DOCUMENT 02 / YOUR BUILD

Your build,
by the numbers.

Updated October 25, 2026, Patch 2 · 45 min read

ALL DOCUMENTSTHE BEST THREE-POINT RATING

Fixedset in the code Built-inthe game's own tuning, Patch 2 Serversent by 2K online What the labels mean

The short version

How to use this

The creator shows you a grade, but not why. With the numbers in this document you can build a jumper for online play: steady against Park and Rec randomness, hard to bother when you're contested, and equipped as early as your ratings allow.

A top jump shot in four steps 1 · Baseone of the ninewith 100 timing 2 · Releasestwo of the thirteenwith 100 immunity 3 · Blendany: both are 100,so pick by feel 4 · Speednormal keeps timing 100;quick drops it to 97.1 RESULT: ALL 60 TIMING AND IMMUNITY POINTS (30 + 30) OUT OF 90 The other 30 points come from release height and speed, measured from the animations. Built-in speed scale.
How to use it · A top build in four stepsSteps light up in order

The four choices you make in the creator, lighting up in order. Pick a base from the nine with 100 timing and two releases from the thirteen with 100 immunity, and any blend between them, on normal speed, earns the full 60 points those two parts can give. The last box is the one most people get wrong: quick speeds cost timing.

And for your badges:

The same synergy badge, two modes FLASH IN THE PARK, 3V3 OR 5V5 · 3 USESFLASH IN REC · 7 USES LINKED BADGE ON STILL OFF · 3 OF 7 Built-in Patch 2 counts from the synergy table; 2K's servers can change them. Each dot is one use.
How to use it · Pick synergies you can triggerThree uses fill the Park row

The same synergy badge in two modes. Each dot is one time Flash does its job. In the Park three uses switch on the linked badge, so the top row lights up. In Rec the same three uses leave you at 3 of 7. Pick synergies you'll actually trigger in the mode you play.

PART 1 · YOUR JUMP SHOT

Want the answer, not the tables? Find your jumper asks for your ratings, height and how you shoot, then picks the steadiest, most contest-proof jump shot you can equip, using the numbers in this part.

What a jump shot is made of

The creator stores five things for a jump shot, and copies the same five onto your player when you equip it.

ChoiceWhat it isWhat it feeds
BaseThe start of the shot: one of 884, named after players, plus a small, a swing and a big defaultThe timing part (from its timing number), and the animation
Release 1 and release 2The release motion: the same list of 884 namesThe immunity part (from their immunity numbers), and the animation
BlendHow far to move from release 1 toward release 2, from 0 to 100%A straight-line mix of the two releases
Release speedVery slow, slow, normal, quick or very quick. It's a setting you choose, not something the animations decide.The speed part, and the timing part through a speed scale
Visual cueWhere the creator places the release cue for this combinationNothing in the grade
Five choices, one pretend shot BASEcarries a timing number RELEASE 1immunity RELEASE 2immunity BLEND RELEASE SPEED VERY SLOWSLOWNORMALQUICKVERY QUICK PRETEND SHOTrun through thereal shot code 4 PARTSheight · speedtiming · immunity Illustration of the creator's steps in the code. The dot is the blend moving from release 1 to release 2.
Figure 1 · What goes into a jump shotThe blend slides; boxes light up in order

Your five choices go in on the left: the base, two releases with the blend sliding between them, and the release speed. The creator builds a test shot from them and runs it through the same timing code used on the court. Four grades come out, and they add up to the overall grade.

The creator doesn't look the grades up in a list. It builds a pretend shot from your five choices and runs it through the same timing code the game uses on the court, then reads the grades off that shot. It does the same to place the visual cue.

How a jump shot is graded

The creator scores four parts, each from 30 to 100, and adds them up with weights into one overall grade. That overall grade is the number that matters: it's the Mid-Range or Three-Point you need to equip the jump shot.

NBA 2K27 · GRADING A JUMP SHOT (PARAPHRASED) Fixed

t = your blend ÷ 100       // the code always blends from the release with more weight

height = the release height, from the animation
         30 at about 6'5" (196.6 cm), up to 100 at about 9'1" (275.8 cm)
speed  = time from the start of the shot to the release,
         ÷ (the base's speed factor × release_speed_scale)
         100 at 0.477 s or quicker, down to 30 at 0.85 s
timing = (the base's timing number + timing_tier_bonus)
         ÷ release_speed_scale, kept between 30 and 100
immune = release 1's immunity, blended toward release 2's by t
         + immunity_tier_bonus

overall = 0.15 × height + 0.15 × speed + 0.30 × timing + 0.30 × immune

In plain words: a jump shot is graded on how high you release, how fast you get it off, how steady its timing is, and how well it shrugs off a contest. Timing and immunity count twice as much as height and speed. Every base's speed factor is 1, so the speed part depends only on the animations and the release speed setting you pick.

The point budget

PartWeightMost it addsWhere it comes fromListed here?
Release height15%15 pointsHow high the release is: 30 at about 6'5" (196.6 cm), 100 at about 9'1" (275.8 cm)No. It's measured from the animation as the shot plays.
Release speed15%15 pointsTime from the start of the shot to the release: 100 at 0.477 s or quicker, 30 at 0.85 sNo, for the same reason.
Timing30%30 pointsThe base's timing number, divided by the release speed scaleYes, for every base
Defense immunity30%30 pointsThe two releases' immunity numbers, blendedYes, for every release
Overall grade90%90 pointsThe sum. It's also the requirement.60 of the 90 points

The weights add up to 90%, not 100%, so the overall grade tops out at 90 and bottoms out at 27 (every part at 30). When this document says a base has 100 timing, it means its timing number is 100, the top of its 30-to-100 scale, which adds the full 30 points.

A worked example. Take a base with 100 timing and two releases with 100 immunity, on normal speed. Timing adds 30 points and immunity 30: that's 60 of the 90. Height and speed add the rest, somewhere between 9 points (a low, slow release, 30 on both) and 30 (a high, quick one, 100 on both). So that jump shot's overall grade, and the Mid-Range or Three-Point it needs, lands between 69 and 90. Which end depends on how high and how fast the animations release.

What it takes to equip one

NBA 2K27 · THE JUMP SHOT REQUIREMENT (PARAPHRASED) Fixed

need = overall grade of this base, releases, blend and speed
can equip now      if your Mid-Range now ≥ need  or  your Three-Point now ≥ need
can equip later    if either rating's maximum for your build reaches it
otherwise locked

In plain words: the requirement isn't a separate number 2K picked for each jump shot. It is the overall grade. A better jump shot always costs a higher Mid-Range or Three-Point, and either one is enough.

The release speed setting

Release speedScaleTiming for an average base (76.6)Timing for a base with 100 Built-in
Very slow0.9481.5100 (106, kept at 100)
Slow0.9779.0100 (103, kept at 100)
Normal1.0076.6100
Quick1.0374.497.1
Very quick1.0672.394.3

The timing part is the base's timing number divided by the scale. Going from normal to very quick costs an average base about 4.3 timing, which is about 1.3 points of overall grade, before the speed part's gain. A base already at 100 loses nothing on slow or very slow, because the part can't go past 100. The same five numbers also set how fast the shot plays on the court: 0.94 of normal speed on very slow, 1.06 on very quick. So a quick setting gets the ball out faster against closeouts, at the cost of a lower timing part and a speed that varies more.

Every player also has a timing tier and an immunity tier (normal, strong or very strong) that can add a bonus to those parts. In the built-in tuning every tier bonus is 0. The creator doesn't set the tiers; they come with the player's own data.

Four grades make one requirement Height × 0.15from the release Speed × 0.15your release speed Timing × 0.30from the base Immunity × 0.30from the two releases Overall grade= the requirement Mid-Range orThree-Point ≥ it Weights set in the code; they add up to 0.9, so the overall grade tops out at 90.
Figure 2 · How a jump shot is gradedBoxes light up in order

The four grades light up one at a time, each with its weight. Timing and immunity, the highlighted pair, count twice as much as height and speed. Together they make the overall grade, and that same number is the Mid-Range or Three-Point you need to equip the jump shot. Since the weights only add up to 0.9, no jump shot grades above 90.

The numbers behind every base and release

Each base's timing number and each release's immunity number are stored with its animation, one record for each base and each release. The grading code reads the timing number from the base's record and the immunity number from each release's.

Where the 884 jump shots land BASE TIMING · 883 BASESRELEASE IMMUNITY · 884 RELEASES 60 30 15 31–39 25 40–49 47 50–59 81 60–69 110 70–79 353 80–89 183 90–99 9 100 37 30 16 31–39 12 40–49 25 50–59 29 60–69 110 70–79 453 80–89 189 90–99 13 100 Counts per score range, Patch 2. Both scores run from 30 to 100.
Figure 3 · The spread of base timing and release immunityBars grow in

How many bases (timing) and releases (immunity) fall in each score range. Most land in the 80s, very few reach 100, and a separate pile sits at the floor of 30. So a 100 is rare, and plenty of well-known shooters' bases score far lower than you'd guess.

Base timingRelease immunity
How many883 (one base has none)884
Average76.680.5
Middle value8485
At the top, 100913
At the floor, 306037

The top bases and releases

Bases by timing

BaseTimingBaseTiming
Breanna Stewart100Luguentz Dort99
Donte Divincenzo100Rui Hachimura99
JJ Redick100WNBA jump shot 199
Jaylen Nowell100Angela Dugalic98
Khem Birch100Ivica Zubac98
Lauren Betts100Jason Williams98
Paul Millsap100Juan Toscano98
Tyler Johnson100Luka Garza98
Tyty Washington Jr.100OG Anunoby98
Beluba99Ochai Agbaji98
EJ Liddell99Seth Curry98
Keon Ellis99Skal Labissiere98

Releases by defense immunity

ReleaseImmunityReleaseImmunity
Bennett Stirtz100Seth Curry100
Breanna Stewart100Isaac Bonga99
Cameron Reddish100JJ Redick99
Candace Parker100Jarrett Culver99
Chelsea Gray100Nickeil Alexanderwalker99
EJ Liddell100Reggie Bullock99
Jarrett Allen100Bryce McGowens98
Khem Birch100Cade Cunningham98
Larry Nance Jr.100Deandre Jordan98
Lauren Betts100Devin Carter98
Ryan Dunn100Leonard Miller98
Scottie Barnes100Taina Mair98

Players at 95 or better on both

Because the base and the releases are separate choices, any base can go with any release. These players are the ones whose own base and release both score 95 or more.

PlayerBase timingRelease immunity
Breanna Stewart100100
Khem Birch100100
Lauren Betts100100
EJ Liddell99100
JJ Redick10099
Seth Curry98100
Tyty Washington Jr.10097
Donte Divincenzo10096
Jaylen Nowell10096
Candace Parker95100
Jarrett Culver9699
OG Anunoby9897
Ryan Dunn95100
Ivica Zubac9896
Troy Brown Jr.9697
Harry Giles III9696
Jontay Porter9696
Mychal Mulder9696
CJ Elleby9695
VJ Edgecombe9695
Alex Karaban9595
Marc Gasol9595
Nahshon Hyland9595

Names as the game's list spells them, with spacing and capital letters restored where it was clear. Apostrophes and hyphens aren't in the list, so a few names read slightly off (for example Alexanderwalker).

The best blends

The blend is a straight line between the two releases' immunity numbers, so there's no hidden sweet spot in the middle. The best blend for immunity is simply as far toward the higher release as you're willing to go. That makes the answer depend on the pair:

Your release's immunityBlend toward a 100 release for 95For 98At 50/50
950% (already there)60%97.5
9050%80%95
8567%87%92.5
8075%90%90
7580%92%87.5
7083%93%85
6088%95%80
The blend is a straight line between the two releases release 1 · 80release 2 · 10050% → 9075% → 95 0%50%75%100% Immunity = release 1 + (release 2 − release 1) × blend. Patch 2.
Figure 4 · Blending toward a 100 releaseThe dot slides along the blend

The dot is the blend sliding from an 80-immunity release to a 100. Immunity climbs in a straight line, with no sweet spot in the middle: halfway gives 90, three quarters gives 95. Go as far toward the better release as you like the look of.

Every point of immunity is worth 0.3 of the overall grade, which is also the rating you need to equip it. Blending a 100 release halfway with an 80 costs 10 immunity points, so the jump shot grades 3 points lower and needs 3 less Mid-Range or Three-Point. The blend is how you trade a little immunity for a jump shot you can equip sooner.

The strongest jump shots on paper. Any of the nine bases with 100 timing (Breanna Stewart, Donte Divincenzo, JJ Redick, Jaylen Nowell, Khem Birch, Lauren Betts, Paul Millsap, Tyler Johnson and Tyty Washington Jr.), with any two of the 13 releases with 100 immunity, at any blend, on normal release speed, earns all 60 timing and immunity points. That's 702 base-and-pair combinations. Their overall grades still differ by the 30 height-and-speed points, so each one lands between 69 and 90, and so does its requirement. Slow and very slow keep timing at 100 but cost speed points; quick drops the timing part to 97.1.

What your jump shot does on the court

The grades aren't just a creator score. Two of them feed straight into every shot you take online.

Base timing on the court: how much the release moment moves BASE WITH 100 TIMING · STEADYBASE WITH LOW TIMING · WANDERS Illustration: the block is the moment you have to release, shot after shot. The dashed line is where it would be with no variation.
Figure 5 · Timing is steadinessThe blocks jump from shot to shot

Each jump of a block is a new shot. With a 100-timing base the moment you have to release barely moves, so a release you've grooved keeps landing. With a low-timing base it wanders, and the same release lands early one shot and late the next. Quick release speeds widen the wander a little more. In the built-in tuning this wobble is switched off and every base plays at exactly its release speed; 2K's servers can switch it on online, and this is what it does when they do.

Why the rankings stop at 60 points. Release height and release speed, 30 of the 90 points, are measured from the animation itself as the shot plays. No jump shot carries a number for them, so this document ranks jump shots on the 60 points that come from timing and immunity, and the creator's grade fills in the rest.

PART 2 · BADGES AND TAKEOVER

Where badges plug into a shot

NBA 2K27 · THE FOUR BADGE PATHS (PARAPHRASED) Fixed

// 1. Shot rating (step 1 of a shot)
rating += min(sum of active badge rating boosts, badge_boost_limit)
rating += min(takeover shooting boost, takeover_boost_limit)

// 2. Defense (step 2)
contest += sum of every active badge's defense change
contest  = at least 0

// 3. Chance on certain shots (step 1)
chance  += badge chance bonus for this shot, by level

// 4. Shot speed, Quick Trigger only
on a quick shot start: the random part of the shot's speed
                       is drawn from only quick_trigger_share[level] of its range

In plain words: a badge either makes you a better shooter on paper (the rating), makes the defender count for less (the defense), adds straight chance on one kind of shot, or, for Quick Trigger, narrows how much a quick-starting shot's speed changes from one attempt to the next. The steps are explained in How a shot works.

Where badges and Takeover enter a shot Shot ratingbadges, Takeover Defensebadges, Takeover Window and speedTakeover, Quick Trigger Excellent checkTakeover skips it Timing bonusTakeover, per grade Chancebadge bonuses
Figure 6 · Where badges and Takeover actSteps light up in order

The boxes are the parts of a shot, in the order the game works them out, lighting up one by one. Under each is what can change it. Badges reach the rating, the defense, the chance and, for Quick Trigger, the speed. Takeover reaches more: the window, the Excellent check and the timing bonus too. The highlighted box, the defense, is the one both share.

Badge levels: Bronze to Legend, and one more

2K27 has 70 badges. Every value a badge has is stored as a list with one number per level. Each list also has a second copy, used when the badge is boosted; in the built-in tuning most boosted lists match the normal ones.

SlotLevelWho can have it Fixed
0Not equippedEveryone. The value here is what the badge does when you don't have it.
1–4Bronze, Silver, Gold, Hall of FamePlayers, as in earlier games
5LegendPlayers. It's the top level for every badge that has levels.
6A level above LegendNo player. The levels a MyPLAYER can earn stop at Legend.

NBA 2K27 · A BADGE'S LEVEL DURING A GAME (PARAPHRASED) Fixed

top_level[badge] = Legend                     // every badge with levels
                 = Bronze                     // the 14 personality badges: on or off
// When the game sets up your badges
level = min(saved level, top_level + 1)       // the extra slot only above Legend
// During play, two bonuses can raise it
level = max(saved level + player_bonus,
            saved level + team_bonus)
level = at most top_level                     // never past Legend this way

value = normal_list[level]                    // or boosted_list[level]

In plain words: your badge works at the level you earned, and two bonuses during a game can raise it, one tied to you and one to your team, but never past Legend. The slot above Legend can only come from a player's saved data, so it's a level for the game's own characters, not for players.

The 70 badges

The groups are ours.

Every badge's values

These are the badge values in the built-in tuning on Patch 2, each with what the setting changes. Ratings and chances are on a 0-to-1 scale, so +0.04 is about 4 rating points or 4 points of chance. A multiplier below 1 makes the thing smaller.

Shooting

BadgeWhat it changesBronzeSilverGoldHOFLegend Built-in
Set and Fire, Static Middy, Arc Cadence, Smooth Operator, Mini MarksmanShot rating+0.04+0.08+0.11+0.15+0.19
Limitless Range, Hook Specialist, Post Fade PhenomChance on its shots+0.04+0.08+0.11+0.15+0.19
DeadeyeDefense at release, on a late closeout× 0.95× 0.90× 0.82× 0.72× 0.60
Quick TriggerShare of the random speed range used on a quick start (90% without it)80%70%60%50%50%

Mini Marksman needs the shooter to be at least 3 inches shorter than the defender. When Deadeye applies is in Deadeye and the shot bands. All badge rating boosts on one shot together stop at +0.3; Takeover's shooting boost has its own limit of +0.15.

Finishing

BadgeWhat it changesBronzeSilverGoldHOFLegend Built-in
Float GameChance on floaters+0.05+0.10+0.15+0.20+0.25
Layup MixmasterChance on its specialty layups+0.05+0.10+0.15+0.20+0.25
Layup MixmasterContact defense on fancy footwork−0.04−0.08−0.12−0.16−0.20
Ghost StepperChance after a shot fake (within 4 s)+0.02+0.03+0.05+0.08+0.12
Ghost StepperDefense on that shot× 0.95× 0.90× 0.82× 0.72× 0.60
PosterizerChance of a contact dunk× 1.1× 1.15× 1.6× 1.9× 2.2
Rise UpChance of a contact dunk× 1.1× 1.25× 1.4× 1.65× 1.8
Physical FinisherShooter's strength edge in a size mismatch+0.1+0.2+0.3+0.4+0.5
Aerial WizardAlley-oop pass and catch difficulty× 0.95× 0.85× 0.75× 0.65× 0.60
Aerial WizardAlley-oop timing allowance+1+2+3+4+5
Aerial WizardPutback dunk frequency× 1.2× 1.3× 1.4× 1.5× 1.6

Post scoring

BadgeWhat it changesBronzeSilverGoldHOFLegend Built-in
Post PowerhouseBackdown, step move and push ability+0.03+0.05+0.08+0.12+0.17
Post Spin CatalystSpin or drive ability out of the post+0.03+0.05+0.08+0.12+0.17
Post Spin CatalystChance on a shot after the defender reacts (within 2.25 s)+0.02+0.03+0.04+0.05+0.07

Post Powerhouse and Post Spin Catalyst's boosted lists are larger: +0.08 at Bronze up to +0.22 at Legend.

Playmaking

BadgeWhat it changesBronzeSilverGoldHOFLegend Built-in
UnpluckableDefender's steal chance against you−0.10−0.25−0.40−0.55−0.70
Handles for DaysEnergy drain from dribble moves× 0.9× 0.8× 0.7× 0.6× 0.5
Ankle AssassinChance on a shot after a defender reacts (within 3 s)+0.02+0.03+0.04+0.05+0.10
PacePlay speed while moving× 1.01× 1.02× 1.03× 1.04× 1.05
Break StarterMiss and lean chance on outlet passes× 0.9× 0.8× 0.7× 0.6× 0.5
Bail OutMiss chance on passes out of trouble× 0.95× 0.90× 0.80× 0.70× 0.65
The passing shot bonusA teammate's chance on a shot within 3 s of your pass (half on threes)+0.02+0.03+0.04+0.05+0.07
Flashy passesMiss and lean chance on flashy passes× 0.65× 0.50× 0.40× 0.30× 0.20

Ankle Assassin and Lightning Launch also make defenders react up to 1.7 times as often on big moves. Lightning Launch lists a chance bonus too, but its time window after the reaction is set to 0, so it never applies.

Defense

BadgeWhat it changesBronzeSilverGoldHOFLegend Built-in
ChallengerHow much your contest counts on a shot you challenge× 1.05× 1.10× 1.15× 1.20× 1.25
Paint PatrollerHow much your contest counts on a shot near the rim× 1.05× 1.10× 1.15× 1.20× 1.25
Paint PatrollerYour impact on a contact layup+0.1+0.2+0.3+0.4+0.5
High-Flying DenierSpeed, agility and block vertical in transition+5+9+12+15+18
Pogo StickDelay before you can jump again (0.3 s without)0.26 s0.22 s0.18 s0.15 s0.12 s
Post LockdownThe post player's ability against you−0.03−0.05−0.08−0.12−0.17
GloveChance to win a strip× 1.2× 1.35× 1.5× 1.65× 3

Rebounding, speed and stamina

BadgeWhat it changesBronzeSilverGoldHOFLegend Built-in
CrasherAttribute bonus on offensive rebounds+4+6+8+10+12
Possession CloserAttribute bonus on defensive rebounds+4+6+8+10+12
FlashPlay speed× 1.02× 1.025× 1.035× 1.05× 1.065
Work HorsePlay speed× 1.01× 1.02× 1.03× 1.04× 1.05
Work HorseEnergy drain from plays× 0.9× 0.8× 0.7× 0.6× 0.5

Crasher and Possession Closer's boosted lists are larger: +6 at Bronze up to +18 at Legend. Badges not listed here either have no values in the built-in tuning or have settings without a clear effect on play. Online, 2K's servers can set any of these differently.

Getting each badge level

Each badge level needs one or two attributes at a minimum, joined by "or" (either one is enough) or "and" (both). Your height decides whether you can have the badge at all.

Set and Fire: the Three-Point each level needs 60788997no rating Bronze · +0.04Silver · +0.08Gold · +0.11Hall of Fame · +0.15Legend · +0.19 Bar height: the Three-Point the level needs. Under each: what the level adds to the shot rating. Built-in Patch 2.
Figure 7 · A badge's level ladderBars grow in order

Each bar is the Three-Point rating Set and Fire needs for that level, with what the level adds to your shot rating underneath. The gaps between bars are where build points are wasted: from 78 to 88 you're still on Silver. The dashed Legend bar has no rating of its own. Every other badge's ladder is in the table below.

NBA 2K27 · YOUR TOP BADGE LEVEL (PARAPHRASED) Fixed

height_step = your height in inches − 63            // 31 steps, 5'3" to 7'9"
top   = max_level[NBA or WNBA][height_step][badge]  // 0: you can't have it
level = 0
for each level from Bronze up to top:
    if every requirement for that level is met:  level = that level
    else: stop
// a level with no requirements counts as met

In plain words: the game only looks at the badge, your height, your attributes and whether it's an NBA or WNBA career. No game mode goes in, so the same requirements hold in MyCAREER games, the Park, Rec, Pro-Am and Ante Up. Like every built-in number, 2K's servers could replace them by sending a new tuning file.

BadgeAttributeBronzeSilverGoldHOFHeights Built-in
Aerial WizardDriving Dunk or Standing Dunk60 · 6070 · 7080 · 8094 · 93All
Ankle AssassinBall Handle75869396Up to 6'10"
Ankle BracesPerimeter Defense and Agility60 · 6586 · 8293 · 8995 · 92Up to 6'9"
Arc CadenceThree-Point70869198Up to 6'11"
Bail OutPass Accuracy85939699All
Boxout BossDefensive Rebound and Strength65 · 6075 · 7690 · 8898 · 946'3" and up
Break StarterPass Accuracy65778997All
BreakerOffensive Rebound and Strength65 · 7082 · 7992 · 9098 · 966'3" and up
Brick WallStrength758395996'5" and up
BruiserStrength71849399All
ChallengerPerimeter Defense71829298Up to 6'11"
CrasherOffensive Rebound and Vertical60 · 6080 · 6593 · 6799 · 70All
DeadeyeMid-Range or Three-Point65 · 6585 · 8592 · 9299 · 99All
DimerPass Accuracy50708695All
FlashSpeed and Agility70 · 6082 · 7887 · 8195 · 91All
Float GameClose Shot or Driving Layup65 · 6580 · 8590 · 9396 · 95All
Ghost StepperClose Shot or Post Control55 · 5577 · 7786 · 8694 · 94All
GloveSteal70839399Up to 7'0"
Handles for DaysBall Handle71819095Up to 7'0"
High-Flying DenierBlock and Vertical68 · 6078 · 7488 · 8092 · 836'3" and up
Hook SpecialistClose Shot and Post Control60 · 5575 · 6587 · 8094 · 90All
Immovable EnforcerPerimeter Defense and Strength62 · 7172 · 8284 · 8591 · 92All
InterceptorSteal60779097All
Layup MixmasterDriving Layup70839099Up to 7'0"
Lightning LaunchSpeed with Ball68758691Up to 6'11"
Limitless RangeThree-Point83899399All
Mini MarksmanMid-Range or Three-Point60 · 6079 · 7994 · 9499 · 99Up to 6'4"
Off-Ball PestInterior Defense or Perimeter Defense60 · 5576 · 6885 · 8093 · 89All
PaceSpeed with Ball70808893Up to 6'10"
Paint PatrollerInterior Defense and Block60 · 7071 · 8477 · 9384 · 996'5" and up
Paint ProdigyClose Shot608590966'3" and up
Physical FinisherDriving Layup and Strength60 · 6080 · 7090 · 8096 · 90All
Pick DodgerPerimeter Defense and Agility73 · 7183 · 8190 · 8897 · 91Up to 6'10"
Pogo StickVertical63708090All
Possession CloserDefensive Rebound and Vertical67 · 6087 · 6595 · 6799 · 70All
Post Fade PhenomMid-Range and Post Control60 · 5571 · 7484 · 8491 · 93All
Post LockdownInterior Defense and Strength65 · 6582 · 7488 · 8093 · 886'5" and up
Post PowerhousePost Control and Strength60 · 6575 · 7985 · 8695 · 956'5" and up
Post Spin CatalystPost Control658391996'1" and up
PosterizerDriving Dunk and Vertical73 · 6587 · 7593 · 8099 · 90All
Quick TriggerMid-Range or Three-Point80 · 8088 · 8895 · 9599 · 99All
Rise UpStanding Dunk and Vertical60 · 5581 · 6290 · 6699 · 706'5" and up
SeatbeltPerimeter Defense and Agility75 · 7085 · 7791 · 8099 · 86Up to 6'9"
Set and FireThree-Point60788997All
Slippery Off-BallSpeed and Agility57 · 5773 · 6585 · 7794 · 90Up to 6'9"
Smooth OperatorMid-Range70879399Up to 6'11"
Static MiddyMid-Range55758595All
Strong HandleBall Handle and Strength60 · 7567 · 8273 · 8978 · 95Up to 6'11"
Sync SnatcherOffensive Rebound or Defensive Rebound55 · 5570 · 7082 · 8290 · 90All
UnpluckablePost Control or Ball Handle65 · 6586 · 8096 · 92100 · 97All
Versatile VisionaryPass Accuracy65809099All
Wall UpInterior Defense and Strength80 · 7585 · 8095 · 9099 · 926'5" and up
Work HorseAgility or Strength60 · 6075 · 7585 · 8595 · 95All

Two numbers are in the same order as the attributes. Heights cover the builder's 5'9" to 7'4" range. Unpluckable's Hall of Fame asks for 100 Post Control, which no build can reach, so only 97 Ball Handle gets it there. Legend has no attribute minimum of its own: its list is empty, and the game treats an empty list as met. WNBA careers have their own list. What a level does in a game is in Every badge's values; what it does to your shooting is in the best Three-Point rating.

Tokens and slots

NBA 2K27 · EARNING AND SLOTTING BADGES (PARAPHRASED) Fixed

upgrade cost  = tokens[badge] per level, by your height
token every badge_xp_needed[n] XP                // a list of 60 steps
badge XP from: game events, team practice drills, Gatorade gym workouts
badge XP × category_scale × difficulty_scale × quarter_length_scale
         × teammate_grade_scale[where you played]
         × (win_scale or loss_scale)[where you played]
         × foul_out_scale × accelerator_scale[category]

default slots: a total, split across categories between a min and a max
plus flex slots, extra slots and the special slots

In plain words: upgrading spends badge tokens, and tokens come from badge XP, scaled by the difficulty, the quarter length, your teammate grade, whether you won, and where you played. Attribute upgrades earn tokens too, a rebirth starts you with part of your token potential as XP, and co-op NBA games have their own scale. Each badge also names an associated badge, which is how the synergy slots tie one badge to another (Synergy badges).

Deadeye and the shot bands

Most shooting badges are a plain rating or chance bonus (the values). Two things need more explaining: when Deadeye applies, and which shots count as set, moving, mid-range or deep.

Deadeye

NBA 2K27 · DEADEYE (PARAPHRASED) Fixed

for mid-range and long-range shots, each with its own settings:
    if defense at the start of the shot ≤ max_start_defense
       and the defender is within max_distance and the angle range:
        release defense ×= deadeye_multiplier[level]
        // the difference is added to the badge defense total
    shown on screen: at least min_shown_defense

In plain words: Deadeye only helps when the shot didn't start under a heavy contest, which is what a late closeout looks like. Then it shrinks the defense at release, by up to 40% at Legend. Its cut goes into the same total as every other badge's defense change, and that total can't push the contest below zero. In the built-in tuning, the shot can start with a defense of at most 0.8 on threes (a normal contest runs 0.2 to 0.9) or 1.3 on mid-range shots, with the defender within 6 feet.

Deadeye shrinks late contests, not early ones LATE CLOSEOUT · DEADEYE APPLIES DEFENDER THERE FROM THE START · NO CHANGE Illustration. Built-in Patch 2: × 0.95 at Bronze up to × 0.60 at Legend.
Figure 8 · DeadeyeThe top bar shrinks

Two shots with the same contest at release. On top, the defender closed out late, so Deadeye shrinks the contest the game uses, by up to 40% at Legend. On the bottom, the defender was already there when the shot started, and Deadeye doesn't touch it.

Set shots, moving shots and the four distance bands

NBA 2K27 · WHICH BAND, AND SET OR MOVING (PARAPHRASED) Fixed

close         = a two, close_start ≤ d ≤ close_end
mid           = a two, d ≥ mid_start
shallow_three = beyond the buffered arc, d ≤ shallow_end
deep_three    = beyond the buffered arc, deep_start ≤ d ≤ deep_end

set_shot = a jump shot the badges count
           and (standing still long enough  or  right after a catch)

Set and Fire:     set_shot      and shallow three
Static Middy:     set_shot      and mid-range
Arc Cadence:      not set_shot  and shallow three
Smooth Operator:  not set_shot  and mid-range

In plain words: a set shot is a jumper where you've been standing still for a set time, or one that comes right after a catch. Set and Fire and Static Middy only help set shots. Arc Cadence and Smooth Operator only help jumpers on the move. Deep threes are Limitless Range's.

NBA 2K27 · BANDS AND TIMERS, PATCH 2 Built-in

close            0 to 10 ft
mid-range        10 ft to the arc
shallow three    the arc to 29.5 ft
deep three       27 to 40 ft          // overlaps shallow from 27 to 29.5 ft
the arc          moved out 0.5 ft for these tests

In plain words: a three from 27 to 29.5 feet counts for both Set and Fire or Arc Cadence and Limitless Range.

Four bands, and which badges count each one closemid-rangeshallow threedeep three the arc (moved out 0.5 ft) Static Middy (set)Smooth Operator (moving)Set and Fire (set)Arc Cadence (moving)Limitless Range Built-in bands: close 0–10 ft, shallow three to 29.5 ft, deep three 27–40 ft. Drawn widths are not to scale.
Figure 9 · The distance bandsThe dot moves out through the bands

The dot is a shooter moving away from the rim. As it crosses each band, a different set of badges counts: the mid-range badges, then Set and Fire or Arc Cadence past the arc, then Limitless Range for deep threes. Whether you get the set or the moving badge depends on whether you were standing still or just caught the ball.

Arc Cadence and Smooth Operator can also make defenders react on certain moves, up to 3 times as often on the biggest moves. In the built-in tuning, the chance bonus for shooting right after that reaction is 0.

Synergy badges

MyCAREER can switch on a badge partway through a game. Players call these synergy badges. It works through special badge slots, and it's earned by using a badge, not by scoring.

NBA 2K27 · SWITCHING ON A BADGE IN A GAME (PARAPHRASED) Fixed

each time one of your badges does its job:
    uses[badge] += 1                           // a per-possession limit can cap this

if uses[badge] ≥ needed[badge][where you're playing]:
    linked = the badge tied to it in one of your special slots
    if linked isn't already on:
        switch linked on for the rest of this game

// special slots: four seasonal, two crew, one rep, one build slot
// "where you're playing" is one of 206 places and modes
// NBA games use their own list, by difficulty

In plain words: a badge in a special slot is tied to another badge you have. Use the first one enough times in a game and the tied badge turns on until the game ends. How many uses it takes is set for each badge and each place you can play.

Use a badge enough, and its linked badge turns on BADGE YOU USELINKED BADGE in a special slot uses this gamedashed line: the count needed OFFOFFON FOR THE GAME 2 USES · NOT ENOUGH YET4 USES · STILL FILLING6 USES · THE COUNT IS REACHED Illustration. The built-in counts for every badge and mode are in the table below.
Figure 10 · A synergy badge switching onThe count fills in three steps

Each time the badge in your special slot does its job, the count goes up by one. When it reaches the number set for that badge in the mode you're playing, the badge tied to it switches on and stays on until the game ends. The table below has that number for every badge and mode.

How many uses each badge needs

There's a number for every one of the 53 badges that can be linked, in every place you can play. The 206 places fall into six groups that share the same numbers.

Badge usedNBA gamesRec and 5v53v32v2 and 4v4Street courts and Open Run1v1 Built-in
Aerial Wizard111111
Ankle Assassin221113
Ankle Braces121111
Arc Cadence221111
Bail Out221111
Boxout Boss231111
Break Starter232121
Breaker121111
Brick Wall342221
Bruiser30301071620
Challenger221112
Crasher232221
Deadeye211111
Dimer442221
Flash473131
Float Game221121
Ghost Stepper221111
Glove111111
Handles for Days432224
High-Flying Denier111111
Hook Specialist221122
Immovable Enforcer221112
Interceptor221111
Layup Mixmaster321122
Lightning Launch443345
Limitless Range211111
Mini Marksman321111
Off-Ball Pest451111
Pace553234
Paint Patroller342222
Paint Prodigy322222
Physical Finisher211111
Pick Dodger231111
Pogo Stick342222
Possession Closer453331
Post Fade Phenom321122
Post Lockdown221112
Post Powerhouse431123
Post Spin Catalyst321122
Posterizer111111
Quick Trigger221111
Rise Up221111
Seatbelt452223
Set and Fire421111
Slippery Off-Ball552121
Smooth Operator321111
Static Middy321111
Strong Handle111111
Sync Snatcher342222
Unpluckable132222
Versatile Visionary562221
Wall Up221112
Work Horse321111
GroupWhere it applies
NBA gamesNBA games at every difficulty (the same count on Rookie as on Hall of Fame), Flashback NBA games, and games the game tags as general online MyPLAYER games
Rec and 5v5Rec, Crew HQ ranked 5v5, and 5v5 at Casual Corner
3v3Park 3v3, and also Park 5v5; Crew HQ ranked 3v3; 3v3 in the matchmaking building, Proving Grounds and Ante Up (formerly the Stage); the trampoline court; 3v3 workouts and Casual Corner 3v3; team practice and fourth-quarter scrimmages
2v2 and 4v4Park 2v2 and 4v4, the matchmaking building's 2v2 and 4v4, and 2v2 in Proving Grounds and Ante Up
Street courts and Open RunThe three street courts and their co-op version, the Open Run facility and Flashback Open Run scrimmages, and City events against the CPU
1v11v1 in the matchmaking building, Proving Grounds and Ante Up, and the half-court 1-on-1 drill
No counts setPro-Am, Park 1v1, Proving Grounds 5v5, the matchmaking building's 5v5, private Crew HQ games, casual Park and casual matchmaking, City NBA events, and every mode outside MyCAREER

For the places with no counts, the count reads as zero, so this table alone doesn't say whether boosts trigger there at all. The per-possession limit is 0 for every badge, so it doesn't appear to cap anything. The 14 personality badges, Work Ethic and Marketability can't be linked. The special slots' names mark the seasonal and crew slots "+1" and the rep and build slots "+2"; what that changes isn't covered here.

Takeover

2K27's Takeover has six disciplines: finishing, shooting, playmaking, defense, rebounding and physicals. The game's list of special abilities groups Shot Artist, Calibrated and Zip Code with shooting, and Inside Touch, Detonator and Airspace with finishing. Perks (accelerator, longevity, overdrive) change how fast the meter fills, how long it lasts and how much it boosts.

NBA 2K27 · WHAT TAKEOVER DOES TO A SHOT (PARAPHRASED) Fixed

// Window: multiply in every active ability's window scale for this shot type
takeover_scale = product of ability_window_scale[ability][shot type]
if takeover_scale > 1:  skip the Excellent check

// Timing bonus, added per grade, two levels each
jump shots:  bonus += shooting_timing_buff[grade][level]
layups:      bonus += finishing_timing_buff[grade][level]

// Defense, multiplied per active ability, two levels each
defense ×= ability_defense_scale[ability][level]

// Rating
rating  += shooting ability boost, up to its own limit
rating  += attribute boosts per Takeover state, and per overdrive perk

In plain words: the code lets an active Takeover make your window bigger, skip the Excellent check, add its own timing bonus, shrink the defense and raise your ratings. How much of that it actually does is set by the tuning.

NBA 2K27 · TAKEOVER ON A SHOT, PATCH 2 Built-in

jump-shot and layup window scale     × 1     // no growth, no skipped check
a layup ability's window             × 1.5
a second finishing ability's window  × 1.2
per-grade timing bonuses             all 0
a shooting ability's range boost     + 8 ft
Takeover's shooting rating boost     at most + 0.15

In plain words: in the built-in tuning a shooting Takeover doesn't grow the jump-shot window or skip the Excellent check. Its shooting help comes through ratings and range. Two finishing abilities do grow the layup window.

How the Takeover meter fills and drains

2K27's Takeover meter has six states rather than an on/off switch. Being hot and being cold each change your ratings, and Takeover itself is the top state.

StateWhat it means Fixed
Frozen, ColdBelow normal. Cold has its own changes to your general ratings, your most important ratings and your tendencies.
NeutralNormal. The rating changes here follow a curve instead of a fixed step.
Warm, HotAbove normal. Hot has its own set of the same three changes.
TakeoverThe top state, where abilities switch on. Each state has its own point threshold to reach and its own drain rate.
Six states, filled by plays FROZENCOLDNEUTRALWARMHOTTAKEOVER cold rating changesnormalhot rating changesabilities switch on GOOD PLAYS FILL THE METER · HOTTHE TOP STATE · TAKEOVERTHE METER DRAINS · BACK TO HOT Illustration. The built-in point values are in the table below.
Figure 11 · The Takeover meter's statesThe outline moves up, then drops back

The meter has six states, not an on-off switch. Good plays move you up from neutral through warm and hot to Takeover, where abilities switch on. The meter also drains on its own and cools at stoppages, so the outline drops back. Cold and frozen sit below neutral and lower your ratings.

NBA 2K27 · FILLING THE METER (PARAPHRASED) Fixed

points += event_points[play]
        × play_multiplier[how it happened]      // e.g. a flashy pass, a dunk's style
        × diminishing_returns[stat](how many so far)
        × quarter_length_scale                  // short games fill faster
        × who_scale                             // your MyPLAYER, AI teammates, everyone else

a bad shot (a miss on a poor chance) can drop a whole state, if the tuning allows it,
    unless it's within a set immunity time of reaching that state
the meter drains by what the game is doing (live play, inbound, free throw, tip-off)
cooldowns at: timeouts, quarter ends, halftime, injury stops, replay reviews

In plain words: almost everything you do adds to the meter or takes from it, and the same play is worth less each time you repeat it in a game. Short quarters scale it up so short games aren't left behind. The meter also runs down on its own, and stoppages cool it off.

What each play is worth

PlayPointsPlayPoints Built-in
Assist+15Shot blocked by the defender−12
Made outside shot+12Offensive foul−12
Made inside or mid-range shot+10Bad shot inside, mid-range or outside−10
Blocked shot, steal, offensive rebound+10Defensive foul, turnover, violation−10
Defensive rebound+8Bad free throw−8
Charge taken+7Lost ball−7
Caused a fall, forced pickup, good shot defense+5Left your man−6
Knocked-away ball+4Fell on an ankle breaker, dunked on−5
Caused a stumble, made free throw, post defense win+2Stumbled−2
High-Flying Denier or Paint Patroller bonus+2 Bronze to +6 LegendBad steal attempt−1

NBA 2K27 · OTHER METER SETTINGS, PATCH 2 Built-in

a bad shot              outside under 20–25%, mid-range under 30–35%, inside under 35–45%
                        // between the two numbers the penalty is partial
a bad free throw        when the chance was 10 to 40 points below normal
made free throw         × 1.5      a blocked shot, for the blocker   × 1.5
repeating a stat        full value at first, × 0.8 and then × 0.2 as the count climbs
short quarters          1 min × 2.5,  3 min × 1.5,  6 min and up × 1
untimed games           good plays × 1.25
dropping a whole state  switched off for every play
the fill-faster perk    × 1.25

In plain words: an assist is the single best play for the meter, a made three is worth a little more than a two, and a bad shot costs as much as a make earns. Untimed games, like most Park games, add a quarter to every good play. In the built-in tuning no play can drop you a whole state at once.

Perks, team boosts and limits

Skill boosts and drinks

MyCAREER's skill boosts are items from its store, for layups and dunks, jump shots, ball handling and passing, steals, blocks, rebounding and the gym, plus three kinds of Gatorade drink. They can be used in NBA games, Pro-Am and Park games. Each boost has a basic and a boosted set of values; what picks the boosted one isn't covered here.

BoostWhat it changesBasicBoosted Built-in
Jump shotsChance on jump shots× 1.03× 1.05
Layups and dunksChance within 15 ft; defense on contact shots× 1.03; × 0.96× 1.05; × 0.93
Post shotsChance on post shots× 1.03× 1.05
Larger perfect windowsThe perfect-release window× 1.15× 1.15
Better passesChance on a teammate's shot within 3 s of your pass× 1.03× 1.05, all flashy passes unlocked
More broken anklesAnkle-breaker chance; chance on a shot within 3 s after× 1.3; × 1.03× 1.5; × 1.05
Tighter handlingDefenders' steal score; how close they have to get−0.2; × 0.75−0.5; × 0.6
StealsYour steal score; strip chance+0.05; × 1.05+0.08; × 1.08
BlocksThe shooter's chance when your block score is high enough× 0.95× 0.93
ReboundingVertical and rebounding; over-the-back calls; boxout success+0.05; × 0.7; × 1.2+0.1; × 0.4; × 1.5
DunksBlacktop dunk packages and Gold PosterizerOffOff

All boosts together keep a shot's chance multiplier between 0.5 and 1.1. Each game's result report says whether boosts were free in that game and whether drinks were used up.

The perfect-window boost. The setting is there (× 1.15), but it isn't one of the factors the window code multiplies in (step 3), so there's no sign it still does anything.

MyCAREER buddy skills

MyCAREER gives you a My Buddy with skills that switch on timed effects. One effect type multiplies your timing window, and its values are set in the code.

NBA 2K27 · THE MYCAREER WINDOW FACTOR (PARAPHRASED) Fixed

game_mode_scale = 1                          // every mode except MyCAREER
in MyCAREER, when the shooter is your own MyPLAYER:
    for each active buddy skill effect (up to six):
        if it's a timing window effect:
            game_mode_scale = max(game_mode_scale, its size)
// timing window effects: 21 entries in three groups of seven
//   ×1.5, ×2.5, ×4

In plain words: while a My Buddy timing skill is active, your window is 1.5, 2.5 or 4 times its normal size for a set number of shots. It only applies to your own MyPLAYER in MyCAREER modes, and the largest active one wins. The code doesn't settle whether the Park and Rec count as MyCAREER here, so don't count on it there.

PART 3 · PUTTING IT TOGETHER

What Three-Point rating gives you the most Excellent releases?

The Excellent window grows with the look (How a shot works, step 3), and the look grows with your rating, so the question is how fast it climbs and where it stops paying. Here's a plain catch-and-shoot three in the Park and team-up presets, on the Superstar window of the regular styles:

Three-PointLook, normal contestExcellent edge, normal contestLook, wide openExcellent edge, wide openA green is a sure make up to defense Built-in
6019.6%0.44 frames (7.4 ms)28.5%0.64 frames (10.7 ms)Not quite at a normal contest
7022.9%0.52 frames (8.6 ms)33.2%0.75 frames (12.5 ms)0.30
8026.1%0.59 frames (9.8 ms)37.8%0.85 frames (14.2 ms)0.38
8527.7%0.62 frames (10.4 ms)40.2%0.90 frames (15.0 ms)0.42
9029.3%0.66 frames (11.0 ms)42.5%0.94 frames (15.6 ms)0.45
9530.9%0.69 frames (11.6 ms)44.8%0.97 frames (16.2 ms)0.47
9932.1%0.72 frames (12.1 ms)46.6%1.00 frames (16.7 ms)0.49
  1. 61 is the floor. Under a normal contest a three's look reaches 20% at 61 Three-Point, at the arc. Below that, the bonus cap keeps even an Excellent under 100% (step 5), so a green can miss.
  2. From there to 99, every point is worth the same. On a contested three each point adds about a third of a point of look and 0.007 frames (0.12 ms) of window each side, with no plateau along the way. A 99 has a window about 16% wider than an 85's. If your releases spread much wider than the window, as most people's do, that's about 16% more greens: around 35 for every 30.
  3. That's why "85 is the same as 99" tests look right. Both looks clear 20%, so a green goes in for both and anything else misses for both. And 30 greens against 35 is lost in the noise over a few dozen shots. Step back and the gap shows: a catch-and-shoot three stays above 20% to about 34.4 feet for an 85 and 36.7 for a 99 in regular games, and 28.5 against 30.4 in competitive ones (how deep a three can go).
  4. Wide open, points past 85 are worth less. An open three from an 85 passes a 40% look, where the window line gets flatter, so each point above 85 adds about two thirds as much window as the points below it.
  5. Rating buys contest. The last column is the heaviest defense, on the game's 0-to-1 scale, at which an Excellent is still a sure make. A normal contest starts at 0.2 and a heavy one is 0.9, so the higher your rating, the more of a contest you can green through.
  6. Badge levels count more than rating points. Each level of a shooting badge adds 3 to 4 points of shot rating, and the levels unlock at set Three-Point ratings (Getting each badge level). That changes the answer (below).
  7. 90 equips anything. A jump shot's overall grade is the Mid-Range or Three-Point it needs, and no grade is above 90 (How a jump shot is graded).

Set and Fire unlocks at 60, 78, 89 and 97 Three-Point, and Arc Cadence, the matching badge for threes on the move, at 70, 86, 91 and 98 (up to 6'11"). One more point at a threshold raises the shot rating by 4 or 5, because the badge level comes with it.

The window on a contested set three, by Three-Point rating 6 ms8101214 6078 · Silver89 · Gold97 · HOF99 no badge: 99 → 12.1 msSet and Fire: 89 → 12.2 ms Excellent edge each side of perfect, Superstar window, normal contest, Park and team-up presets. Built-in Patch 2.
Figure 12 · Where to stopThe line draws, the jumps pulse

The grey dashed line is your window from rating alone: every point adds a little, all the way up. The purple line adds the Set and Fire level each rating unlocks. It climbs in steps, and each pulsing dot is a threshold where one point buys four or five points' worth of window. The 89 step already reaches past a bare 99, so the thresholds are the places to stop.

Here's the same contested three with the highest level each rating unlocks:

Three-PointSet three: badge, shot ratingExcellent edgeMoving three: badge, shot ratingExcellent edge Built-in
77Bronze, 810.59 frames (9.9 ms)Bronze, 810.59 frames (9.9 ms)
78Silver, 860.63 frames (10.5 ms)Bronze, 820.60 frames (10.0 ms)
86Silver, 940.69 frames (11.5 ms)Silver, 940.69 frames (11.5 ms)
88Silver, 960.70 frames (11.7 ms)Silver, 960.70 frames (11.7 ms)
89Gold, 1000.73 frames (12.2 ms)Silver, 970.71 frames (11.8 ms)
91Gold, 1020.74 frames (12.4 ms)Gold, 1020.74 frames (12.4 ms)
96Gold, 1070.78 frames (13.0 ms)Gold, 1070.78 frames (13.0 ms)
97Hall of Fame, 1120.82 frames (13.6 ms)Gold, 1080.79 frames (13.1 ms)
98Hall of Fame, 1130.82 frames (13.7 ms)Hall of Fame, 1130.82 frames (13.7 ms)
99Hall of Fame, 1140.83 frames (13.8 ms)Hall of Fame, 1140.83 frames (13.8 ms)

So: 61 is the floor, every point helps on a contested three, and the best places to stop are the badge thresholds, 89 or 97 for set threes. If you have to stop somewhere lower, 85 is where open threes stop paying in full. The badge requirements don't depend on the mode. The table assumes you have the badge at the top level your rating allows. The windows come from the look-to-window line in How a shot works, with your three's shot rating taken as your Three-Point. The green counts assume your releases spread much wider than the window. Hall of Fame windows are 7.5% smaller across the board, with the same shape. 2K's servers can change any of these numbers online.

2K20's badges, for comparison

Each 2K20 badge has a value for no badge, Bronze, Silver, Gold and Hall of Fame, and a second row for when the badge is boosted.

BadgeWhat the setting isNoneBronzeSilverGoldHOFBoosted (B / S / G / HOF) 2K20
Green MachineMultiplier on an Excellent release11.11.31.51.71.25 / 1.45 / 1.65 / 1.8
Flexible ReleaseHow much of the early or late penalty is removed00.10.20.30.350.2 / 0.3 / 0.4 / 0.45
Consistent FinisherHow much of a layup's timing penalty is removed00.20.40.60.80.4 / 0.6 / 0.8 / 1
Steady ShooterHow much of the contest's effect is removed00.20.40.50.60.3 / 0.5 / 0.6 / 0.7
Pro TouchBonus added to the timing multiplier00.050.10.150.20.08 / 0.13 / 0.18 / 0.23
Quick DrawJump-shot start-time bonus00.040.060.080.1Same
Range ExtenderRange band increase012342 / 3 / 4 / 4
Hot Zone HunterAdjustment in hot zones00.040.070.090.10.06 / 0.09 / 0.11 / 0.12
Pump Fake MaestroCooldown after a pump fake, in seconds21.510.50Same

2K20's timing badges worked on the penalty and the multiplier: Flexible Release and Consistent Finisher softened a bad release, and Green Machine and Pro Touch raised a good one. 2K27's shooting badges work on rating, defense and chance. None of them scales the window directly; the window effects moved to Takeover (which, in the built-in tuning, only grows the layup window) and, in MyCAREER, to buddy skills.

APPENDIX

Every jump shot

All 884 entries, sorted by name. The same list is available as a CSV file.

Show all 884 bases and releases
Jump shotBase timingRelease immunity
Aaron Gordon8895
Aaron Holiday8988
Aaron Nesmith8988
Aaron Wiggins8888
Ace Bailey7683
Adam Flagler6190
Aday Mara9493
Adem Bona7079
Admiral Schofield8781
AJ Dybantsa6277
AJ Green8387
AJ Griffin8696
AJ Johnson7079
AJ Lawson5977
Ajay Mitchell8489
Al Horford6878
Alec Burks8884
Aleksej Pokusevski7581
Alex Caruso8484
Alex Karaban9595
Alex Len8686
Alexandre Sarr6487
Alijah Martin6485
Alize Johnson8591
Allen Graves8988
Allen Iverson9294
Alondes Williams7983
Alperen Sengun8888
Amare Stoudemire6988
Amen Thompson3582
Amir Coffey8377
Andersson Garcia9591
Andre Drummond5961
Andre Iguodala9084
Andrew Nembhard8688
Andrew Wiggins8989
Anfernee Simons4360
Angela Dugalic9891
Anthony Black8387
Anthony Davis3030
Anthony Edwards7486
Anthony Gill8592
Antonio Reeves8882
Arike Ogunbowale8680
Asa Newell6181
Ausar Thompson9091
Austin Reaves8787
Austin Rivers9185
Avery Bradley3030
Ayo Dosunmu6580
Bam Adebayo7683
Baylor Scheierman8384
Beluba9994
Ben McLemore8481
Ben Saraf7081
Ben Sheppard9188
Ben Simmons8481
Bennedict Mathurin8885
Bennett Stirtz91100
Bez Mbeng8795
Bilal Coulibaly8483
Bill Laimbeer8884
Bismack Biyombo8688
Blake Griffin5283
Blake Hinson8382
Blake Wesley8482
Boban Marjanovic9190
Bobby Portis9691
Bobi Klintman9190
Bogdan Bogdanovic8685
Bojan Bogdanovic9291
Bol Bol3055
Bradley Beal8183
Brandin Podziemski6471
Brandon Boston Jr.9686
Brandon Clarke6082
Brandon Goodwin8388
Brandon Ingram7584
Brandon Miller8987
Brandon Williams8584
Brayden Burries6977
Breanna Stewart100100
Brice Sensabaugh9385
Bronny James Jr.8587
Brook Lopez7383
Bruce Brown7785
Bruno Fernando8584
Bryce McGowens8798
Bryn Forbes8287
Buddy Hield8388
Cade Cunningham9298
Caitlin Clark3030
Caleb Houstan3030
Caleb Love8886
Caleb Martin7884
Caleb Wilson8781
Cam Christie9087
Cam Spencer4148
Cam Whitmore9289
Cameron Boozer8694
Cameron Carr8987
Cameron Johnson6881
Cameron Payne8087
Cameron Reddish89100
Cameron Thomas9194
Candace Parker95100
Caris Levert3556
Carlton Carrington8582
Carmelo Anthony8492
Carsen Edwards9386
Carter Bryant8595
Cason Wallace7283
Cassius Winston7848
Cedi Osman8789
Cedric Coward5579
Chaney Johnson9193
Charles Bassey6767
Charles Brown Jr.4664
Charles Oakley7481
Charlisse Legerwalker8388
Chauncey Billups3048
Chelsea Gray94100
Chet Holmgren8287
Chimezie Metu9192
Chris Bosh7277
Chris Boucher8386
Chris Brickley8986
Chris Cenac Jr.8788
Chris Chiozza8979
Chris Duarte5557
Chris Manon3333
Chris Mullin9186
Chris Paul8581
Chris Webber9492
Christian Anderson8774
Christian Braun5280
Christian Wood8687
Chucky Hepburn6177
Chuma Okeke8488
CJ Elleby9695
CJ McCollum9486
Clint Capela3030
Clyde Drexler7585
Coby White8892
Cody Martin8187
Cody Williams8985
Cody Zeller3032
Colby Jones5771
Cole Anthony8885
Cole Swider5984
Collin Gillespie3030
Collin Murrayboyles8888
Collin Sexton8495
Cooper Flagg8780
Corey Kispert8476
Cory Joseph7583
Craig Porter Jr.9191
Daeqwon Plowden6958
Dailyn Swain8279
Daishen Nix7686
Dalano Banton5835
Dalen Terry6584
Dalton Knecht9070
Damian Jones5577
Damian Lillard6078
Damion Baugh5477
Damion Lee8177
Dan Rue9191
Dangelo Russell6682
Daniel Gafford9089
Daniel Theis6783
Danilo Gallinari8277
Danny Green9380
Danny Wolf6467
Dante Exum3465
Danuel House8785
Dario Saric8881
Dariq Whitehead4943
Darius Acuff Jr.3030
Darius Bazley8587
Darius Garland8690
Daron Holmes II8989
Darren Collison8681
Darryn Peterson8381
David Nwaba8493
David Robinson9291
David Roddy9391
David West9296
Davion Mitchell8994
Davis Bertans7078
Davon Reed8485
Dayron Sharpe6989
Deaaron Fox7985
Dean Wade8993
Deandre Ayton3030
Deandre Bembry3030
Deandre Hunter9491
Deandre Jordan9398
Deanthony Melton8790
Default Big4672
Default Small6053
Default Swing4962
Dejon Jarreau5982
Dejounte Murray8997
Delon Wright9084
Demar Derozan8479
Demarcus Cousins8487
Deni Avdija8389
Dennis Schroder3052
Dennis Smith Jr.8487
Dereck Lively II8888
Derek Fisher8488
Derik Queen6656
Derrick Favors8588
Derrick Jones Jr.8680
Derrick Rose9589
Derrick White6487
Desmond Bane7486
Devin Booker8887
Devin Carter8798
Devin Vassell8885
Devontae Cacok7380
Devonte Graham8086
Dewayne Dedmon8585
Diana Taurasi81
Dick Barnett8885
Dillon Brooks3649
Dillon Jones9090
Dirk Nowitzki9183
DJ Augustin9384
DJ Wilson8788
Domantas Sabonis8178
Dominick Barlow6881
Dominique Wilkins7780
Donovan Clingan4350
Donovan Mitchell8883
Donte Divincenzo10096
Dorian Finneysmith8696
Doug McDermott3038
Drake Powell5881
Draymond Green8694
Drew Eubanks7480
Duncan Robinson8995
Duop Reath8387
Dwight Howard7582
Dwight Powell7790
Dwyane Wade8485
Dylan Cardwell3030
Dylan Harper4367
Dylan Windler6173
Dyson Daniels8387
Ebuka Okorie7977
Ed Davis6389
Edmond Sumner8079
Egor Demin8595
EJ Liddell99100
Elfrid Payton8779
Elijah Harkless8990
Elijah Hughes8087
Elton Brand8687
Enrique Freeman6281
Eric Bledsoe7087
Eric Gordon5069
Eric Paschall8781
Eugene Omoruyi3030
Evan Fournier9090
Evan Mobley3078
Facundo Campazzo7484
Flaujae Johnson7877
Frank Jackson8987
Frank Kaminsky III8682
Frank Ntilikina9692
Franz Wagner9385
Fred Vanvleet9292
Furkan Korkmaz8383
Gabe Vincent9290
Gabriela Jaquez6173
Garrett Temple8386
Garrison Mathews8683
Gary Clark7579
Gary Harris6286
Gary Payton II3267
Gary Trent Jr.8389
George Hill7288
Georges Niang5174
GG Jackson7854
Gianna Kneepkens8686
Giannis Antetokounmpo5080
Glenn Robinson III6562
Goga Bitadze4579
Goran Dragic8593
Gordon Hayward8387
Gorgui Dieng9083
Gradey Dick9384
Grant Williams8487
Grayson Allen7777
Greg Brown9093
Guerschon Yabusele8782
Gui Santos8586
Hamidou Diallo8683
Hannes Steinbach5785
Harrison Barnes9489
Harrison Ingram9196
Harry Giles III9696
Hassan Whiteside7479
Haywood Highsmith9495
Herbert Jones3837
Hugo Gonzalez6380
Hunter Tyson8784
Ibou Badji9183
Ignas Brazdeikis7278
Immanuel Quickley7184
Isaac Bonga8999
Isaac Jones8477
Isaac Okoro3030
Isaiah Collier8785
Isaiah Crawford8490
Isaiah Hartenstein3573
Isaiah Jackson7378
Isaiah Joe7683
Isaiah Livers8880
Isaiah Roby7783
Isaiah Stevens6680
Isaiah Stewart8485
Isaiah Thomas8891
Isaiah Todd5889
Ish Smith8687
Ivica Zubac9896
J Cole8487
Ja Morant8590
Jabari Smith Jr.8283
Jabari Walker8890
Jaden Hardy5787
Jaden Ivey8187
Jaden McDaniels6676
Jaden Springer9287
Jae Crowder6184
Jaesean Tate9593
Jahmius Ramsey8982
Jaime Jaquez Jr.6080
Jake Laravia8991
Jake Layman8690
Jakob Poeltl5677
Jakobe Walter8478
Jalen Bridges8593
Jalen Brunson8485
Jalen Duren8487
Jalen Green8488
Jalen Hoodschifino8987
Jalen Johnson8489
Jalen McDaniels8794
Jalen Pickett9693
Jalen Slawson8891
Jalen Smith8694
Jalen Suggs8988
Jalen Williams9087
Jalen Wilson8792
Jamal Cain9391
Jamal Murray8485
Jamal Shead8589
Jamaree Bouyea8896
James Bouknight8379
James Harden8790
James Johnson9389
James Wiseman7883
Jamir Watkins9291
Jamison Battle8887
Jamychal Green8482
Jarace Walker8790
Jared Butler9389
Jared McCain9490
Jaren Jackson Jr.6785
Jarred Vanderbilt8686
Jarrett Allen92100
Jarrett Culver9699
Jase Richardson8285
Jason Kidd6273
Jason Preston6282
Jason Williams9888
Javale McGee9388
Javon Small8484
Javonte Cooke8681
Javonte Green8882
Jaxson Hayes6476
Jay Huff6277
Jay Scrubb8681
Jayden Quaintance8479
Jaylen Brown8482
Jaylen Clark7489
Jaylen Nowell10096
Jaylen Wells9091
Jaylin Williams9692
Jaylon Tyson9181
Jayson Tatum8383
JD Davison7190
Jeff Green7487
Jerami Grant8691
Jeremiah Fears3037
Jeremiah Robinsonearl7083
Jeremy Lamb8782
Jeremy Sochan6078
Jerome Robinson3030
Jerry West6582
Jett Howard6285
Jevon Carter9092
Jimmy Butler9286
JJ Redick10099
Joakim Noah3030
Joan Beringer8688
Jock Landale8483
Joe Harris8390
Joe Ingles9391
Joel Embiid7278
John Collins9083
John Konchar9485
John Stockton8691
John Wall8687
Johnny Davis8283
Johnny Furphy6367
Johnny Juzang8985
Jonas Valanciunas5882
Jonathan Isaac8397
Jonathan Kuminga8484
Jonathan Mogbo8791
Jontay Porter9696
Jordan Clarkson5972
Jordan Goodwin8584
Jordan Hawkins7073
Jordan McLaughlin7894
Jordan Miller5982
Jordan Nwora8989
Jordan Poole7781
Jordan Walsh8886
Jose Alvarado8984
Josh Christopher7478
Josh Giddey7183
Josh Green5861
Josh Hart7777
Josh Jackson9185
Josh Okogie9794
Josh Richardson7478
Joshua Jefferson9193
Joshua Primo8686
Jr. Smith8582
Jrue Holiday7887
JT Thor4168
Juan Hernangomez7979
Juan Toscano9886
Julian Champagnie8484
Julian Phillips7084
Julian Strawther8895
Julius Randle8889
Justin Champagnie7781
Justin Edwards7381
Justin Holiday5083
Justin Jackson9187
Justin Minaya3030
Justise Winslow8982
Jusuf Nurkic3863
Kai Jones6487
Kam Jones9186
Kareem Abduljabbar6970
Karim Lopez9294
Karl Malone3850
Karlanthony Towns5177
Karlo Matkovic8486
Kasparas Jakucionis5889
Kawhi Leonard7878
Keaton Wagler9491
Keaton Wallace8385
Keegan Murray8180
Keita Batesdiop9487
Kelan Martin8077
Keldon Johnson4544
Kelel Ware7885
Kelly Olynyk6679
Kelly Oubre Jr.9193
Kelsey Plum8785
Kemba Walker7785
Kendrick Nunn9691
Kenneth Lofton Jr.4850
Kenrich Williams9285
Kent Bazemore8784
Kentavious Caldwellpope8181
Kenyon Martin Jr.8990
Keon Ellis9991
Keon Johnson8992
Kessler Edwards4259
Kevin Duckworth9587
Kevin Durant3038
Kevin Garnett7777
Kevin Huerter9285
Kevin Knox II8988
Kevin Love7186
Kevin Martin9390
Kevin Porter Jr.8489
Kevon Looney9282
Keyonte George9386
Khaman Maluach8883
Khem Birch100100
Khris Middleton9189
Kiki Rice8483
Killian Hayes8491
Kingston Flemings6986
Kira Lewis Jr.9690
KJ Simpson7882
Klay Thompson3030
Koa Peat8381
Kobe Brown8590
Kobe Bryant9088
Kobe Bufkin7888
Kobe Sanders8481
Kon Knueppel8987
Kris Dunn6879
Kris Murray7783
Kristaps Porzingis9388
Kyle Anderson5852
Kyle Filipowski6884
Kyle Guy9393
Kyle Korver8985
Kyle Kuzma8780
Kyle Lowry3077
Kyrie Irving3033
Kyshawn George9088
KZ Okpala9096
Labaron Philon Jr.6488
Lamar Odom6779
Lamar Stevens8685
Lamarcus Aldridge8986
Lamelo Ball6879
Lance Stephenson7984
Landry Shamet8191
Larry Bird8778
Larry Nance Jr.93100
Lauren Betts100100
Lauri Markkanen6580
Ld2K8589
Leandro Bolmaro3356
Lebron James8487
Leonard Miller7398
Lester Quinones8689
Lethal Shooter9090
Liam McNeeley5682
Lindy Waters III7276
Lonnie Walker IV7381
Lonzo Ball7778
Louis King8988
Louis Williams3030
Luguentz Dort9992
Luka Doncic9085
Luka Garza9894
Luka Samanic8888
Luke Kennard9194
Luke Kornet9196
Magic Johnson7978
Malachi Flynn9386
Malaki Branham7381
Malcolm Brogdon9085
Malevy Leons8989
Malik Beasley8587
Malik Monk8784
Marc Gasol9595
Marcus Morris Sr.8791
Marcus Sasser4869
Marcus Smart5080
Marjon Beauchamp5576
Mark Williams9390
Markelle Fultz8885
Markieff Morris8387
Marko Simonovic8886
Marquese Chriss8383
Marvin Bagley III7988
Mason Jones7591
Mason Plumlee9285
Matas Buzelis3030
Matisse Thybulle6064
Matt Ryan9185
Matt Thomas4751
Matthew Dellavedova8580
Maurice Harkless9594
Max Christie6676
Max Strus8789
Maxi Kleber7884
Maxime Raynaud8480
Micah Peavy8794
Micah Potter8484
Michael Carterwilliams8886
Michael Jordan8892
Michael Porter Jr.9192
Mikal Bridges6580
Mike Conley7380
Mike Muscala8790
Mikel Brown Jr.6681
Miles Bridges3935
Miles McBride8589
Mitchell Robinson8090
Mohamed Bamba8889
Monte Morris6677
Montrezl Harrell9092
Morez Johnson Jr.8384
Moritz Wagner6483
Moses Moody6972
Mouhamed Gueye8192
Mychal Mulder9696
Myles Turner8380
Nahshon Hyland9595
Naji Marshall8284
Nassir Little3065
Nate Ament8388
Nate Robinson7684
Nathan Knight7382
Naz Reid8189
Neemias Queta8894
Nemanja Bjelica8885
Nerlens Noel9288
Nick Richards8989
Nick Smith Jr.8581
Nickeil Alexanderwalker8999
Nicolas Batum6676
Nicolas Claxton8783
Nik Stauskas6682
Nikola Jokic7781
Nikola Jovic9088
Nikola Topic5475
Nikola Vucevic8181
Nique Clifford8886
Noa Essengue8485
Noah Clowney8889
Nolan Traore9790
Norman Powell7079
Obi Toppin6967
Ochai Agbaji9886
OG Anunoby9897
Olivia Miles8790
Olivier Sarr7778
Oliviermaxence Prosper3030
Omer Yurtseven3030
Onuralp Bitim3030
Onyeka Okongwu7889
Orlando Robinson8880
Oscar Robertson5584
Oshae Brissett9192
Oso Ighodaro6277
Otto Porter8285
Ousmane Dieng5485
Pacome Dadiet3052
Paolo Banchero9195
Pascal Siakam3044
Pat Connaughton3030
Patrick Baldwin Jr.9290
Patrick Beverley8583
Patrick Ewing8684
Patrick Mills8580
Patrick Williams8181
Pau Gasol8688
Paul George5077
Paul Millsap10086
Paul Pierce7874
Paul Reed3030
Payton Pritchard8483
Pelle Larsson8590
Penny Hardaway8991
Peyton Watson7180
PJ Dozier8587
PJ Tucker9397
PJ Washington8385
Precious Achiuwa8789
Quentin Grimes4475
Quinndary Weatherspoon8887
Quinten Post8482
Rajon Rondo8690
Rashard Lewis8282
Rasheer Fleming8787
Raul Neto7479
Raven Johnson8583
Ray Allen8783
Rayan Rupert9290
Reece Beekman7980
Reed Sheppard8784
Reggie Bullock8399
Reggie Jackson8484
Richaun Holmes9690
Ricky Council IV8788
Ricky Rubio6980
RJ Barrett7489
RJ Hampton8367
Robert Covington7881
Robert Dillingham8693
Robert Williams III4875
Robert Woodard II8678
Robin Lopez9191
Rodney Hood7776
Rodney McGruder8882
Romeo Langford5275
Ron Holland8986
Ronnie 2K8380
Royce Oneale8789
Rudy Gay9090
Rudy Gobert8385
Rui Hachimura9994
Russell Westbrook8684
Ryan Arcidiacono8283
Ryan Dunn95100
Ryan Nembhard8586
Ryan Rollins7982
Saben Lee6446
Sabrina Ionescu8484
Saddiq Bey9089
Sam Hauser7984
Sam Merrill8583
Sam Perkins7386
Sandro Mamukelashvili9087
Santi Aldama9086
Sasha Vezenkov7985
Scoot Henderson8686
Scottie Barnes94100
Scottie Pippen8484
Scotty Pippen Jr.6382
Semi Ojeleye6482
Serge Ibaka3030
Sergio De Larrea3030
Seth Curry98100
Shaedon Sharpe5758
Shai Gilgeousalexander8283
Shake Milton6879
Shaquille Oneal8387
Shawn Marion8357
Sidy Cissoko8787
Simone Fontecchio8892
Sion James7280
Skal Labissiere9891
Skylar Mays6175
Spencer Dinwiddie9091
Stanley Johnson9594
Stephen Curry6275
Stephon Castle6068
Sterling Brown8489
Steve Francis8381
Steve Kerr7882
Steve Nash8988
Steven Adams8981
Sue Bird9495
Sviatoslav Mykhailiuk7880
Taelon Peter9189
Taina Mair9198
Taj Gibson4156
Talen Hortontucker8685
Tari Eason9180
Tarris Reed Jr.9182
Taurean Prince9393
Taylor Hendricks7079
Taze Moore8479
Terance Mann8684
Terence Davis8381
Terrence Ross8484
Terrence Shannon Jr.8379
Terry Rozier III9189
Terry Taylor3875
Thaddeus Young9693
Thanasis Antetokounmpo8993
Theo Maledon8387
Theo Pinson8293
Thomas Bryant8482
Thomas Sorber9591
Tidjane Salaun4955
Tim Duncan8585
Tim Frazier6177
Tim Hardaway Jr.9093
Timothe Luwawucabarrot8583
TJ McConnell9294
TJ Warren6682
Tobias Harris8291
Tomas Satoransky9593
Toni Kukoc6065
Tony Bradley5367
Tony Parker8093
Tony Snell6348
Torrey Craig8883
Toumani Camara4843
Tracy McGrady7869
Trae Young5666
Tre Johnson8488
Tre Jones7983
Tre Mann7680
Trendon Watford7886
Trevelin Queen5677
Trevor Ariza8887
Trey Burke8286
Trey Lyles8486
Trey Murphy III8583
Tristan Da Silva7884
Tristan Thompson7682
Tristen Newton9186
Troy Brown Jr.9697
Ty Jerome9493
Tyler Cook8383
Tyler Herro6978
Tyler Johnson10094
Tyler Kolek3037
Tyler Smith9487
Tyrell Terry8685
Tyrese Haliburton8086
Tyrese Maxey9291
Tyson Etienne8679
Tyty Washington Jr.10097
Tyus Jones3030
Udoka Azubuike3030
Udonis Haslem9085
Usman Garuba8785
Vernon Carey Jr.7491
Victor Oladipo8584
Victor Wembanyama3066
Vince Carter8788
Vince Williams Jr.8379
Vit Krejci8991
VJ Edgecombe9695
Vladimir Radmanovic7079
Vlatko Cancar3030
Walker Kessler8782
Walter Clayton Jr.8485
Wayne Ellington6679
Wendell Carter Jr.4358
Wendell Moore Jr.7185
Wenyen Gabriel3041
Wesley Matthews9395
Will Barton5858
Will Richard4970
Will Riley8383
Willy Hernangomez9295
WNBA jump shot 19993
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Xavier Tillman3030
Yang Hansen8990
Yanic Konan Niederhauser7180
Yaxel Lendeborg9691
Yogi Ferrell8579
Yuta Watanabe8888
Yves Missi8784
Zaccharie Risacher5888
Zach Collins9297
Zach Edey9090
Zach Lavine5987
Zach Randolph9287
Zeke Nnaji3030
Ziaire Williams8979
Zion Williamson5477
Zuby Ejiofor6581

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