UHS was based on the skills and attributes for players from HLS2 (a hockey simulator from "back in the day"). Over time, we have had to change the functionality of how these skills interact with the sim engine as well as add new ones. Here's a rough overview of the skills that a player will have in UHS.
Aggression - AG
The Aggression skill affects skaters and goaltenders differently. Previously this was used to determine whether a player was able to get into a fight.
For skaters a successful check gives a chance at turning that check into a Big Hit. Each skill point a skater has in the AG skill grants a 1% chance to the Big Hit chance. For example, a skater with an AG of 4 has a 4% chance on a successful check to make it a Big Hit. Big Hits have two effects: 1 - The skater being checked loses an extra 25% energy. 2 - The Big Hit team gets a momentum boost.
For goalies, this skill is now actually meaningful. For any given shot on net (with the exception of Penalty Shots, Breakaways, or Shootouts), if the goalie makes a successful AG check, the scoring chance is reduced by 1%. Saves made with a successful AG check will be tracked under the AgrSv stat (Aggressive Saves).
Skills Hidden: an AG of 7 or more will be shown as "Aggressive" in the player's scouting report.
Rerates - Skaters: The Big Hits (BH) statistic is used.
Rerates - Goalies: The Aggressive Saves (AgrSv) statistic is used.
Quickness - QK
Quickness is a stat that is critical to a goalie's success as well as skater's ability to dodge checks. For goalies, the QK skill is used along with Shooting (SH) and either Skating (SK) for deke goal attempts or Power (PW) for slapshot goal attempts. If you have a low QK rating, the goalie is probably not going to be stopping a ton of shots.
For skaters, the QK stat is used for dodging opponent's attempts to check the skater. If the skater's QK stat roll has passed, the opponent will not be able to use their BodyFactor to modify their check attempt, making it easier for the skater to keep possession of the puck.
The QK stat is also used in fights. If the QK stat roll has passed, the fighter will only lose half the stamina they normally would have from the punch.
Skills Hidden: a QK of 7 or more will be shown as "Quick" in the player's scouting report.
Rerates - Skaters: The Checks Avoided (ChA) statistic is used.
Rerates - Goalies: The Scrambling Saves (ScrSv) statistic is used.
Power - PW
Power is a stat that is key to both goalies and skaters. For slapshots that are taken, the PW skill is factored into the roll for both the skater and the goalie.
Power is also used to determine how much energy or stamina is removed from an opponent when the skater delivers a successful check.
In fights, Power (plus a BodyFactor modifier) is removed from the opponent's stamina when a punch lands. If the opponent makes a successful check against their QK skill, only half the PW is removed from the stamina instead.
Skills Hidden: a PW of 7 or more will be shown as "Strong" in the player's scouting report.
Rerates - Skaters: The Slapshot Goals (SSG) stat is used.
Rerates - Goalies: The Slapshot Goals Against (SSG) stat is used.
Fatigue - FA
Fatigue directly affects the amount of time a skater can spend on the ice. The higher the skater's fatigue the longer they can remain on the ice and not suffer fatigue penalties to their actions. Each time a skater is checked, their fatigue is lowered by their opponent's PW skill. The skater will recuperate when they are sitting on the bench. If you notice your team dumping the puck a lot nearing the end of a period, your skaters probably have low fatigue scores.
Fatigue is also used in fights. When a skater is hit with a punch, their fatigue is lowered by the opponent's PW score (half of that if the QK roll is made).
Fatigue also tells you how many consecutive games a goaltender can play. If the goalie is playing in more consecutive games than their FA skill, their risk of an injury increases.
Skills Hidden: a FA of 7 or more will be shown as "Tireless" in the player's scouting report.
Rerates - Skaters: Ice Time Average (IT Avg) is used.
Rerates - Goalies: The Minutes (Min) stat is used.
Injury - IJ
The Injury skill applies to both skaters and goalies in the same way. The higher the skill, the less likely a skater will get injured on any given successful check or shot block. Additionally, the lower the IJ skill, the probability of a longer injury increases.
Skills Hidden: a IJ of 7 or more will be shown as "Resilient" in the player's scouting report.
Rerates - Skaters & Goalies: The Injury Games (Inj) stat is used.
Penalty - PN
The Penalty skill applies to both skaters and goalies in the same way. The higher the skill, the less likely the player is going to take a penalty. Additionally, a high PN skill will allow a skater to get away with hauling down other skaters on a breakaway and not get penalized. Please note, the chances of goalies getting penalties are significantly reduced regardless of their PN skill. A high PN skill for a goalie will always help, but it won't have as much of an impact for a goalie as it would a skater.
Skills Hidden: a PN of 7 or more will be shown as "Gentleman" in the player's scouting report.
Rerates - Skaters & Goalies: The Penalties in Minutes (PIM) stat is used.
Skating - SK
The Skating skill is a critical skill for both skaters and goalies. This skill is used to modify shot attempts where the skater will attempt to deke the goalie.
The SK skill is also used by skaters that opt to skate the puck forward instead of passing it. Please note that skaters with a high Skating skill are likely to skate the puck forward and would benefit nicely by having a high QK skill to dodge check attmpts.
The Skating skill is also used to determine if a defender can chase down another skater that is on a breakaway.
Skills Hidden: a SK of 7 or more will be shown as "Skater" in the player's scouting report.
Rerates - Skaters: The Deke Goals (DKG) stat is used.
Rerates - Goalies: The Deke Goals Against (DKG) stat is used.
Passing - PS
The Passing skill is for starting a pass as well as intercepting an opponent's pass. When a skater starts a passing attempt, the opponent will either try to intercept the pass or prevent the pass from occurring by checking.
Skaters with a high PS skill will attempt to move the puck forward by passing it instead of skating with it. Since there is a chance that opponents will opt to check the passing skater, it is good to have a high QK skill to attempt to dodge.
Goaltenders do use the PS skill a lot. Goalies with a higher PS skill will likely create more breakaway opportunities for your team.
Skills Hidden: a PS of 7 or more will be shown as "Passer" in the player's scouting report.
Rerates - Skaters & Goalies: The Assists (A) stat is used.
Puck Control - PC
The Puck Control skill is used in quite a few areas during the game. First it is the skill checked when determining who wins a face-off. The difference between each skater's PC skill is used to modify a base 55% win chance for the home team.
Goaltenders use the PC skill to determine if they control the rebound after a shot or successful poke-check.
PC is used when determining if a defender can strip the puck away from another skater on a breakaway.
Skills Hidden: a PC of 7 or more will be shown as "Soft Hands" in the player's scouting report.
Rerates - Skaters: The Shots (Sh) stat is used.
Rerates - Goalies: The Rebounds Controlled (RbC) statistic is used.
Checking - CH
This stat is used by both skaters and goaltenders.
For skaters, it is strictly a defensive stat used against other skaters attempting to Skate the puck forward and sometimes used against skaters attempting to pass the puck.
For goalies, this skill is used exclusively for poke-checks. Goalies with a higher CH skill will have a higher chance at attempting the poke-check and also a higher chance at succeeding.
Skills Hidden: a CH of 7 or more will be shown as "Checker" in the player's scouting report.
Rerates - Skaters: The Checks Given (ChG) stat is used.
Rerates - Goalies: The Poke-Checks (PkCh) stat is used.
Shooting - SH
This is the primary skill used to determine whether the shot scores or is saved. The skater's SH skill is put up directly against the goalie's SH skill among other modifiers and comparisons.
Skills Hidden (Skaters): a SH of 7 or more will be shown as "Scorer" in the scouting report.
Skills Hidden (Goalies): a SH of 7 or more will be shown as "Solid" in the scouting report.
Rerates - Skaters: The Goals (G) stat is used.
Rerates - Goalies: A Stat called goalie strength is calculated and compared against the previous season. GStrength = (SPct * 10) - GAA.
Fighting - FI
This skill takes over where the Aggression skill leaves off. Now that Aggression is a non-fighting skill, we needed to add a Fighting skill to determine how likely a skater was to engage in a fight. The fighting skill is a 1 - 9 skill rating for all players, regardless of what league level they are created for. The fighting skill is not considered when determining a skater's Total (OV) skill.
Anytime a skater engages in a fight, their Fights statistic will increase by one. You will see this listed on the skater's profile as the Fights (Fts) stat.
For goalies, this skill is not used.
Skills Hidden: a FI of 7 or more will be shown as "Goon" in the skater's scouting report.
Rerates - Skaters: The Fights (Fts) stat is used, however, all fights are treated as the same weight... so 10 fights in the pro leagues is the same as 10 fights in the farm league.
The Chemistry stat was not found in HLS2 and was added to UHS to simulate how some players may not mesh well with others. The stat ranges from 1.0 to 10.0. As opposed to the other stats, higher is not necessarily better. The chemistry value you want to target is whatever the average chemistry is of all players that are on the ice at the time. When you build your lines, players that are very close to the average will get bonuses to all rolls, be it shooting, face-offs, pass attempts, etc. Conversely, players that are very far away from the average will be penalties to all rolls.
Please note that a goaltender's chemistry skill DOES factor into the average chemistry on the ice.
Skills Hidden: The chemistry skill is completely hidden. It is up to the GM to determine if a player has no chemistry with the team.
Rerates: The player's chemistry rerate will depend on what their overall re-rate factor is:
Not Applicable or Decrease: 0.01 to 0.10 towards average chemistry.
No Change or Increase: 0.11 to 0.25 towards average chemistry.