Updated after every game. Green is better than today's league average, red is worse, and ± is one standard deviation · as of 2026-11-14.
Detroit Red Wings at Florida Panthers, 4–5
Nov 12, 2026 · as of 2026-11-14 · regular season
The call: FLA 60.1% ✓ · expected 2.48–3.07
Strength and score are read from DET's side, the same minutes at both ends: PP = DET power play · PK = FLA power play · Leading = DET ahead · ST = each club's own power play.
How to read this map
One rink, both teams: DET attacks the left net, FLA the right. Every attempt is a Gaussian bump of height = its model xG. The controls switch the surface (xG heatmap ↔ vs league) and the markers; vs league compares this game against a typical NHL team-game under the same filter (2026-27 regular season, 325 games), so a 5v5 view is measured against league 5v5.
A strength or score filter is read from DET's side and mirrored for FLA: “DET PP” shows DET's power-play attempts on the left and FLA's shorthanded attempts on the right — the same minutes of the game at both ends. Empty-net attempts are excluded unless you include them. The Player control narrows the map and the rows beneath it to the attempts by either club while one player was on the ice (for a goalie, while he was in net); his own attempts wear a blue ring. vs league switches off while a player is picked — the league baseline is a whole team-game, which one player's slice is not. Hover any attempt for the shooter, the result, its xG, and the inputs behind it: clock, strength, score, shot type, distance, angle, handedness, rush/rebound, what happened just before, and the goalie or the blocker.
What each side produced
all strengths · this gameThe Panthers beat the Red Wings 5–4 at home in a game the chances called about even, DET 2.9 to FLA 2.6 in expected goals. FLA scored 5 on 2.6 expected.
Counts come from the shot table behind the map: empty-net attempts and the shootout are excluded, so the goals here can trail the official final by an empty-netter or the shootout's deciding goal. Same numbers as the post-game cards.
As the game went
all situations · this gameHow to read this
One line: cumulative DET minus FLA expected goals. Above zero DET is ahead on chances, below zero FLA is. Shaded bands are power plays in the side's colour; vertical lines are goals.
Goals
this game| Team | Scorer | Period | Time | xG | |
|---|---|---|---|---|---|
| DET | J.T. Compher | 1st | 4:07 | 0.16 | |
| DET | Andreas Englund | 1st | 13:14 | 0.01 | |
| DET | Lucas Raymond | 2nd | 0:17 | 0.00 | |
| DET | Marco Kasper | 2nd | 12:08 | 0.05 | |
| FLA | Sam Reinhart | 1st | 3:52 | 0.02 | |
| FLA | Gustav Forsling | 2nd | 19:42 | 0.04 | |
| FLA | Anton Lundell | 3rd | 2:32 | 0.10 | |
| FLA | Lars Eller | 3rd | 16:29 | 0.11 | |
| FLA | Anton Lundell | 3rd | 17:20 | 0.11 |
Skaters
all · whole game · this gamevs expected is the whole game: the league rates are per state, not per period.
How to read this
Every skater: on-ice xG against to the left of zero, for to the right, his own attempts as the solid bar, a hash at the net. The slim track under the name is ice time. The chart opens sorted by net, best first; pick another key to re-order it, and click the same key again to flip it. A name opens the player's page. Pick a period and every bar re-lays for that period alone on the same scale as the whole game, so the three periods add up to it; a skater who did not play in it fades to the bottom. The Column switch puts on-ice xGF% on the right instead of net xG: the share of the xG with him on the ice that was his team's, xGF / (xGF + xGA).
On all strengths each bar is split by where its xG came from: plain is 5v5, striped is the power play, dotted is the penalty kill, and the lined piece beyond them is other: 4v4, 3v3 and penalty shots. A goalie pulled for an extra attacker counts as a power play for the side with the extra man.
vs expected holds every skater to a league-average skater in the same minutes: at 5v5, on the power play and on the kill, his on-ice xG for minus what the league produces in that time, and what the league allows minus his xG against. Every piece is good to the right of zero, so a penalty killer who was on for less than a kill usually allows sits right of zero however much he allowed. Orange is 5v5 offense and white is 5v5 defense; the power play (light orange) and the kill (grey) are each one net piece, chances for and against together, as on the player ratings. The league rates are this season's; 4v4 and 3v3 time is left out. One game is a small sample: this is what happened, not a rating.
Lines & pairs
all · whole game · this gameHow to read this
The units that actually played together most at the chosen strength — forward lines and defence pairs at 5v5, the whole group on the ice on the power play or the kill — each with when it was on the ice at that strength across the game clock (period and power-play bands behind the strip) and on-ice xG against / for while the whole unit was out, at that strength only. Sorted by time together; pick another key to re-order, and a name opens the player's page. Pick a period and the strip veils the rest of the game while the bars re-lay for that period alone, on the whole game's scale. The Column switch shows each unit's xGF% on the right instead of net xG.
Matchups
5v5 · this gameHow to read this
Rows are DET's skaters, columns FLA's, grouped the way they played: forward lines (L1 = the line that played together most), then defence pairs. Each cell covers the five-on-five time those two players shared the ice. Its colour is the club that out-chanced the other in that time — expected goals for minus against — and the stronger the colour, the bigger the margin. Each cell is also raised: the taller the block, the longer the two shared the ice, up to full height at 12:00 of five-on-five time. A grey cell means they met and it came out even; an open, flat one means they never met at five-on-five.
The first row and column are the goalies. A goalie is in net for every five-on-five second, so a skater's cell against the other side's goalie is all of that skater's five-on-five time against that team — the rest of his row or column added up — and the corner where the two goalies meet is the game's five-on-five. Those cells cover far more time than any pair, so they reach full colour sooner and stand at full height, a wall along each edge of the grid. A goalie change adds a second goalie row or column, each covering his own time.
Linemates share the ice, so a line against a line reads as a block. The margin is a total, not a rate: a long matchup has room to build a big gap and a thirty-second one does not — which is what the height is there to show: a tall, strong cell is the game's story; a short, strong one is a moment. Hover (or tap) any cell for the exact time together, the xG each way, attempts and goals. One game — a strong cell is what happened, not what would happen again.
What we learned
Each team's rating going into its next game, in goals over a season against an average team; the green or red end of each bar is what tonight changed, better or worse, and the last column is by how much.
Conversion18 players
-10.8
+0.49
On-ice impact18 players
-10.9
+3.25
On-ice impact18 players
+2.5
-0.10
Power play18 players
+1.7
-0.55
Penalty kill18 players
-5.7
+0.20
Discipline18 players
+2.4
-0.15
Saving1 player
-7.5
-3.07
Conversion18 players
-14.8
+1.58
On-ice impact18 players
-1.0
-0.11
On-ice impact18 players
+12.5
-2.70
Power play18 players
+10.8
-0.28
Penalty kill18 players
+10.6
+0.38
Discipline18 players
-3.3
+0.09
Saving1 player
-3.3
-1.19
tap a row for the players behind it, biggest move first tonight's bars: ±2 goals / 82 for a team, ±0.6 for a player entering this game = 2026-11-12 · entering the next = 2026-11-13
One night moves a rating a little, by design. Each team row is the roster that dressed for this game, its forecast rows summed at their own projected exposure (the roster sum the engine's team state is), read from the two daily forecast files that bracket the game; the coach and conversion terms are held at their stored current row, so a family's move is its players' moves, which add up to it exactly. The skaters' Δ column above is each player's whole forecast, the same difference summed over his families.
The call was made before puck drop, issued 2026-11-12T09:05:16+00:00, and is never re-graded. The band on its share bar is the engine's state-only uncertainty — both expected-goal totals moved one state SD against, then for, the away side — not game noise. The dashed line on the worm is the same call as a pace: zero at puck drop to the called margin at the horn, the band as a wedge. Every other number on this page is the public card's own.