Ability
A skater can have a single active power-up called an ability. Performed via the ability button. Has an outline indicating when it's ready for use.
Search hockey rules and campaign terms.

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A skater can have a single active power-up called an ability. Performed via the ability button. Has an outline indicating when it's ready for use.
Determines how close your shot lands to your aim. ACC - Accuracy
One chapter of a run, with its own map and a boss at the end. Beat the third act's boss to win the run.
Make a pass to a skater that scores a goal. The last two skaters on your team to touch the puck before the goal scorer are awarded an assist.
A skater's core skills that influence how they play: Shot Power, Accuracy, Checking, and Speed, averaged into Overall. Relics, talents, and training all modify them.
A shot where you knock a flying puck out of the air. The shot button swings at nearby airborne pucks.
Where skaters not on the ice wait their turn. Some relics grant bonuses to benched skaters.
A permanent attribute boost for a skater who sat on the bench for the entire match.
A lesser skilled skater that can be added to most squads at the beginning of a run. They have unique playstyles and a quest that can upgrade them. Can be hot or cold after a run, either increasing or decreasing their base attributes respectively.
A map character who teaches a skater a new ability or upgrades power-ups.
Stopping the puck with a skater's body. Used by holding the block shot button.
The flat pad on the goalie's stick hand, used to knock shots aside.
The line marking the entrance to a team's zone. With Offside enabled, attackers can't cross it ahead of the puck.
Slam into a skater to inflict either a knockout or stagger. Performed with the bodycheck button. Can be used on refs. AKA: Hit
A match with a powerful team at the end of each act. Beating it earns a Boss Relic and opens the way to the next act.
A stronger class of relic, earned by beating the team at the end of an act.
A team-wide fight: skaters pair off and brawl until one side has nobody left standing. The losing team sends a skater to the penalty box.
A skater in alone on the goalie, with no defender able to catch up.
The main roguelite mode. Each attempt is a Run: pick a squad and try to clear all three acts.
The skater positioned in the middle of the ice, between the two wingers. Takes faceoffs. C - Center
A match where the first goal wins. Losing a challenge match does not end your run.
A node offering a power-up that comes with a built-in drawback.
Influences bodycheck strength and resistance to hits. CHK - Checking
A map character who offers a pick of relics, often at the start of a new act.
The recharge time until an ability can be used again.
A powerful shot that can knock out skaters. AKA: Crit
An effect that forces skaters to dance in place: no shooting, passing, or defending until it ends.
Play without the puck: blocking shots, checking puck carriers, and clearing your own zone.
A skater assigned to defend your end of the ice. LD - Left Defenseman RD - Right Defenseman
Changes the direction of a shot already in progress. Automatically occurs when a teammate is between the puck and the net during a shot.
How hard the run is, chosen before you start. The Training tier is a sandbox where nothing is tracked or unlocked.
Knocking the stick out of a skater's hands. They play stickless until they pick one up or play resets.
Leave the puck on the ice, losing possession. Can be used as a drop pass to a trailing teammate. Hold the drop puck button to flip it into the air instead.
The standard match in a run. Offers a random Talent or Relic as a reward. Losing ends your run.
Enraged skaters are faster and every bodycheck leads to a knockout. Enraged goalies are quicker and react faster.
The goaltender is quicker and reacts faster
A map node where a character offers you a choice. Nodes are either matches or events.
A spare stick carried on a skater's back. Disarms use up spares first; a skater only plays stickless once the spares are gone.
Two skaters battle for the puck to start play. Win the draw to open with possession. Press the pass button just as the referee drops the puck on the ice to win the faceoff.
An obssessed map character. Gives a gift to their favorite skater.
A stinky gas cloud that can propel your skater or push nearby opponents, sticks, and loose pucks away.
A skater in an attacking position: center or winger.
A condition that makes a skater easier to injure.
A skater who can join your team. One is offered to most squads at the start of a run. You can also gain free agents mid-run through General Manager nodes.
Can't use talents or ability.
The goalie's catching hand.
A map character who signs a Free Agent to your roster.
A point scored by putting the puck in the opponent's net. The team with more goals wins.
The skater credited with a goal, shown on the banner after each score. The team's leading scorer wears the Golden Helmet.
The character who guards the net. G - Goalie AKA: Goaltender
Awarded to the team's top goal scorer. On a tie, the helmet is given to the skater who scored first.
Three goals by the same skater in one game.
The playing surface. Skaters on the ice are in play; the rest of the team waits on the bench.
Can't be bodychecked or staggered.
Lowers an attribute until it heals. Small chance of occuring when knocked out.
Receiving an opponent's pass.
The break between periods. Check the stats or edit your lineup before play resumes.
Flat on the ice for a few seconds. Can't move or act until back on their skates. AKA: KO, Successful Bodycheck
A five-skater unit that takes the ice together. Some teams have two lines and can swap them mid-match.
A menu where you set who sits on the bench, and which position each skater plays. Editable between matches and between periods.
A puck no one controls. The first skater to reach it takes possession.
The area during a run between matches. You choose which path to take.
Ends a lopsided game early: if a team leads by a large enough margin, the match is called immediately. The required lead is shown on the scoreboard.
Any bonus or penalty moving a skater's attributes off their base values. Comes from abilities, talents, bench bonus, relics, or injuries. The lineup's Modifiers tab lists every source.
The cage at each end of the rink. Score by putting the puck in the opponent's net.
One stop on an act's map: a match, or an event/character encounter. The icon shows which.
A map character with two offers: Nurse can heal your team or prevent injuries. Butcher performs a procedure with a cost, such as gaining a talent for an injury, moving talents or attributes between skaters, or sacrificing a skater to boost the rest.
An optional rule: no attacker may enter the offensive zone before the puck. The settings choose the punishment: whistle, lost puck, or knockout. Enforced by some squads and power-ups
Shooting a pass the moment it arrives, without settling the puck. The goalie has less time to set up. Not considered a slapshot.
Extra play when the score is tied after the final period. Sudden death: the next goal wins.
Overall rating based on all 4 main attributes
Send the puck to a teammate. The last two passers before a goal are credited with assists.
Losing a brawl sends one of your skaters to the penalty box, and your team plays shorthanded for a minute. If the other team scores, the penalty ends early.
One timed segment of a match. When the final period ends, the team in the lead wins; a tie goes to overtime.
As a power-up description, "permanently" means for the rest of the current run: the effect carries from match to match until the run ends.
A skater's goals and assists added together.
A stick jab that knocks the puck away from an opponent. Used automatically when a stick touches the puck.
Which team and skater currently has the puck. Possession is important for certain power-ups.
The frame around the mouth of the net. Shots that hit the post without going in the net stay in play.
The family name for powers collected during a run: Talents, Abilities and Relics are considered power-ups. Earned as rewards, kept for the run, and upgradeable.
The rubber disc the whole game revolves around. Carry it, pass it, and shoot it into the net to score.
A Dominator Squad mechanic: pucks rotate through different point values: high, low, even negative. The queue shows the values coming up.
A benchwarmer's personal talent which progresses across runs. Completing it permanently upgrades that character.
A puck the goalie stopped but couldn't hold, left loose in front of the net.
The on-ice official. Referees can be bodychecked. Remember, they have no emotions nor feel pain.
A power-up that belongs to the team instead of an individual skater.
Trade an offered set of rewards for a fresh draw. Rerolls are limited; certain relics grant them.
A power-up gained after winning a match.
The ice surface and the boards enclosing it. The puck stays in play off the boards, only out of bounds if it goes into the stands.
One attempt at the Campaign, from first faceoff to final boss. What you unlock along the way is yours to keep.
A pass lofted through the air, over sticks. Hold the pass button to perform one.
The goalie stopping a shot. Some saves keep the puck; others leave a rebound.
Alternating one-on-one attempts between a shooter and a goalie; the most goals after the rounds wins. Also playable as its own standalone mode.
Send the puck toward the net. Tap for a wrist shot or hold to charge a slapshot; Shot Power and Accuracy affect the result.
Controls the strength and speed of your shots. PWR - Shot Power
Shots that reached the goalie or went in. Misses and blocked shots are counted separately.
Holding the opposing team scoreless for an entire game. Credited to the goalie.
Every skater has a size. Bigger skaters throw harder knockouts, absorb more punishment, and take up more space on the ice. Smaller skaters are able to accelerate, stop and turn quicker. XS - Extra Small S - Small M - Medium L - Large XL - Extra Large
A controllable character on the ice. Each has their own attributes and power-ups.
A charged shot: hold the shot button to wind up, release to fire.
Any headgear beyond standard issue: talent helmets, the Golden Helmet. Certain power-ups grant bonuses for wearing one.
Affects how fast your skater moves on the ice. SPD - Speed
The team you take into a run. Each plays differently, check the description when choosing a squad for their signature gimmick or unlock condition.
A hit that briefly stuns a skater without knocking them out. May cause them to drop the puck.
The skaters who are playing on the ice.
A temporary condition that changes how a skater plays, such as Enraged, Frogged, or Immunity. Reapplying one resets its timer; effects don't stack.
The equipment a skater shoots and passes with. A skater who loses theirs can't shoot or pass until they get another.
A passive power-up a skater carries for the rest of the run. Stack talents to shape each skater's role.
One of the two sides in a match, consists of skaters and a goalie
How long your team kept the puck in the offensive zone.
A standalone bracket mode outside the Campaign. Seed the teams, set the series length, and play or simulate matches until a champion is decided. No map, no relics.
A map visit that raises attributes: one skater's, one attribute across several skaters, or the whole team's.
Permanent progress that persists between runs: squads, skaters, relics, and difficulties earned by playing.
The requirement attached to locked content. Meet it and the content unlocks. Can be seen in the Unlockables Menu and when choosing a squad.
A stronger version of a power-up. Relics, talents, and abilities can all be upgraded mid-run
A skater positioned on the left or right flank. LW - Left Winger RW - Right Winger
A quick shot performed by tapping the shot button. Less powerful than a slapshot.
One of the rink's three areas divided by the blue lines: your defensive zone, the neutral zone, and the offensive zone. Zones are used by some power-ups and by the Offside rule.