Attributes: Players

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Attributes are numbers given to players and staff, indicating their skill level in various areas of their job. Unlike traditional sports games, NHL Eastside Hockey Manager uses a scale of 1 to 20 for attributes. NHL Eastside Hockey Manager 2007 added an option to use a 1 to 100 attribute range. This option, however, is cosmetic only, and does not affect game mechanics.




How fast a player reaches his top speed. This is an important attribute for all your players, especially when you like to play offensively, and set up players to join the rush.


How talented a player is on the skates, how well he can pull out turnover maneuvers, dekes, staying on his skates in physical contact etc. Balance can be easily described as skating talent. Players with a weak rating would just fall over, when jumping over the boards on a line change.


Describes the ability of a player to make his body follow his skate moves. This attribute is mainly valuable to offensive players who want to carry the puck and use their deking ability in a fast paced game.


How fast a player is in straight skating. Important atty for all your players.


How long a player can play before tiring. Players with a good stamina can play lots of minutes without a significant decline in their level of play.


How strong a player is. Players with a strong body are important when you like to play a physical style of play or a dump and chase game. Strong centers are very effective playing the overload slot.


How good of a fighter a player is. Important for the team enforcer. A won fight can motivate the whole team!

Injury proneness

How often a player gets injured in games or practise. A higher number means the player will be injured more often.

Natural Fitness

How well a player recovers his condition game-to-game. A player with a high natural level of fitness will get back to 100% shape faster after a game. Players that can skate well, have a good stamina and a high natural fitness can be trained to intensive skating or conditioning and will still be able to get close to 100% shape before each game.



How well a player shadows an opposing player and prevents him from scoring. Important attribute for your checking line, also valuable attribute to the team enforcer.


How well a player deflects incoming shots past the goaltender. Tactics that prefer a center playing in front of the opponent's goalie can be very effective with deflections skilled centers on the ice.


How well a player dekes another player with body moves. Defensemen don't take much use of this skill.


How well a player wins faceoffs. A faceoff specialist can be the key to succes in penalty killing situations.


How well a player can stop an attack by physical play.

Movement (getting open, off the puck)

How well a player moves into a good position in the offensive zone.


How accurate passer a player is and how easy it is to recieve his passes. Very important attribute for your first two lines, especially if you like to run offensive tactics.


How well a player can poke the puck away from another player by using his stick.


How well a player positions himself in the defensize zone. Very important when you play zone coverage and high pressure.


How accurate and powerful slapshots a player can shoot. Important for the player who plays the point (especially on the PP).


How well a player moves and controls the puck with a stick. Offenisive players with a rating below 13 in stickhandling are not the ones you would want for your first line.


How accurate and powerful wristshots a player can shoot. Wristshots are far more important than slapshots for offensive players.


How well a player can draw penalties on other players or affect their concentration.


How well a player plays in a position that is not his main position (11-13 should be set to players whole are able to play in multiple offensive or defensive positions, 14-> to players who can play multiple defensive and offensive positions). Versatility is important if you want a player to learn a new position through practise.



How aggressively a player plays. A rating about 10 is avarage, players with a rating of 14 and higher tend to play a bit dirty.


How well a player anticipates things happening on ice / reads the play. Important for all skaters on the ice. The offense on the first two lines should have players with a good creativity + anticipation rating (an avarage of 14 is a good value). Players with a anticipation rating below 10 struggle on the powerplay.


How brave a player is, how willing he is to go to corners, to play physical and to block shots.

Creativity (Vision)

How well a player recognizes players in good position to pass to. Important for first and second line centers, important for all players on the powerplay; one creative offensive talented defenseman can make a big difference on your first line and the powerplay.


How determined a player is to succeed. Higher determination helps especially in the playoffs. In the regular season it's not that important (a rating about 10 is fine in the regular season). Players with a rating of 15-20 can make a big difference in the playoffs. The captain of the team should have a determined character.


How much the player is willing to utilize his skills and try complicated/unexpected things on ice (flashiness, excitement).


How well a player uses his teammmates instead of acting selfish. Example: A player who has a high shooting preference would still pass to a player in a better position to score, provided that he's a good teamworker. Players with a rating below 10 shouldn't spend too much time on the ice, unless they posess top offensive potential. Teamwork is also important for a passing style of play, and helps to keep discipline in the defensive zone.


How much a player works on the ice. How many shifts he's willing to play to his full ability in a game. Workrate can be desribed as the shift to shift consistency, while the actual attribute 'Consistency' influences the game to game performance level.


How well a player plays up to his abilities game to game.


How good decisions a player does with the puck. Players with a high decisions rating would make less errors in the game that lead to giveaways, for example.


How dirty a player is (cheap shots, slashing, high sticks etc.).

Important games

How well a player playes in important games like playoffs (10 is normal level, less than 10 is worse than usually and above 10 is better than usual). The rating improves with game experience and especially well with a good playoff performance.

Influence (Leadership)

How well a player affects the team in a positive way and how good example a player shows. Important attribute for the team captain.

Pass tendency

How often a player passes instead of shoots. 12 is an avarage value. Players with a high shooting ability and a low pass tendency (8 and lower) are the snipers that you want in every team to play on the wings.

Other Hidden Attributes


How well a player adapts to new environment, mainly in foreign countries. Helps new and foreign players in your team to develop a chemistry with their new teammates. It's also easier to bring european guys with a high adaptability rating to Northamerican leagues and vice versa.


Ambition describes how enthusiastic and keen a player is to success, an ambitious player will get more easily upset if the team doesn't do well. The attribute also describes your player's desire to play in a league and team of high reputation and his ambition to play a major part on the team (player status!).


How loyal a player is to his team. A high loyality rating will help you to keep your player in the team despite weak results.


How well a player handles pressure. Very important attribute for all players. Players with a rating below 10 struggle against an opponent who uses a pressing style of play and skilled forecheckers.


How professional a player's conduct is, e.g reaction to disciplinary warnings.


How sportsmanship-like a player's conduct is. Affects the probability of a penalty in a duel.


How well a player can keep his temper (low means "bad temper"). Players with a low temperament rating get provoked more often than players with a high rating. If a player with bad temper meets another with a high agitation rating on the ice, expect some action.


  • While technical and physical attributes give us an impression of a player's talent, his mental attributes basically describe how often he would make use of his defferent skills in a game and throughout the season.
  • Players can compensate weak technical attributes with top skating ability (acceleration, pace, balance).
  • Some attributes usually have logical correlation with other attributes or player height/weight. For example a small player rarely is strong, agile players tend to be good at deking and aggressive players have a slight tendency to dirtyness.
  • There is a light correlation between physical and technical attributes. For example players with a good skating ability would improve their deking ability a bit faster, an improvement in strenght can coincide with an improvement of the ability to hit.
  • Consistency is modified by the Important games value in those important games like playoffs. It does not replace the consistency value regarding those games. Therefore 18 'consistency' player with 10 in 'important games' will keep playing like an 18 consistency player in the playoffs. Below 10 will affect his normal level of play negatively, while over 10 will affect that consistency value positively.
  • Ambition and loyality have both a big influence on contract negotiations. A player with a high ambition rating but low

loyality tend to ask for more money and an important role in the team (core/key status). These players are hard to keep in the team once they hit the UFA status. Also you might see them "want a change" and ask for a move sometimes.

Goaltender - important technical attributes


How well a goalie stops pucks with a blocker.


How well a goalie stops pucks with a glove.


How well a goalie stops a one-on-one situation (breakaway).

Rebound control

How well a goalie controls rebounds.


How well a goalie recovers to normal stance from a save.


How good reflexes a goalie has.


How well a goalie positions (cuts down angles and covers the net)




Goaltender - important physical attributes


Agile goalies can compensate weak reflexes with a high agility rating.


Specifically how well a goalie moves laterally. Balance is not as important as agility for goalies.


Goaltender - important mental attributes




Goaltender styles


The goalie combines different styles (usually standup and butterfly styles).


A goalie who uses the butterfly style (most common goaltending style).


A goalie who uses the standup style.


A goalie whose style is unique or does not follow any particular style (e.g Hasek).


Stickhandling/passing/pokecheck tend to be a bit higher with US/Canadian goalies than with Europeans.

Mental characteristics used in scoutung reports

Weak character - low avarage of mental attributes.

Strong Character - high avarage of mental attributes.

Ordinary - no notable mental strengths or weaknesses

Ambitious / Unambitious - relates to the attribute 'ambition'

Determined / Low Determination - relates to the attribute 'determination'

Loyal / Mercenary - relates to the attribute 'loyality'

Sporting - relates to the attribute 'prefessionalism'

Professional - relates to the attribute 'professionalism'

Poor Self-Belief - relates to the attribute 'pressure'

Mellow / Relaxed / Aggressive - relates to the attribute aggression; a player with a rating of 1 in aggression would be described as 'mellow', a rating of 5 or less would describe him as 'relaxed'.

Fickle - unloyal ??

Resilient - bravery ?? injury proness ??

Dour - workrate ??

Independent - teamwork ??

Competitive - ??

Slack - ??

Driven - determined ?? ambitious??

Casual - ??

Modest - ??

Realist - ? (only one question mark, as I'm running out of them)


Regen share the following stats with their original players:


adult height and weight


shooting hand / glove hand

goaltending style

preferred juniors

off/def role




injury proneness

Current and Potential Ability

CA and PA range range from 1-200. A value of 0 would create an entirely random ability or potential.

Current Ability (CA)

Determines a player's current abilities on the whole. The maximum current ability a player can reach is his "Potential Ability". Older players (>35) might have already reached the peak of their career and probably stagnate or go to decline in the next few years instead of becoming a better player.

Potential Ability (PA)

The highest ability a player can reach in his career.


Ratings guidance

Forwards 200 - Generational (Gretzky) 190 - Superstar (Ovie) 180 - Franchise (Gaborik) 170 - 1st liner 160 - 1st/2nd liner 150 - 2nd liner 140 - 2nd/3rd liner 130 - 3rd liner 120 - 3rd/4th liner 110 - 4th liner 100 - 4th liner/AHLer 90 - AHL 80 - AHL/ECHL

Goalies 200-190 - Generational (Roy) 180-170 - #1 Goalie 160-150 - 1A Goalie 140-130 - 1B Goalie 120-110 - Backup 100-90 - AHL 80 - ECHL

Defense 200 - Generational (Orr) 190 - Superstar (Lidstrom) 180 - #1 D 170 - #2 D 160 - #3 D 150 - #4 D 140 - #5 D 130 - #6 D 120 - Reserve D-man 110 - AHLer 100 - ECHLer


Negative PA ratings in the editor

[quote="E5150_ca"] -1 Potential will be between 1-20 (likely to retire at a young age and keep getting recycled back into the regen pool) -2 Potential will be between 10-40 -3 Potential will be between 30-60 -4 Potential will be between 50-80 -5 Potential will be between 70-100 -6 Potential will be between 90-120 -7 Potential will be between 110-140 (quite rare – a good prospect with a decent chance of being a regular NHL player) -8 Potential will be between 130-160 (rare – a top prospect with a good chance of being a talented NHL player) -9 Potential will be between 150-180 (very rare – a top 10 prospect who is considered a can’t miss NHL talent) -10 Potential will be between 170-200 (extremely rare – the top player available in a draft, but not every year) -11 Potential will be between 20-80 (intended for very young, hard-to-predict players) -12 Potential will be between 40-100 (intended for very young, hard-to-predict players) -13 Potential will be between 60-130 (intended for very young, hard-to-predict players) -14 Potential will be between 90-160 (intended for very young, hard-to-predict players) -15 Potential will be between 110-190 (intended for very young, hard-to-predict players) [/quote]

Calculation of attributes

The 'Current Ability' and 'Offensive/Defensive Role' of a player are used to determine his actual attributes.

Every player gets a certain amount of points to begin with. These points are divided into offensive points and defensive points according to the player's off/def role. A young player with CA = 100, off/def role = 20/10 could have assigned about 210 overall points, with 140 offensive and 70 defensive points to "spend" on his attributes.

DEF: defensive points are distributed to the following attributes:

physical: agility, stamina, strength technical: checking, hitting, pokecheck, positioning mental: bravery, aggression

OFF: offensive points are distributed to the following attributes:

physical: acceleration, speed, balance technical: deflections, deking, faceoffs, getting open, passing, slapshot, stickhandling, wristshot mental: anticipation, creativity, flair


Since there are less defensive attributes than offensive, it is still possible for players to reach a good physical condition despite a weak defensive role rating.

All of the technical and and physical attributes can be developed through practise and game experience. Of the mental attributes only the following can be developed through practise and game experience: anticipation, creativity, teamwork;

Estimated attribute values by CA

[quote="Alessandro"]Roughly the CA it's the average of the relative attributes multiplied by 10.[/quote]

CA AVR MIN MAX 10 4,5 1,0 10,5 20 5,0 1,0 11,0 30 5,5 1,0 11,5 40 6,0 1,0 12,0 50 6,5 1,0 12,5 60 6,0 1,0 13,0 70 7,5 1,5 13,5 80 8,0 2,0 14,0 90 8,5 2,5 14,5 100 9,0 3,0 15,0 110 9,5 3,5 15,5 120 10,0 4,0 16,0 130 10,5 4,5 16,5 140 11,0 5,0 17,0 150 11,5 5,5 17,5 160 12,0 6,0 18,0 170 12,5 6,5 18,5 180 13,0 7,0 19,0 190 13,5 7,5 19,5 200 14,0 8,0 20,0

This does not mean that MAX value is the hard cap value. Same with the MIN value. This is just a guideline. In some cases you will encounter a talented low-mid level CA skater, aggressive enforcer, or a really strong, but otherwise poor or average player. Non-technical and mental attributes may vary a lot, depending on the individual, whereas technical attributes tend to correlate with the guidelines.

Example -

Player A with CA = 200 and off/def role = 15/15 could reach an attribute average of about 17. Player B with CA = 160 and off/def role = 18/18 could have reached a similar attribute average of 17. Still player A will most likely play better than player B because of the higher CA.

Adds and player roles

Of course all attributes are important. But most players have their weaknesses and you can try to take an advantage of the stronger part of their game. Concentrate on good ratings in certain attribute combinations in order to detect your players' role on the team (referring to the visible atts on a player's profile; recommendations on atts for NHL level).


technical atts (in order of importance!): Reflexes, Glove, Recovery, Blocker, One-on-ones, Rebound Control phyiscal atts: agility, stamina mental atts: determination, workrate

A goalie with weak reflexes (14-16) should have strong ratings in other stats, goalies with reflexes below 14 are very unlikely to ever play at NHL level. On the other hand a goalie with reflexes of 19-20 combined with decent values in the other atts can save every franchise!

Power Forward

Power forwards should have no weaknesses in their play, as they need to make pressure on the opponent's line to play up to their abilities, and high pressure can be risky on the defensive side. Basically you should look for guys with an above avarage physical condition, decent mental attributes, and good technical attributes (avg. 13-15)

Example: Trent Hunter, Dustin Brown, Brendan Morrow, Ales Kotalik

Finnesse Forward

Technical atts: strong offensive skills Physical atts: speed, acceleration, balance Mental atts: anticipation, creativity, flair

This type of player feels comfortable when playing offensively, and using his flashyness and creativity to outplay the opponent.

Example: Daniel Briere, Marc Savard, Tim Connolly


Players with good offensive instincts, skating, combined with a top wristshot attribute (17-20).

Example: Martin Havlat, Ales Hemsky

Defensive Forward

Technical atts: checking (man to man coverage), positioning (zonal coverage), pokecheck, passing, stickhandling Physical atts: speed, acceleration, balance (strength if you run a physical checking line) Mental atts: teamwork, workrate, anticipation, determination (bravery if you run a physical checking line)

Fast and defensively responsible checking line players are the key to stop the opponent from scoring.

Example: Adam Mair, Nicklas Hagman, Jere Lehtinen

Stay At Home Defenseman

Basically all offensive untalented defensemen who have good ratings in checking, positioning, pokecheck, hitting, teamwork, workrate, bravery, determination. Passing and stickhandling rating of at least 6. A bit of skating would be nice, too. But don't expect these guys to help your offense or the poweplay.

Example: Nick Schultz, Robyn Regehr,

Offensive Defenseman

Look out for good offesive attributes, skating ability, creativity, anticipation. If you would want thse guys to play first line mintes and on the pp a good stamina would be important.

Example: Brian Campbell, Tomas Kaberle

Team Enforcer

The enforcer should have high attributes in strength, aggression, bravery, hitting, checking, fighting (figthing ability can be scouted)

Example: Donald Brashear, Georges Laraque

Franchise Player

Players of great offensive talent, top skating skills, high rating in creativity, anticipation, shooting.

Example: Vincent Lecavalier, Marian Gaborik

Team Captain

The captain should lead by example on and off the ice. Look out for a talented player with high influence (16-20) and good ratings in teamwork, workrate and determination.

Example: Niclas Lidström, Jarome Iginla

Atts and tactics

Finesse (passing style)

Finnesse forwards love this tactic.

Dump and Chase

Look out for very strong physical and skating attributes, bravery, aggression, hitting (you need energy guys here, e.g Ryan Hollweg, Jeremy Roenick).


Works best with two-way power forwards.

Neutral Zone Trap

Very difficult to learn for your players, but this tactic can be very effective if you don't have star players in your team. Basically all you need are fast players.