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AWIHL Finals · 2026/27

Finals Stats

Compare the Finals teams for attacking and defensive performance in the lead up to finals.

The Weekend Itself

Finals Weekend Leaders

Everything further down this page is the regular season that got these six clubs here. This is the finals alone: five games at O’Brien Icehouse, Melbourne over three days, added up from those games' own box scores and nothing else.

Regular Season Stats for Each Finalist

Attacking Performance

Goals per game, and where they come from. A club can achieve this through a lot of shots, or more accurate shooting. Refer to the shots and shooting percentage columns below to see which one.

Average goals for per game

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TeamGF/gShots/gSH%PP%1st3rdScored 1st
Inferno 0.000.0–––––
Lightning 0.000.0–––––
Ice 0.000.0–––––
Rush 0.000.0–––––

Attacking Depth

How much of a club's scoring runs through its best players. The bar is the share of goals its top three have scored between them. A high number is not a weakness on its own, and usually means a very good top line, but it is a shorter list of names an opponent has to plan for. The columns to the right count the other way: how many different players have scored at all, and how many have reached ten points.

Share of the club's goals scored by its top three

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TeamTop scorerTop 3Top 5Scorers10+ ptsUsed
Inferno 0.0%0.0%0.0%000
Lightning 0.0%0.0%0.0%000
Ice 0.0%0.0%0.0%000
Rush 0.0%0.0%0.0%000

Defensive Performance

Shows how well a team defended its net. There are multiple ways to determine this, for example, average goals against per game (below), average shots against per game, save percentage, penalty-kill percentage and how many penalty minutes they gave away.

Average goals against per game

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TeamGA/gSA/gSV%PK%SH/gPIM/g
Inferno 0.000.0––0.00.0
Lightning 0.000.0––0.00.0
Ice 0.000.0––0.00.0
Rush 0.000.0––0.00.0

Goaltending

Each club's best goals against average, then every goalie who has played the league's six-game qualifying minimum. GSAA counts how many goals fewer each one has conceded than a league-average goalie facing the same shots, so a busy goalie behind a leaky team gets credit that a save percentage on its own hides. Load is the share of the club's goaltending minutes each one has taken, which shows whether a side has split the season between two goalies or leaned on a single starter.

TeamGoalie GP SV% GAA GSAA Load

Scoring leaders

The three leading scorers at each club, and where each of them sits among every skater in the league.

TeamPlayer GP G A PTS P/g Lg

Form into the finals

The last ten games, led by goal difference per game rather than the win-loss record. Opponent Elo is the average rating of the clubs actually played in that stretch, so a strong run against the bottom of the ladder can be told apart from one against the top.

Goal difference per game, last ten games

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TeamLast 10GF/gGA/gEloElo ±Opp Elo
Inferno 0–00.000.001585+851500
Lightning 0–00.000.001562+621500
Ice 0–00.000.001511+111500
Rush 0–00.000.001483-171500

What this means. A big goal difference means a team has been winning comfortably, not just winning. Elo is a rating that goes up when you beat a good team and down when you lose to a weak one. The last column is the average Elo of the teams they played, so you can see how hard those ten games were. A team can look hot because it played easy opponents, and that column is how you check.

Close games

How each club has handled the games decided by a single goal, and the ones still level at the end of regulation. Blowout wins are counted alongside them for contrast.

Team1-goal1-goal %Past regBlowouts
Inferno 0–0–0–00
Lightning 0–0–0–00
Ice 0–0–0–00
Rush 0–0–0–00

What this means. Most finals games are decided by one goal, so a team that keeps winning those has shown it can handle a tight finish. Blowouts are wins by four goals or more. They look impressive, but a record built on them says less about what happens when the game is close.

Game control

Where each club tends to be at the second intermission, and what it does from there. League-wide a team in front after two periods wins 0% of the time, teams level after the 2nd period have a 0% win probability, and a team that's behind will only come back to win 0% of the time. The last column counts the wins from behind, which is the hardest of the three to do.

TeamIn frontWonBehindRecovered
Inferno ––––
Lightning ––––
Ice ––––
Rush ––––

What this means. Nearly every team wins when it leads after two periods, so a high number in the second column is normal rather than a strength. The last column is the one to look at. Coming back in the third period is hard, and a team that has done it a few times has shown that being a goal down does not finish it off.

Every figure is the full 2026/27 regular season, cancelled games excluded. Individual plus/minus, shots, ice time, faceoffs, hits and blocks are not published by the AWIHL, so nothing here is derived from them. Back to the Finals Match Centre →