Stats & filters glossary
Plain-language definitions for every statistic and Play-Index filter on the site. Hover (or tap) any underlined stat elsewhere on the site for a one-line version; this page has the full explanations, including the formulas where there is one.
Counting stats
Raw counts that come straight from the league's play-by-play feed.
- G Goals
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The number of goals a player scored. A goal is credited to the last attacking player to touch the puck before it crossed the goal line.
- A Assists
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Credit given to the (up to two) teammates who touched the puck before the goal-scorer. Where we distinguish them, A1 is the primary assist (the pass directly to the scorer) and A2 is the secondary assist.
- A2 Secondary assist
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The secondary assist: credit to the player who touched the puck immediately before the primary assist. Secondary assists are generally considered less repeatable / predictive than primary assists.
- SOG Shots on goal
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Shots on goal (also shown as “Shots” or “Shots on net”): shot attempts that were either saved by the goalie or scored. Excludes shots that missed the net or were blocked by a skater.
- SA Shot attempts
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Every attempt to put the puck on net, whether it was on goal, missed the net, or was blocked by a defender. This is the basis for Corsi.
- BLK Blocked shots
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Shot attempts that a defending skater (not the goalie) stopped before they reached the net.
- HIT Hits
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Body checks delivered, as logged by the league's scorers. Hit counts vary by arena scorekeeper, so treat cross-team comparisons with care.
- PIM Penalty minutes
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Total penalty minutes a player or team was assessed (a minor is 2 minutes, a major 5, a misconduct 10, and so on).
- PEN Penalties
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The count of penalties drawn against a player or team, regardless of their length.
- GA Goals against
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Goals allowed. For a goalie it counts goals scored on shots they faced; for on-ice skater metrics it counts goals scored against their team while they were on the ice.
- GF Goals for
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Goals scored by a player's own team. In on-ice tables it counts goals scored while that player was on the ice.
- SV Saves
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The number of shots on goal a goalie stopped (shots faced minus goals against).
- SF Shots faced
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Every shot on goal a goalie saw: the sum of their saves and the goals they allowed.
- TOI Time on ice
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Total time a skater was on the ice, shown as minutes:seconds. We derive it from the shift data in the feed.
- FO Faceoffs
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Faceoff draws. Depending on the table this is faceoffs taken or faceoffs won; faceoff win rate is shown separately as FO%.
- GP Games played
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The number of games a player appeared in.
- W Wins
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Goalie wins: games in which the goaltender was on the ice for their team's go-ahead goal in a win.
- L Losses
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Goalie losses: games charged to the goaltender in a regulation (or, depending on league, overtime) loss.
- SO Shutouts
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Shutouts: games in which a goaltender played the whole game and allowed no goals.
- Events On-ice events
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The number of shot-attempt events (for and against) that occurred while a skater was on the ice. We use it as the playing-time threshold for the on-ice leaderboards.
Derived stats
Simple combinations or rates built from the counting stats.
- PTS Points
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A player's combined goals and assists.
PTS = G + A1 + A2 - +/- Plus-minus
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Plus-minus credits a skater +1 when their team scores an even-strength or short-handed goal while they're on the ice, and −1 when they're on for one against. It's a rough, classic on-ice measure; our xG differential is a more shot-quality-aware version.
+/- = on-ice EV/SH goals for − on-ice EV/SH goals against - GAA Goals against average
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Goals Against Average scales a goalie's goals allowed to a full 60-minute game, so it doesn't punish goalies for playing more. Unlike save %, it's affected by how many shots a team faces, not just how well the goalie stops them.
GAA = goals against ÷ minutes played × 60 - SV% Save percentage
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The fraction of shots on goal a goalie stopped. The single most common goalie summary stat, though it doesn't account for shot quality (see GSAx for a quality-adjusted version).
SV% = Saves ÷ Shots faced - PP% Power-play percentage
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How often a team scores on the power play, as a percentage of its power-play opportunities.
PP% = Power-play goals ÷ Power-play opportunities × 100 - PK% Penalty-kill percentage
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How often a team kills a penalty without allowing a goal, as a percentage of times short-handed.
PK% = (Times short-handed − PP goals against) ÷ Times short-handed × 100 - PIM/60 Penalty minutes per 60
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Penalty minutes scaled to a full 60-minute game, so players with different ice times can be compared on equal footing.
PIM/60 = PIM ÷ minutes played × 60 - FO% Faceoff win percentage
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The share of faceoffs a player or team won.
FO% = Faceoff wins ÷ (wins + losses) - xGF% Expected-goals-for percentage
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Of all the expected goals generated while a player was on the ice, the share that went to their own team. Above 50% means the team out-chanced the opponent with that player on the ice.
xGF% = xGF ÷ (xGF + xGA) × 100 - Block rate
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The fraction of opposing shot attempts that a defending team blocked. Used on the Contested vs. Uncontested page.
Block rate = Blocked shots ÷ opposing shot attempts
Advanced / modeled stats
Metrics that require a model or a non-trivial formula, including everything built on our expected-goals (xG) model.
- xG Expected goals
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Expected goals (xG) estimate how likely each shot was to score based on its characteristics, then sum those probabilities. Our model is a logistic regression trained on PWHL shots using 14 features — shot distance and angle, zone, rebound and off-the-rush flags, strength state, score state, and more. xG measures chance quality independent of whether the shot actually went in.
Logistic-regression model (v1), 14 features - xGF Expected goals for
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The sum of expected goals on a team's own shots while a player was on the ice — a measure of the offense generated.
- xGA Expected goals against
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The sum of expected goals on the opponent's shots while a player was on the ice (for goalies, the expected goals on the shots they faced) — a measure of defense / shot suppression.
- xG diff Expected-goals differential
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Expected goals for minus expected goals against while a player was on the ice. Our on-ice skater leaderboard ranks by this; positive means the team out-chanced opponents with that player on the ice.
xG diff = xGF − xGA - GSAx Goals saved above expected
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Goals Saved Above Expected compares the goals a goalie actually allowed to the expected goals on the shots they faced. Positive means they stopped more than an average goalie would have, given identical shot quality. It rewards stopping hard shots and isn't fooled by an easy shot diet the way raw SV% can be.
GSAx = xGA − GA - HD SV% High-danger save percentage
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Save percentage on high-danger shots only. We define high-danger as shots from the slot — the area directly in front of the net where scoring chances are most likely.
HD SV% = slot-zone saves ÷ slot-zone shots faced - Cl SV% Clutch save percentage
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Save percentage limited to the most dangerous shots a goalie faced — those our model gave at least a 20% chance of scoring.
Clutch SV% = saves on xG ≥ 0.20 shots ÷ those shots faced - Perim SV% Perimeter save percentage
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Save percentage on shots taken from the perimeter zone — wider, lower-danger angles outside the slot.
- Point SV% Point save percentage
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Save percentage on shots taken from the point — the area near the blue line, typically the lowest-danger shots.
- CF Corsi for
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Corsi counts all shot attempts (shots on goal + missed shots + blocked shots). Because the team with the puck takes the shots, shot-attempt share is a long-standing proxy for puck possession and territorial play.
CF = shots on goal + missed shots + blocked shots, for the team - FF Fenwick for
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Fenwick is Corsi without blocked shots — i.e. shots on goal plus missed shots. Some analysts prefer it because blocking shots is a repeatable skill that Corsi penalizes the shooting team for.
FF = shots on goal + missed shots, for the team - GA/att Goals against per attempt
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Goals against divided by the opposing shot attempts faced — used on the Contested vs. Uncontested page to show how often opponent attempts turned into goals.
GA/att = goals against ÷ opposing shot attempts
Site-original metrics
Metrics we defined ourselves for this site. They are honest about what the public feed can and can't see — read each definition.
- Play Points Play Points (Play Maker)
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Play Points (the basis of our Play Maker ranking) rewards involvement in scoring sequences beyond the official scoresheet. A player earns 1.0 per goal, 0.6 per primary assist, and 0.3 per secondary assist, plus 1.0 for taking part in any possession chain that produced a goal and 0.4 for taking part in a chain that produced a shot. It surfaces players who drive play without always landing on the scoresheet.
1.0·G + 0.6·A1 + 0.3·A2 + 1.0·scoring-chain + 0.4·shot-chain - Rebound goals
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Goals that came off a rebound: scored within about three seconds of a same-team shot in the same zone. A measure of net-front opportunism.
- Rush goals
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Goals scored from a possession chain that we flagged as starting off the rush — the team carried or moved the puck into the attacking zone within about seven seconds of gaining it. A heuristic; see the off-the-rush filter note for caveats.
- Clutch goals
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Tying or go-ahead goals scored in the last five minutes of regulation or in overtime, with the score within two before the goal. Our measure of stepping up in tight, late situations.
- FO→Shot Faceoff-to-shot (Duelist)
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Our “Duelist” stat: faceoff wins that the winning team turned into a shot attempt within the same possession. It connects a faceoff win to the offense it actually created.
- xG suppression
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A defender-focused metric: the opponent's expected goals per 60 minutes with the player on the ice versus off it. A negative on-ice number means the opponent generated less danger with that defender out there.
- Pressure sequence Pressure-sequence tag
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A convenience tag for shot attempts that come shortly after a defensive event the defending team likely hadn't recovered from — a lost defensive-zone faceoff, a hit, or a rebound — with no faceoff or defensive shot resetting possession in between. It is built only from primitives the public feed exposes; see the dedicated write-up for the exact rule and its honest limitations.
See the full write-up: How the pressure-sequence tag works.
Play-Index filters
Controls on the Play Index (and the matchup play-index panel) that narrow the event set before anything is counted.
- Score state
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Restricts events to moments when the event's team was leading, trailing, or tied. Teams play differently with the lead, so score state matters for interpreting shot and chance numbers.
- Score bucket
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A finer version of score state that buckets the exact margin: leading by 3+, leading by 1–2, tied, trailing by 1–2, or trailing by 3+.
- Strength state
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Restricts events to a skater-strength situation: 5v5 even strength, power play (5v4/5v3/4v3), penalty kill (4v5/3v5/3v4), 4v4, 3v3, or empty-net situations. Most even-strength analysis defaults to 5v5.
- Goalie state
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Restricts events by the goalie setup from the event team's view: normal, the team's own net empty, the opponent's net empty, or both goalies pulled.
- Zone
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Restricts events to a shot-location zone. Slot is the high-danger area in front of the net; perimeter is the wider angles; point is up near the blue line; plus behind-the-net and neutral-zone.
- Event type Event group
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Chooses which event type the Play Index returns — shots on net, goals, all shot attempts, faceoffs, hits, or penalties.
- Period state
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Restricts events to a phase of the game: regulation play, 3-on-3 overtime, or the shootout.
- Late game
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Limits to late-and-close game time: the final five minutes of regulation or any overtime.
- Delayed penalty
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Limits to delayed-penalty situations — when a penalty is coming against the opponent and the team has pulled its goalie for an extra attacker until play stops.
- Off faceoff Chain started off faceoff
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Limits to events from a possession chain that started when the team won a faceoff — useful for studying set-play offense.
- Off the rush Chain started off the rush
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Limits to events from a possession chain we flagged as starting off the rush — the team moved from its own end or the neutral zone into the attacking zone within about seven seconds. This is a heuristic, since the public feed has no true zone-entry or possession data.
- Rebound only
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Limits to rebound shots: a shot or goal within about three seconds of a same-team shot in the same zone, with no reset in between.
- Pressure only Pressure-sequence only
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Limits to shot attempts carrying the pre-computed pressure-sequence tag (see the Pressure-sequence entry and its dedicated write-up).
See the full write-up: How the pressure-sequence tag works.
- Prior event Prior-event filters
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A set of controls that look back at the event immediately before the one you're counting: its type (shot, blocked shot, goal, faceoff, hit, penalty), its zone, whether it was by the same team or the opponent, and the maximum time elapsed since it. Combine them to build your own sequence rules.
- No reset No intervening reset
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Requires that possession was not visibly reset between the prior trigger event and the outcome — no faceoff and no shot attempt by the defending team came in between.
- WOWY With-or-without-you
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With Or Without You: restrict to events while a chosen player was on the ice, or specifically with/without another teammate also out there, to isolate how a pairing performs together versus apart.
- Season Season type
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Restricts the data to a season type: regular season, playoffs, preseason, or all games combined.
- Split Contested/uncontested split
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On the Contested vs. Uncontested page, splits the shot-blocking view by context — overall, off a faceoff, or by zone (slot / perimeter / point).