior-season carry-over in goalie card percentiles.

Goalie Role

Starter · 1B · Backup

Puts the goalie’s workload and usage in the context of their team.

A goalie with fewer than 10 games played is labeled Limited. Otherwise, a goalie with at least 55% of team starts is a Starter; 35% to less than 55% is a 1B; below 35% is a Backup.

Official NHL Stats

These are the official numbers on the Stats tab. They come straight from the NHL and are not Concourse ratings or models.

Points Percentage

PTS%

Compares teams that have played different numbers of games.

Standings points divided by the points available, which is 2 for every game played. A team with 18 points in 12 games has 18 ÷ 24 = 75.0%.

Regulation Wins

RW

The cleanest wins, with no overtime or shootout needed.

Games a team won before overtime. It is the NHL’s first standings tiebreaker.

Regulation and Overtime Wins

ROW

Wins that did not need a shootout.

Regulation wins plus overtime wins. Shootout wins are not counted. It is the NHL’s second standings tiebreaker.

Power-Play Percentage

PP%

How often a team scores when it has the man advantage.

Power-play goals divided by power-play opportunities.

Penalty-Kill Percentage

PK%

How often a team keeps the puck out of its net when short-handed.

Times short-handed minus power-play goals against, divided by times short-handed.

Net Power-Play Percentage

Net PP%

Credits a power play for the goals it gives up while on the man advantage.

Power-play goals for minus short-handed goals against, divided by power-play opportunities.

Net Penalty-Kill Percentage

Net PK%

Credits a penalty kill for the goals it scores while short-handed.

Times short-handed minus power-play goals against plus short-handed goals for, divided by times short-handed.

Time on Ice per Game

TOI/GP

Shows how much a coach trusts a player.

Total time on ice divided by games played, shown as minutes and seconds.

Penalties Drawn

PD

Drawing penalties gives your team the power play.

Penalties a player forced the other team to take, as recorded by the NHL.

Quality Starts

QS, QS%

A steadier read on a goalie than wins, which depend on the skaters.

The NHL counts a start as a quality start when the goalie’s game was good enough to give his team a strong chance to win, using the league’s published rule. QS% is quality starts divided by games started.

Note: The NHL publishes quality starts and the percentage directly.

Shooting Percentage

S%, Sh%

Separates players and teams that score on a high share of shots from those that only shoot a lot.

Goals divided by shots on goal. On the Analytics tab, team Sh% is 5v5 goals for divided by 5v5 shots for.

Note: Shooting percentage moves a lot over small samples, so it settles slowly early in the season.

Faceoff Percentage

FO%

Who starts shifts with the puck.

Faceoff wins divided by faceoffs taken. The player board lists the players the NHL ranks for faceoffs.

Goals Against Average

GAA

Puts goals allowed on a per-game scale.

Goals allowed times 60, divided by minutes played. Lower is better.

Plus/Minus

+/-

A quick read on goals scored and allowed while a player is on the ice.

Goals for minus goals against while the player is on the ice, using the NHL’s rule that leaves out power-play goals for the player’s team.

Points per Game

P/GP

Lets players with different games played be compared.

Points divided by games played.

Note: The NHL publishes no minimum for this stat. The Concourse ranks it only for players with at least the minimum games played shown above the table.

Goal Differential

DIFF

The simplest read on how a team is outscoring its opponents.

Goals for minus goals against.

Scoring Splits

PPG, PPP, SHG, SHP, GWG, OTG

Shows where a player’s production comes from.

Power-play goals (PPG) and points (PPP), short-handed goals (SHG) and points (SHP), game-winning goals (GWG) and overtime goals (OTG), as recorded by the NHL.

Special-Teams Counts

PPO, PPGF, PPGA, SHGF, SHGA, TSH

The raw counts behind PP%, PK% and their net versions.

Power-play opportunities (PPO), power-play goals for (PPGF) and against (PPGA), short-handed goals for (SHGF) and against (SHGA), and times short-handed (TSH).

Hits, Blocks, Takeaways and Giveaways

HIT, BLK, TK, GV

Hand-counted by NHL scorers, so they vary somewhat by arena.

Hits delivered (HIT), shots blocked (BLK), takeaways (TK) and giveaways (GV), as recorded by the NHL.

Qualification Minimums

Qualified

Keeps one-game players from topping percentage boards.

Faceoff percentage, save percentage and goals against average follow the NHL’s own qualified boards. The NHL publishes no minimum for points per game, time on ice per game or shooting percentage, so those use The Concourse’s minimum, which is shown above each table and rises as the season goes on.

A Note on Our Data

The site reads normalized skater and goalie season records from its analytics worker, then calculates the percentages, relative values, and ratings described above. The worker contract identifies NHL game and season records as the source but does not expose every upstream collection or model-training detail.

Some player pages show NHL Edge tracking context, and contract cap hits come from CapWages. Neither is a 5v5 or special-teams value component in the current skater rating.