How Stats Work
Everything ChelClub calculates, explained in plain language.
OVR Skater Rating
Every skater gets an Overall rating on a 50–99 scale. The rating is built from four components, each scored 0–100 internally, then blended with position-aware weights.
Components
- Scoring — Goals and assists per game, measured against position benchmarks (forwards need 1.0 GPG for a perfect score; defensemen only need 0.5).
- Defense — Plus/minus, takeaways, blocked shots, interceptions, and giveaway avoidance, each normalized per game.
- Physical — Hits per game (5.0 hits/game = perfect score).
- Puck Skills — Pass completion %, shot accuracy %, and faceoff win % blended together.
Position Weights
| Component | Forward | Defense |
|---|---|---|
| Scoring | 35% | 20% |
| Defense | 20% | 35% |
| Physical | 15% | 20% |
| Puck Skills | 30% | 25% |
Defense Sub-Weights
| Metric | Weight | Benchmark |
|---|---|---|
| Plus/Minus per game | 30% | +2.0/game = perfect |
| Takeaways per game | 25% | 3.0/game = perfect |
| Blocked shots per game | 15% | 2.5/game = perfect |
| Interceptions per game | 15% | 2.0/game = perfect |
| Giveaway avoidance | 15% | 0 giveaways/game = perfect |
Puck Skills Sub-Weights
| Metric | Weight | Benchmark |
|---|---|---|
| Pass completion % | 40% | 80% = perfect |
| Shot accuracy % | 35% | 35% = perfect |
| Faceoff win % | 25% | 65% = perfect |
OVR Goalie Rating
Goalie ratings also use a 50–99 scale but with intentionally generous benchmarks. Playing human goalie in EASHL is brutally difficult, so the thresholds reflect that reality.
A goalie needs at least 10 games played in net to receive a rating.
Components & Weights
| Component | Weight | Benchmarks |
|---|---|---|
| Save % | 45% | .550 → 0 / .700 → 50 / .800 → 85 / .900+ → 100 |
| GAA | 30% | 8.0 → 0 / 5.0 → 40 / 3.0 → 70 / 1.5 → 100 |
| Shutout Rate | 10% | Any shutouts at all is impressive; 12% rate = perfect |
| Longevity | 15% | Scales from 0 at 10 GP to full credit at 200+ GP |
Reliability Score
Reliability measures how consistently a player finishes their games. It combines three factors into a 0–100 score with a letter grade. Requires 10+ games played.
Formula
| Factor | Weight | What It Measures |
|---|---|---|
| Completion Rate | 60% | Games completed / Games played |
| Quit Rate (inverted) | 30% | Player-initiated disconnects / Games played |
| DNF Rate (inverted) | 10% | Did-not-finish events / Games played |
Letter Grades
| Grade | Score Range |
|---|---|
| A+ | 95–100 |
| A | 90–94 |
| B | 80–89 |
| C | 70–79 |
| D | 60–69 |
| F | Below 60 |
Verdict System
When you look up a player, they receive one of three verdicts based on their best rating (skater or goalie, whichever is higher).
| Verdict | Rating Threshold | Meaning |
|---|---|---|
| PLAY | 78+ | Solid player, safe to pick up |
| MAYBE | 65–77 | Has potential but proceed with caution |
| PASS | Below 65 | Probably not worth the roster spot |
OVR Color Tiers
The colored ring around a player's OVR number uses these tiers:
| Tier | Rating | Color |
|---|---|---|
| Elite | 90+ | Gold |
| Good | 80–89 | Green |
| Average | 70–79 | Blue |
| Below Average | 60–69 | Orange |
| Low | Below 60 | Red |
Player Archetypes
Every player is assigned one of 15 archetypes based on their per-game stats. The system uses different logic depending on position type.
Forward Archetypes (7 types)
For forwards, every archetype gets a score from 0–1 and the highest score wins.
| Archetype | What Triggers It |
|---|---|
| Sniper | High shooting % combined with high goals per game |
| Playmaker | High assists per game combined with strong passing accuracy |
| Power Forward | Scores goals, throws hits, and takes penalties doing it |
| Two-Way Forward | Balanced points, takeaways, and blocked shots |
| Pest | Draws penalties, throws hits, and racks up PIM |
| Grinder | Hits and blocks but doesn't light the lamp much |
| Dangleman | High deke success rate with consistent deke volume |
Defense Archetypes (5 types)
For defensemen, the system checks conditions in order and assigns the first match. If no conditions trigger, the default is Steady D.
| Archetype | Conditions |
|---|---|
| Shutdown D | 2.0+ blocks/game AND 1.5+ takeaways/game AND under 0.5 goals/game |
| Offensive D | 1.2+ points/game AND 2.0+ shots/game |
| Physical D | 5.0+ hits/game AND 2.0+ PIM/game |
| Puck-Moving D | 75%+ pass accuracy AND 1.0+ saucer passes/game |
| Steady D | Default — reliable all-around defenseman |
Goalie Archetypes (4 types)
Goalie archetypes are checked in order. First match wins.
| Archetype | Conditions |
|---|---|
| Brick Wall | Save percentage 75% or higher |
| Clutch Goalie | Breakaway save percentage 55% or higher |
| Sieve | Save % below 60% AND GAA above 5.0 |
| Netminder | Default — solid, dependable goaltender |
Modifier Badges
Players can earn personality badges that appear on their profile. These are computed from career stats (with slightly relaxed thresholds for recent 10-game windows). A player needs at least 5 games played.
| Badge | Trigger |
|---|---|
| Sniper | Shooting % above 28% AND 0.9+ goals/game |
| Playmaker | 1.5+ assists/game AND assists more than 1.8× goals |
| Puck Hog | 4.0+ shots/game AND low passing (under 10 attempts/game or under 55% accuracy) AND under 0.8 assists/game |
| Heavy Hitter | 5.0+ hits/game |
| Goon | 4.0+ PIM/game |
| Pickpocket | 2.5+ takeaways/game |
| Turnover Machine | 3.5+ giveaways/game |
| Shot Blocker | 2.5+ blocked shots/game |
| Clutch | 3+ game-winning goals AND GWG rate above 20% of games |
| Glass Cannon | Offensive rating 8.0+ AND defensive rating 4.5 or lower |
| Defensive Anchor | Defensive rating 8.0+ |
| Team Player | Teamplay rating 8.0+ |
Game Log Highlights
Individual games in a player's game log can earn highlight badges based on that single game's performance.
Skater Highlights
| Badge | Trigger |
|---|---|
| Hat Trick | 3+ goals in a game |
| Multi-Goal | Exactly 2 goals |
| Dime Dropper | 3+ assists |
| Dominant | 4+ points |
| GWG | Scored the game-winning goal |
| PP Goal | Scored a power play goal |
| SH Goal | Scored a short-handed goal |
| Enforcer | 8+ hits |
| Physical | 5+ hits |
| Shot Blocker | 5+ blocked shots |
| Pickpocket | 5+ takeaways |
| Goon | 6+ PIM |
| Sniper | 50%+ shooting on 3+ shots |
| Ghost | 0 points, 1 or fewer shots, 1 or fewer hits |
Goalie Highlights
| Badge | Trigger |
|---|---|
| Shutout | Recorded a shutout |
| Brick Wall | Save % of 90% or higher |
| Solid | Save % of 80% or higher |
| Rough Night | Save % below 60% on 10+ shots against |
Advanced Analytics
The "Money Stats" section on player career pages dives deeper into efficiency and playstyle. All metrics require 10+ games played.
| Metric | What It Measures | "Good" Threshold |
|---|---|---|
| Pts/60 | Points scored per 60 minutes of ice time | 4.0+ |
| G/60 | Goals scored per 60 minutes of ice time | 2.0+ |
| Shot Generation/60 | Total shot attempts per 60 minutes | 10.0+ |
| TkA/GvA | Takeaways divided by giveaways — puck management ratio | 1.0+ (more takes than gives) |
| Passing Danger % | Assists per completed pass, as a percentage | 3.0%+ |
| Deke % | Successful dekes divided by deke attempts | 50%+ |
| Discipline Ratio | Penalties drawn divided by penalties taken | 1.0+ (draw more than you take) |
| Possession Time % | Time with the puck as a % of total ice time | 8.0%+ |
| Dirty Goal % | Screen goals and deflections as a % of all goals | 15%+ (net-front presence) |
Win Impact
Win Impact breaks down a player's record to measure how much they actually contribute to winning. Requires 10+ games played.
What's Tracked
- Skater Record — W/L/OTL for games played as a skater only
- Goalie Record — W/L/OTL for games played in net only
- DNF Win Analysis — How many wins came from the opponent quitting or disconnecting
- Full Club Rate — % of completed games played with a full club (no AI fill-ins)
Earned It vs. Lucky Breaks
The system looks at what percentage of your total wins came from opponent DNFs (Did Not Finish):
| Verdict | DNF Win % | Meaning |
|---|---|---|
| Earned It | 20% or less | Most wins are legit — this player wins by playing well |
| No badge | 21–34% | Neutral — some DNF wins but not excessive |
| Lucky Breaks | 35% or more | A large chunk of wins came from opponents quitting |
Versatility Index
The Versatility Index measures how spread out a player's games are across the five positions (C, LW, RW, D, G). It uses Shannon entropy, a measure of randomness, normalized to a 0–100 scale. Requires 10+ total position games.
Classification Tiers
| Classification | Criteria |
|---|---|
| Goalie Main | 70%+ of games played in net |
| Specialist | 80%+ of games at any single position |
| Swiss Army Knife | Versatility Index 70+ |
| Flexible | Versatility Index 40–69 |
| Focused | Versatility Index below 40 |
A player who plays all 5 positions equally would score 100. A one-position specialist scores close to 0.
Clutch Performance
The clutch section highlights high-pressure situations. Requires 10+ games played.
| Metric | What It Measures |
|---|---|
| Breakaway Finish % | Goals scored on breakaway attempts |
| Penalty Shot % | Goals scored on penalty shot attempts |
| Hat Tricks | Total hat tricks and rate (games per hat trick) |
| Game-Winning Goals | GWG total and what % of the player's wins they account for |
| Short-Handed Goals | Goals scored while on the penalty kill |
Team Chemistry
Team chemistry analyzes the roster composition of a club. It requires 2+ active members (each with 5+ games played).
Balance Score (0–100)
Starts at 100 and deducts penalties for roster gaps:
| Gap | Penalty |
|---|---|
| No centers | −20 |
| No defensemen | −25 |
| No goalies | −15 |
| No forwards at all | −25 |
A roster of 6+ active players gets a +5 bonus.
Play Style Detection
| Style | Trigger |
|---|---|
| Physical | Team averages 4.0+ hits per game per player |
| Pass-First | Assist-to-goal ratio of 2.0+ |
| Run & Gun | Team averages 2.0+ goals per game per player |
| Balanced | Default when no style dominates |
Scouting Insights
Scouting insights are auto-generated observations that appear on team pages. Up to 8 insights are shown, each triggered by specific stat thresholds.
| Insight | Trigger |
|---|---|
| Strong Faceoff Presence | Center with 55%+ faceoff win rate |
| Weak in the Dot | Center with faceoff win rate below 45% |
| Heavy Hitter | Any player averaging 5+ hits/game |
| Sniper Alert | Shooting % of 28%+ AND 0.8+ goals/game |
| Goal Scorer | Shooting % of 22%+ AND 0.8+ goals/game |
| Reliability Concern | Any player with a D or F reliability grade |
| Breakaway Vulnerability | Goalie with breakaway save % below 50% |
| Elite Playmaker | 1.5+ assists/game AND 70%+ pass completion |
| Breakaway Finisher | 5+ breakaway attempts AND 40%+ conversion rate |
Three Stars & Player of the Week
Three Stars (per game)
After each match, the top 3 scorers are named the three stars. Skaters and goalies use separate formulas, then compete on the same leaderboard.
Skater Score
| Stat | Points |
|---|---|
| Goals | × 6 |
| Assists | × 4 |
| Game-Winning Goal | × 3 |
| Short-Handed Goal | × 2 |
| Power Play Goal | × 1 |
| Plus/Minus | × 1.5 |
| Takeaways | × 0.8 |
| Hits | × 0.5 |
| Blocked Shots | × 0.5 |
| Shots | × 0.3 |
| Giveaways | × −0.5 |
| Average Rating | × 0.1 |
Goalie Score
| Stat | Points |
|---|---|
| Saves | × 0.8 |
| Save % | × 5 |
| Shutout | × 10 |
| Average Rating | × 0.1 |
Player of the Week
Uses the same skater scoring formula, summed across the last 5 matches. The player with the highest total score across that window is named Player of the Week, along with their aggregated stats and earned modifier badges.