DOCUMENT 02 / YOUR BUILD
Your build,
by the numbers.
Everything you pick for your MyPLAYER, from the game's own code: how the jump shot creator grades a base, two releases, a blend and a release speed, and why that grade is the rating you need; what every badge does, what each level needs and how synergy badges switch on; how Takeover fills; and, putting it together, which Three-Point rating to build to. What these do once you're on the court is in How a shot works.
Updated October 25, 2026, Patch 2 · 45 min read
Fixedset in the code Built-inthe game's own tuning, Patch 2 Serversent by 2K online What the labels mean
The short version
- A jump shot is five choices: a base, a first release, a second release, a blend between the two releases, and one of five release speeds. There are 884 bases and 884 releases, one of each for every player in the game plus three defaults.
- It gets one overall grade out of 90. Four parts add up to it: release height (up to 15 points), release speed (up to 15), timing (up to 30) and defense immunity (up to 30).
- The overall grade is the requirement. You can equip a jump shot if your Mid-Range or your Three-Point is at least its overall grade, now or at your build's maximum.
- The base sets timing, the releases set immunity. Every base carries a timing number from 30 to 100 and every release an immunity number from 30 to 100, all listed here.
- Timing and immunity are 60 of the 90 points. Height and speed, the other 30, are measured from the animation as the shot plays, so no jump shot has a number for them to list.
- The best on paper: nine bases have a timing number of 100 and thirteen releases an immunity number of 100. Any of those bases with any two of those releases earns all 60 timing and immunity points.
- Release speed trades timing for speed. The timing number is divided by 0.94 on very slow up to 1.06 on very quick.
- Badges act in four places: the shot rating, the defense, the chance on certain shots, and, for Quick Trigger, how much a quick shot's speed varies. Every shooting badge level adds about 4 points of shot rating, and badges together can add at most +0.3.
- Badge levels unlock at set attributes, the same in every mode. Set and Fire needs 60, 78, 89 and 97 Three-Point.
- Synergy badges trigger by use count. In the Park most badges switch on their linked badge after 1 or 2 uses; in Rec and NBA games it's usually 2 to 5; Pro-Am has none set.
- Takeover fills with good basketball. An assist is worth +15, a made three +12 and a bad shot −10. In the built-in tuning, a shooting Takeover doesn't grow the jump-shot window.
- Build to the thresholds. 89 Three-Point with Gold Set and Fire has a wider window on set threes than a bare 99.
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.
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.
- Start from a base with a timing number of 100. Timing is worth up to 30 of the 90 points, and it's also how steady your shot's speed is from attempt to attempt (on the court). Nine bases have 100; they're listed below.
- Pair two releases with an immunity number of 100. Immunity shrinks every contest on your shot, which is what gets you through Park and Rec defense. Any blend between two 100s stays at 100.
- Love a release with a lower number? Put a 100 release second and blend toward it (the best blends).
- Use the blend to equip sooner. Each point of immunity you give up lowers the requirement by 0.3, so a new build can take a strong jumper into the Park before its Mid-Range or Three-Point gets all the way there.
- Think twice about quick speeds. They get the ball out faster against closeouts, but they lower your timing part and make your speed vary more (the release speed setting).
And for your badges:
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.
- Build to the thresholds. One attribute point that reaches a badge level is worth far more than the points around it (Getting each level, the best Three-Point rating).
- Match the shooting badges to how you score. Set and Fire and Static Middy only help set shots; Arc Cadence and Smooth Operator only help shots on the move (the shot bands).
- Don't over-stack rating badges. Everything badges add to one shot's rating stops at +0.3. Past that, more rating badges on the same shot add nothing.
- Know when Deadeye works. It cuts late closeouts, not a defender who's already smothering your three. Against those, a high-immunity release helps more (Deadeye).
- Build your synergies for your main mode. The Park needs 1 or 2 uses for most badges, Rec 2 to 5, and Pro-Am has no counts at all (the table).
- Fill Takeover with good basketball. Assists and made threes are worth the most, and most Park games add a quarter to every good play (the meter).
PART 1 · YOUR JUMP SHOT
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.
| Choice | What it is | What it feeds |
|---|---|---|
| Base | The start of the shot: one of 884, named after players, plus a small, a swing and a big default | The timing part (from its timing number), and the animation |
| Release 1 and release 2 | The release motion: the same list of 884 names | The immunity part (from their immunity numbers), and the animation |
| Blend | How far to move from release 1 toward release 2, from 0 to 100% | A straight-line mix of the two releases |
| Release speed | Very 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 cue | Where the creator places the release cue for this combination | Nothing in the grade |
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 × immuneIn 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
| Part | Weight | Most it adds | Where it comes from | Listed here? |
|---|---|---|---|---|
| Release height | 15% | 15 points | How 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 speed | 15% | 15 points | Time from the start of the shot to the release: 100 at 0.477 s or quicker, 30 at 0.85 s | No, for the same reason. |
| Timing | 30% | 30 points | The base's timing number, divided by the release speed scale | Yes, for every base |
| Defense immunity | 30% | 30 points | The two releases' immunity numbers, blended | Yes, for every release |
| Overall grade | 90% | 90 points | The 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 speed | Scale | Timing for an average base (76.6) | Timing for a base with 100 Built-in |
|---|---|---|---|
| Very slow | 0.94 | 81.5 | 100 (106, kept at 100) |
| Slow | 0.97 | 79.0 | 100 (103, kept at 100) |
| Normal | 1.00 | 76.6 | 100 |
| Quick | 1.03 | 74.4 | 97.1 |
| Very quick | 1.06 | 72.3 | 94.3 |
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.
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.
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 timing | Release immunity | |
|---|---|---|
| How many | 883 (one base has none) | 884 |
| Average | 76.6 | 80.5 |
| Middle value | 84 | 85 |
| At the top, 100 | 9 | 13 |
| At the floor, 30 | 60 | 37 |
- A player's two numbers go together. Across all players, base timing and release immunity line up strongly (a correlation of 0.85). Players with a steady base usually have a hard-to-bother release too.
- The floor of 30 isn't only for non-shooters. Sixty bases sit at 30, including Anthony Davis, Deandre Ayton, Clint Capela and Chauncey Billups, and the releases at 30 include Caitlin Clark's. A 30 looks like a value that wasn't tuned rather than a judgment of the player.
- The defaults are average or worse. Default small: timing 60, immunity 53. Default swing: 49 and 62. Default big: 46 and 72.
- One base is missing. Diana Taurasi's base has no timing number on Patch 2; her release scores 81.
- There are 39 generic WNBA jump shots, numbered in the list. WNBA jump shot 1 has the best of their bases at 99 timing.
The top bases and releases
Bases by timing
| Base | Timing | Base | Timing |
|---|---|---|---|
| Breanna Stewart | 100 | Luguentz Dort | 99 |
| Donte Divincenzo | 100 | Rui Hachimura | 99 |
| JJ Redick | 100 | WNBA jump shot 1 | 99 |
| Jaylen Nowell | 100 | Angela Dugalic | 98 |
| Khem Birch | 100 | Ivica Zubac | 98 |
| Lauren Betts | 100 | Jason Williams | 98 |
| Paul Millsap | 100 | Juan Toscano | 98 |
| Tyler Johnson | 100 | Luka Garza | 98 |
| Tyty Washington Jr. | 100 | OG Anunoby | 98 |
| Beluba | 99 | Ochai Agbaji | 98 |
| EJ Liddell | 99 | Seth Curry | 98 |
| Keon Ellis | 99 | Skal Labissiere | 98 |
Releases by defense immunity
| Release | Immunity | Release | Immunity |
|---|---|---|---|
| Bennett Stirtz | 100 | Seth Curry | 100 |
| Breanna Stewart | 100 | Isaac Bonga | 99 |
| Cameron Reddish | 100 | JJ Redick | 99 |
| Candace Parker | 100 | Jarrett Culver | 99 |
| Chelsea Gray | 100 | Nickeil Alexanderwalker | 99 |
| EJ Liddell | 100 | Reggie Bullock | 99 |
| Jarrett Allen | 100 | Bryce McGowens | 98 |
| Khem Birch | 100 | Cade Cunningham | 98 |
| Larry Nance Jr. | 100 | Deandre Jordan | 98 |
| Lauren Betts | 100 | Devin Carter | 98 |
| Ryan Dunn | 100 | Leonard Miller | 98 |
| Scottie Barnes | 100 | Taina Mair | 98 |
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.
| Player | Base timing | Release immunity |
|---|---|---|
| Breanna Stewart | 100 | 100 |
| Khem Birch | 100 | 100 |
| Lauren Betts | 100 | 100 |
| EJ Liddell | 99 | 100 |
| JJ Redick | 100 | 99 |
| Seth Curry | 98 | 100 |
| Tyty Washington Jr. | 100 | 97 |
| Donte Divincenzo | 100 | 96 |
| Jaylen Nowell | 100 | 96 |
| Candace Parker | 95 | 100 |
| Jarrett Culver | 96 | 99 |
| OG Anunoby | 98 | 97 |
| Ryan Dunn | 95 | 100 |
| Ivica Zubac | 98 | 96 |
| Troy Brown Jr. | 96 | 97 |
| Harry Giles III | 96 | 96 |
| Jontay Porter | 96 | 96 |
| Mychal Mulder | 96 | 96 |
| CJ Elleby | 96 | 95 |
| VJ Edgecombe | 96 | 95 |
| Alex Karaban | 95 | 95 |
| Marc Gasol | 95 | 95 |
| Nahshon Hyland | 95 | 95 |
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:
- Two 100 releases: any blend. Pair any two of the 13 releases at 100 (Bennett Stirtz, Breanna Stewart, Cameron Reddish, Candace Parker, Chelsea Gray, EJ Liddell, Jarrett Allen, Khem Birch, Larry Nance Jr., Lauren Betts, Ryan Dunn, Scottie Barnes and Seth Curry) and every blend from 0 to 100% gives 100 immunity. That's 78 pairs, so you can pick the blend purely for how the release looks and feels.
- A favorite release with a lower number: blend toward a 100. Put the 100 release second and slide the blend toward it. The table below shows how far you need to go.
- Two releases under 100: lean toward the higher one. A 50/50 blend of a 96 and a 90 is 93; 80% toward the 96 is 94.8.
| Your release's immunity | Blend toward a 100 release for 95 | For 98 | At 50/50 |
|---|---|---|---|
| 95 | 0% (already there) | 60% | 97.5 |
| 90 | 50% | 80% | 95 |
| 85 | 67% | 87% | 92.5 |
| 80 | 75% | 90% | 90 |
| 75 | 80% | 92% | 87.5 |
| 70 | 83% | 93% | 85 |
| 60 | 88% | 95% | 80 |
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.
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.
- Timing is steadiness. The game turns your timing part into a steadiness score from 30 to 100 that sets how much your shot's speed varies from attempt to attempt; a quicker release speed lowers it. A base with 100 timing gives the steadiest jumper, so the moment you have to release moves least.
- Immunity cuts every contest. 100 immunity multiplies the defense on your shot by 0.8, and 35 by 1.2. That defense sets your starting chance and, online, how a contested shot plays out (see The defense).
- A higher grade can mean more anti-cheat randomness. If 2K switches on the random jump-shot speed online, its effect grows on jump shots that need more, from a minimum at a requirement of 60 to full strength at 95. In the built-in tuning it's switched off. See Fair play.
- Your window doesn't depend on the jump shot. The Excellent window comes from the game style (Superstar online, Hall of Fame in competitive games) and the look, not from the grades. See The timing window.
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 rangeIn 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.
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.
| Slot | Level | Who can have it Fixed |
|---|---|---|
| 0 | Not equipped | Everyone. The value here is what the badge does when you don't have it. |
| 1–4 | Bronze, Silver, Gold, Hall of Fame | Players, as in earlier games |
| 5 | Legend | Players. It's the top level for every badge that has levels. |
| 6 | A level above Legend | No 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
- Shooting: Deadeye, Limitless Range, Mini Marksman, Set and Fire, Arc Cadence, Static Middy, Smooth Operator, Quick Trigger.
- Post scoring: Hook Specialist, Post Fade Phenom, Post Powerhouse, Post Spin Catalyst.
- Finishing: Float Game, Posterizer, Rise Up, Aerial Wizard, Layup Mixmaster, Paint Prodigy, Physical Finisher, Ghost Stepper.
- Playmaking: Bail Out, Break Starter, Dimer, Versatile Visionary, Handles for Days, Unpluckable, Ankle Assassin, Lightning Launch, Strong Handle, Pace, Slippery Off-Ball.
- Defense: Post Lockdown, Challenger, Off-Ball Pest, Pick Dodger, Glove, Interceptor, Pogo Stick, Brick Wall, Immovable Enforcer, High-Flying Denier, Paint Patroller, Wall Up, Seatbelt, Ankle Braces.
- Rebounding: Crasher, Possession Closer, Sync Snatcher, Boxout Boss.
- Speed and stamina: Flash and Work Horse.
- The rest: Work Ethic, Marketability, Breaker, Bruiser.
- Personality, on or off: Low Friendliness, High Friendliness, Small Ego, Big Ego, Negatively Motivated, Positively Motivated, Expressive, Unpredictable, Laid Back, Big Market Player, Fair Weather Player, Tax Avoider, Alpha Dog, Enforcer.
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
| Badge | What it changes | Bronze | Silver | Gold | HOF | Legend Built-in |
|---|---|---|---|---|---|---|
| Set and Fire, Static Middy, Arc Cadence, Smooth Operator, Mini Marksman | Shot rating | +0.04 | +0.08 | +0.11 | +0.15 | +0.19 |
| Limitless Range, Hook Specialist, Post Fade Phenom | Chance on its shots | +0.04 | +0.08 | +0.11 | +0.15 | +0.19 |
| Deadeye | Defense at release, on a late closeout | × 0.95 | × 0.90 | × 0.82 | × 0.72 | × 0.60 |
| Quick Trigger | Share 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
| Badge | What it changes | Bronze | Silver | Gold | HOF | Legend Built-in |
|---|---|---|---|---|---|---|
| Float Game | Chance on floaters | +0.05 | +0.10 | +0.15 | +0.20 | +0.25 |
| Layup Mixmaster | Chance on its specialty layups | +0.05 | +0.10 | +0.15 | +0.20 | +0.25 |
| Layup Mixmaster | Contact defense on fancy footwork | −0.04 | −0.08 | −0.12 | −0.16 | −0.20 |
| Ghost Stepper | Chance after a shot fake (within 4 s) | +0.02 | +0.03 | +0.05 | +0.08 | +0.12 |
| Ghost Stepper | Defense on that shot | × 0.95 | × 0.90 | × 0.82 | × 0.72 | × 0.60 |
| Posterizer | Chance of a contact dunk | × 1.1 | × 1.15 | × 1.6 | × 1.9 | × 2.2 |
| Rise Up | Chance of a contact dunk | × 1.1 | × 1.25 | × 1.4 | × 1.65 | × 1.8 |
| Physical Finisher | Shooter's strength edge in a size mismatch | +0.1 | +0.2 | +0.3 | +0.4 | +0.5 |
| Aerial Wizard | Alley-oop pass and catch difficulty | × 0.95 | × 0.85 | × 0.75 | × 0.65 | × 0.60 |
| Aerial Wizard | Alley-oop timing allowance | +1 | +2 | +3 | +4 | +5 |
| Aerial Wizard | Putback dunk frequency | × 1.2 | × 1.3 | × 1.4 | × 1.5 | × 1.6 |
Post scoring
| Badge | What it changes | Bronze | Silver | Gold | HOF | Legend Built-in |
|---|---|---|---|---|---|---|
| Post Powerhouse | Backdown, step move and push ability | +0.03 | +0.05 | +0.08 | +0.12 | +0.17 |
| Post Spin Catalyst | Spin or drive ability out of the post | +0.03 | +0.05 | +0.08 | +0.12 | +0.17 |
| Post Spin Catalyst | Chance 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
| Badge | What it changes | Bronze | Silver | Gold | HOF | Legend Built-in |
|---|---|---|---|---|---|---|
| Unpluckable | Defender's steal chance against you | −0.10 | −0.25 | −0.40 | −0.55 | −0.70 |
| Handles for Days | Energy drain from dribble moves | × 0.9 | × 0.8 | × 0.7 | × 0.6 | × 0.5 |
| Ankle Assassin | Chance on a shot after a defender reacts (within 3 s) | +0.02 | +0.03 | +0.04 | +0.05 | +0.10 |
| Pace | Play speed while moving | × 1.01 | × 1.02 | × 1.03 | × 1.04 | × 1.05 |
| Break Starter | Miss and lean chance on outlet passes | × 0.9 | × 0.8 | × 0.7 | × 0.6 | × 0.5 |
| Bail Out | Miss chance on passes out of trouble | × 0.95 | × 0.90 | × 0.80 | × 0.70 | × 0.65 |
| The passing shot bonus | A 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 passes | Miss 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
| Badge | What it changes | Bronze | Silver | Gold | HOF | Legend Built-in |
|---|---|---|---|---|---|---|
| Challenger | How much your contest counts on a shot you challenge | × 1.05 | × 1.10 | × 1.15 | × 1.20 | × 1.25 |
| Paint Patroller | How much your contest counts on a shot near the rim | × 1.05 | × 1.10 | × 1.15 | × 1.20 | × 1.25 |
| Paint Patroller | Your impact on a contact layup | +0.1 | +0.2 | +0.3 | +0.4 | +0.5 |
| High-Flying Denier | Speed, agility and block vertical in transition | +5 | +9 | +12 | +15 | +18 |
| Pogo Stick | Delay before you can jump again (0.3 s without) | 0.26 s | 0.22 s | 0.18 s | 0.15 s | 0.12 s |
| Post Lockdown | The post player's ability against you | −0.03 | −0.05 | −0.08 | −0.12 | −0.17 |
| Glove | Chance to win a strip | × 1.2 | × 1.35 | × 1.5 | × 1.65 | × 3 |
Rebounding, speed and stamina
| Badge | What it changes | Bronze | Silver | Gold | HOF | Legend Built-in |
|---|---|---|---|---|---|---|
| Crasher | Attribute bonus on offensive rebounds | +4 | +6 | +8 | +10 | +12 |
| Possession Closer | Attribute bonus on defensive rebounds | +4 | +6 | +8 | +10 | +12 |
| Flash | Play speed | × 1.02 | × 1.025 | × 1.035 | × 1.05 | × 1.065 |
| Work Horse | Play speed | × 1.01 | × 1.02 | × 1.03 | × 1.04 | × 1.05 |
| Work Horse | Energy 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.
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 metIn 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.
| Badge | Attribute | Bronze | Silver | Gold | HOF | Heights Built-in |
|---|---|---|---|---|---|---|
| Aerial Wizard | Driving Dunk or Standing Dunk | 60 · 60 | 70 · 70 | 80 · 80 | 94 · 93 | All |
| Ankle Assassin | Ball Handle | 75 | 86 | 93 | 96 | Up to 6'10" |
| Ankle Braces | Perimeter Defense and Agility | 60 · 65 | 86 · 82 | 93 · 89 | 95 · 92 | Up to 6'9" |
| Arc Cadence | Three-Point | 70 | 86 | 91 | 98 | Up to 6'11" |
| Bail Out | Pass Accuracy | 85 | 93 | 96 | 99 | All |
| Boxout Boss | Defensive Rebound and Strength | 65 · 60 | 75 · 76 | 90 · 88 | 98 · 94 | 6'3" and up |
| Break Starter | Pass Accuracy | 65 | 77 | 89 | 97 | All |
| Breaker | Offensive Rebound and Strength | 65 · 70 | 82 · 79 | 92 · 90 | 98 · 96 | 6'3" and up |
| Brick Wall | Strength | 75 | 83 | 95 | 99 | 6'5" and up |
| Bruiser | Strength | 71 | 84 | 93 | 99 | All |
| Challenger | Perimeter Defense | 71 | 82 | 92 | 98 | Up to 6'11" |
| Crasher | Offensive Rebound and Vertical | 60 · 60 | 80 · 65 | 93 · 67 | 99 · 70 | All |
| Deadeye | Mid-Range or Three-Point | 65 · 65 | 85 · 85 | 92 · 92 | 99 · 99 | All |
| Dimer | Pass Accuracy | 50 | 70 | 86 | 95 | All |
| Flash | Speed and Agility | 70 · 60 | 82 · 78 | 87 · 81 | 95 · 91 | All |
| Float Game | Close Shot or Driving Layup | 65 · 65 | 80 · 85 | 90 · 93 | 96 · 95 | All |
| Ghost Stepper | Close Shot or Post Control | 55 · 55 | 77 · 77 | 86 · 86 | 94 · 94 | All |
| Glove | Steal | 70 | 83 | 93 | 99 | Up to 7'0" |
| Handles for Days | Ball Handle | 71 | 81 | 90 | 95 | Up to 7'0" |
| High-Flying Denier | Block and Vertical | 68 · 60 | 78 · 74 | 88 · 80 | 92 · 83 | 6'3" and up |
| Hook Specialist | Close Shot and Post Control | 60 · 55 | 75 · 65 | 87 · 80 | 94 · 90 | All |
| Immovable Enforcer | Perimeter Defense and Strength | 62 · 71 | 72 · 82 | 84 · 85 | 91 · 92 | All |
| Interceptor | Steal | 60 | 77 | 90 | 97 | All |
| Layup Mixmaster | Driving Layup | 70 | 83 | 90 | 99 | Up to 7'0" |
| Lightning Launch | Speed with Ball | 68 | 75 | 86 | 91 | Up to 6'11" |
| Limitless Range | Three-Point | 83 | 89 | 93 | 99 | All |
| Mini Marksman | Mid-Range or Three-Point | 60 · 60 | 79 · 79 | 94 · 94 | 99 · 99 | Up to 6'4" |
| Off-Ball Pest | Interior Defense or Perimeter Defense | 60 · 55 | 76 · 68 | 85 · 80 | 93 · 89 | All |
| Pace | Speed with Ball | 70 | 80 | 88 | 93 | Up to 6'10" |
| Paint Patroller | Interior Defense and Block | 60 · 70 | 71 · 84 | 77 · 93 | 84 · 99 | 6'5" and up |
| Paint Prodigy | Close Shot | 60 | 85 | 90 | 96 | 6'3" and up |
| Physical Finisher | Driving Layup and Strength | 60 · 60 | 80 · 70 | 90 · 80 | 96 · 90 | All |
| Pick Dodger | Perimeter Defense and Agility | 73 · 71 | 83 · 81 | 90 · 88 | 97 · 91 | Up to 6'10" |
| Pogo Stick | Vertical | 63 | 70 | 80 | 90 | All |
| Possession Closer | Defensive Rebound and Vertical | 67 · 60 | 87 · 65 | 95 · 67 | 99 · 70 | All |
| Post Fade Phenom | Mid-Range and Post Control | 60 · 55 | 71 · 74 | 84 · 84 | 91 · 93 | All |
| Post Lockdown | Interior Defense and Strength | 65 · 65 | 82 · 74 | 88 · 80 | 93 · 88 | 6'5" and up |
| Post Powerhouse | Post Control and Strength | 60 · 65 | 75 · 79 | 85 · 86 | 95 · 95 | 6'5" and up |
| Post Spin Catalyst | Post Control | 65 | 83 | 91 | 99 | 6'1" and up |
| Posterizer | Driving Dunk and Vertical | 73 · 65 | 87 · 75 | 93 · 80 | 99 · 90 | All |
| Quick Trigger | Mid-Range or Three-Point | 80 · 80 | 88 · 88 | 95 · 95 | 99 · 99 | All |
| Rise Up | Standing Dunk and Vertical | 60 · 55 | 81 · 62 | 90 · 66 | 99 · 70 | 6'5" and up |
| Seatbelt | Perimeter Defense and Agility | 75 · 70 | 85 · 77 | 91 · 80 | 99 · 86 | Up to 6'9" |
| Set and Fire | Three-Point | 60 | 78 | 89 | 97 | All |
| Slippery Off-Ball | Speed and Agility | 57 · 57 | 73 · 65 | 85 · 77 | 94 · 90 | Up to 6'9" |
| Smooth Operator | Mid-Range | 70 | 87 | 93 | 99 | Up to 6'11" |
| Static Middy | Mid-Range | 55 | 75 | 85 | 95 | All |
| Strong Handle | Ball Handle and Strength | 60 · 75 | 67 · 82 | 73 · 89 | 78 · 95 | Up to 6'11" |
| Sync Snatcher | Offensive Rebound or Defensive Rebound | 55 · 55 | 70 · 70 | 82 · 82 | 90 · 90 | All |
| Unpluckable | Post Control or Ball Handle | 65 · 65 | 86 · 80 | 96 · 92 | 100 · 97 | All |
| Versatile Visionary | Pass Accuracy | 65 | 80 | 90 | 99 | All |
| Wall Up | Interior Defense and Strength | 80 · 75 | 85 · 80 | 95 · 90 | 99 · 92 | 6'5" and up |
| Work Horse | Agility or Strength | 60 · 60 | 75 · 75 | 85 · 85 | 95 · 95 | All |
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 slotsIn 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_defenseIn 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.
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-rangeIn 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.
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 difficultyIn 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.
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 used | NBA games | Rec and 5v5 | 3v3 | 2v2 and 4v4 | Street courts and Open Run | 1v1 Built-in |
|---|---|---|---|---|---|---|
| Aerial Wizard | 1 | 1 | 1 | 1 | 1 | 1 |
| Ankle Assassin | 2 | 2 | 1 | 1 | 1 | 3 |
| Ankle Braces | 1 | 2 | 1 | 1 | 1 | 1 |
| Arc Cadence | 2 | 2 | 1 | 1 | 1 | 1 |
| Bail Out | 2 | 2 | 1 | 1 | 1 | 1 |
| Boxout Boss | 2 | 3 | 1 | 1 | 1 | 1 |
| Break Starter | 2 | 3 | 2 | 1 | 2 | 1 |
| Breaker | 1 | 2 | 1 | 1 | 1 | 1 |
| Brick Wall | 3 | 4 | 2 | 2 | 2 | 1 |
| Bruiser | 30 | 30 | 10 | 7 | 16 | 20 |
| Challenger | 2 | 2 | 1 | 1 | 1 | 2 |
| Crasher | 2 | 3 | 2 | 2 | 2 | 1 |
| Deadeye | 2 | 1 | 1 | 1 | 1 | 1 |
| Dimer | 4 | 4 | 2 | 2 | 2 | 1 |
| Flash | 4 | 7 | 3 | 1 | 3 | 1 |
| Float Game | 2 | 2 | 1 | 1 | 2 | 1 |
| Ghost Stepper | 2 | 2 | 1 | 1 | 1 | 1 |
| Glove | 1 | 1 | 1 | 1 | 1 | 1 |
| Handles for Days | 4 | 3 | 2 | 2 | 2 | 4 |
| High-Flying Denier | 1 | 1 | 1 | 1 | 1 | 1 |
| Hook Specialist | 2 | 2 | 1 | 1 | 2 | 2 |
| Immovable Enforcer | 2 | 2 | 1 | 1 | 1 | 2 |
| Interceptor | 2 | 2 | 1 | 1 | 1 | 1 |
| Layup Mixmaster | 3 | 2 | 1 | 1 | 2 | 2 |
| Lightning Launch | 4 | 4 | 3 | 3 | 4 | 5 |
| Limitless Range | 2 | 1 | 1 | 1 | 1 | 1 |
| Mini Marksman | 3 | 2 | 1 | 1 | 1 | 1 |
| Off-Ball Pest | 4 | 5 | 1 | 1 | 1 | 1 |
| Pace | 5 | 5 | 3 | 2 | 3 | 4 |
| Paint Patroller | 3 | 4 | 2 | 2 | 2 | 2 |
| Paint Prodigy | 3 | 2 | 2 | 2 | 2 | 2 |
| Physical Finisher | 2 | 1 | 1 | 1 | 1 | 1 |
| Pick Dodger | 2 | 3 | 1 | 1 | 1 | 1 |
| Pogo Stick | 3 | 4 | 2 | 2 | 2 | 2 |
| Possession Closer | 4 | 5 | 3 | 3 | 3 | 1 |
| Post Fade Phenom | 3 | 2 | 1 | 1 | 2 | 2 |
| Post Lockdown | 2 | 2 | 1 | 1 | 1 | 2 |
| Post Powerhouse | 4 | 3 | 1 | 1 | 2 | 3 |
| Post Spin Catalyst | 3 | 2 | 1 | 1 | 2 | 2 |
| Posterizer | 1 | 1 | 1 | 1 | 1 | 1 |
| Quick Trigger | 2 | 2 | 1 | 1 | 1 | 1 |
| Rise Up | 2 | 2 | 1 | 1 | 1 | 1 |
| Seatbelt | 4 | 5 | 2 | 2 | 2 | 3 |
| Set and Fire | 4 | 2 | 1 | 1 | 1 | 1 |
| Slippery Off-Ball | 5 | 5 | 2 | 1 | 2 | 1 |
| Smooth Operator | 3 | 2 | 1 | 1 | 1 | 1 |
| Static Middy | 3 | 2 | 1 | 1 | 1 | 1 |
| Strong Handle | 1 | 1 | 1 | 1 | 1 | 1 |
| Sync Snatcher | 3 | 4 | 2 | 2 | 2 | 2 |
| Unpluckable | 1 | 3 | 2 | 2 | 2 | 2 |
| Versatile Visionary | 5 | 6 | 2 | 2 | 2 | 1 |
| Wall Up | 2 | 2 | 1 | 1 | 1 | 2 |
| Work Horse | 3 | 2 | 1 | 1 | 1 | 1 |
| Group | Where it applies |
|---|---|
| NBA games | NBA 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 5v5 | Rec, Crew HQ ranked 5v5, and 5v5 at Casual Corner |
| 3v3 | Park 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 4v4 | Park 2v2 and 4v4, the matchmaking building's 2v2 and 4v4, and 2v2 in Proving Grounds and Ante Up |
| Street courts and Open Run | The three street courts and their co-op version, the Open Run facility and Flashback Open Run scrimmages, and City events against the CPU |
| 1v1 | 1v1 in the matchmaking building, Proving Grounds and Ante Up, and the half-court 1-on-1 drill |
| No counts set | Pro-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 |
- Smaller games need fewer uses. Most badges need 2 to 5 uses in NBA games and Rec, but only 1 or 2 in 3v3, 2v2 and the street courts.
- Park 5v5 uses the 3v3 counts, not Rec's, so it's far easier to trigger there than in Rec.
- Some badges are always one use: Aerial Wizard, Glove, High-Flying Denier, Posterizer and Strong Handle, in every mode.
- Some take the most work: Flash needs 7 uses in Rec, Versatile Visionary 6, and Bruiser is the outlier at 30 in NBA games and Rec.
- 1v1 flips some of them. Handles for Days and Lightning Launch need more in 1v1 than in 3v3, while Dimer, Crasher, Boxout Boss and Possession Closer need just 1.
- WNBA careers use the same NBA-game counts. Their City table only fills in the two practice drills.
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.
- The shooting timing buff has its own rules. Its settings include how soon after getting open the shot has to come (3 s), how long the shooter can have been standing still (0.5 s), and an extra energy drain while it's on.
- Other Takeover effects reach shots too. A second-chance shot multiplier (× 1.2), a dunk chance multiplier, and a setting that can make a dunk certain when no defender with a Takeover is guarding it (off for every ability).
- 2K19 and 2K20 were simpler. Takeover multiplied the window by exactly 1.5 for jump shots and 2 for layups and skipped the defense check.
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.
| State | What it means Fixed |
|---|---|
| Frozen, Cold | Below normal. Cold has its own changes to your general ratings, your most important ratings and your tendencies. |
| Neutral | Normal. The rating changes here follow a curve instead of a fixed step. |
| Warm, Hot | Above normal. Hot has its own set of the same three changes. |
| Takeover | The top state, where abilities switch on. Each state has its own point threshold to reach and its own drain rate. |
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 reviewsIn 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
| Play | Points | Play | Points Built-in |
|---|---|---|---|
| Assist | +15 | Shot blocked by the defender | −12 |
| Made outside shot | +12 | Offensive foul | −12 |
| Made inside or mid-range shot | +10 | Bad shot inside, mid-range or outside | −10 |
| Blocked shot, steal, offensive rebound | +10 | Defensive foul, turnover, violation | −10 |
| Defensive rebound | +8 | Bad free throw | −8 |
| Charge taken | +7 | Lost ball | −7 |
| Caused a fall, forced pickup, good shot defense | +5 | Left your man | −6 |
| Knocked-away ball | +4 | Fell on an ankle breaker, dunked on | −5 |
| Caused a stumble, made free throw, post defense win | +2 | Stumbled | −2 |
| High-Flying Denier or Paint Patroller bonus | +2 Bronze to +6 Legend | Bad 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 × 1.25In 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
- Three perks: one fills faster, one lasts longer (per ability), and one raises the rating boost in each state.
- Three team boosts: a team fill-rate boost, a team resistance boost, and a head start in points. The team boost only works up to a set state.
- Ranks D to S are part of MyCAREER's Takeover progression, with rewards per level.
- Shootaround is capped. Points earned before tip-off stop at a set limit.
- Some abilities have extra rules. Shot Artist checks how far the matchup is and whether the shot is too well defended. Glue and Rim Guardian defenders can cancel a shot effect within 1.2 meters and 100°. Hydration Hero changes fatigue.
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.
| Boost | What it changes | Basic | Boosted Built-in |
|---|---|---|---|
| Jump shots | Chance on jump shots | × 1.03 | × 1.05 |
| Layups and dunks | Chance within 15 ft; defense on contact shots | × 1.03; × 0.96 | × 1.05; × 0.93 |
| Post shots | Chance on post shots | × 1.03 | × 1.05 |
| Larger perfect windows | The perfect-release window | × 1.15 | × 1.15 |
| Better passes | Chance on a teammate's shot within 3 s of your pass | × 1.03 | × 1.05, all flashy passes unlocked |
| More broken ankles | Ankle-breaker chance; chance on a shot within 3 s after | × 1.3; × 1.03 | × 1.5; × 1.05 |
| Tighter handling | Defenders' steal score; how close they have to get | −0.2; × 0.75 | −0.5; × 0.6 |
| Steals | Your steal score; strip chance | +0.05; × 1.05 | +0.08; × 1.08 |
| Blocks | The shooter's chance when your block score is high enough | × 0.95 | × 0.93 |
| Rebounding | Vertical and rebounding; over-the-back calls; boxout success | +0.05; × 0.7; × 1.2 | +0.1; × 0.4; × 1.5 |
| Dunks | Blacktop dunk packages and Gold Posterizer | Off | Off |
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, ×4In 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-Point | Look, normal contest | Excellent edge, normal contest | Look, wide open | Excellent edge, wide open | A green is a sure make up to defense Built-in |
|---|---|---|---|---|---|
| 60 | 19.6% | 0.44 frames (7.4 ms) | 28.5% | 0.64 frames (10.7 ms) | Not quite at a normal contest |
| 70 | 22.9% | 0.52 frames (8.6 ms) | 33.2% | 0.75 frames (12.5 ms) | 0.30 |
| 80 | 26.1% | 0.59 frames (9.8 ms) | 37.8% | 0.85 frames (14.2 ms) | 0.38 |
| 85 | 27.7% | 0.62 frames (10.4 ms) | 40.2% | 0.90 frames (15.0 ms) | 0.42 |
| 90 | 29.3% | 0.66 frames (11.0 ms) | 42.5% | 0.94 frames (15.6 ms) | 0.45 |
| 95 | 30.9% | 0.69 frames (11.6 ms) | 44.8% | 0.97 frames (16.2 ms) | 0.47 |
| 99 | 32.1% | 0.72 frames (12.1 ms) | 46.6% | 1.00 frames (16.7 ms) | 0.49 |
- 61 is the floor. Under a normal contest a three's look reaches 20% at 61 Three-Point. Below that, the bonus cap keeps even an Excellent under 100% (step 5), so a green can miss.
- 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.
- 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.
- 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.
- 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.
- 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).
- 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 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-Point | Set three: badge, shot rating | Excellent edge | Moving three: badge, shot rating | Excellent edge Built-in |
|---|---|---|---|---|
| 77 | Bronze, 81 | 0.59 frames (9.9 ms) | Bronze, 81 | 0.59 frames (9.9 ms) |
| 78 | Silver, 86 | 0.63 frames (10.5 ms) | Bronze, 82 | 0.60 frames (10.0 ms) |
| 86 | Silver, 94 | 0.69 frames (11.5 ms) | Silver, 94 | 0.69 frames (11.5 ms) |
| 88 | Silver, 96 | 0.70 frames (11.7 ms) | Silver, 96 | 0.70 frames (11.7 ms) |
| 89 | Gold, 100 | 0.73 frames (12.2 ms) | Silver, 97 | 0.71 frames (11.8 ms) |
| 91 | Gold, 102 | 0.74 frames (12.4 ms) | Gold, 102 | 0.74 frames (12.4 ms) |
| 96 | Gold, 107 | 0.78 frames (13.0 ms) | Gold, 107 | 0.78 frames (13.0 ms) |
| 97 | Hall of Fame, 112 | 0.82 frames (13.6 ms) | Gold, 108 | 0.79 frames (13.1 ms) |
| 98 | Hall of Fame, 113 | 0.82 frames (13.7 ms) | Hall of Fame, 113 | 0.82 frames (13.7 ms) |
| 99 | Hall of Fame, 114 | 0.83 frames (13.8 ms) | Hall of Fame, 114 | 0.83 frames (13.8 ms) |
- 89 beats a bare 99. With Gold Set and Fire, an 89 has a shot rating of 100 on set threes.
- The thresholds are where to stop. For set threes: 78, 89 and 97. For threes on the move: 86, 91 and 98. A point past a threshold is worth 1; the point that reaches one is worth 4 or 5.
- 97 to 99 buys little for a set shooter. Two points add about 0.2 ms each side. Spend them elsewhere unless you need 98 for Arc Cadence or 99 for Hall of Fame Deadeye, Limitless Range or Quick Trigger.
- Legend adds 4 more (shot rating 118 at 99) with no rating of its own to reach.
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.
| Badge | What the setting is | None | Bronze | Silver | Gold | HOF | Boosted (B / S / G / HOF) 2K20 |
|---|---|---|---|---|---|---|---|
| Green Machine | Multiplier on an Excellent release | 1 | 1.1 | 1.3 | 1.5 | 1.7 | 1.25 / 1.45 / 1.65 / 1.8 |
| Flexible Release | How much of the early or late penalty is removed | 0 | 0.1 | 0.2 | 0.3 | 0.35 | 0.2 / 0.3 / 0.4 / 0.45 |
| Consistent Finisher | How much of a layup's timing penalty is removed | 0 | 0.2 | 0.4 | 0.6 | 0.8 | 0.4 / 0.6 / 0.8 / 1 |
| Steady Shooter | How much of the contest's effect is removed | 0 | 0.2 | 0.4 | 0.5 | 0.6 | 0.3 / 0.5 / 0.6 / 0.7 |
| Pro Touch | Bonus added to the timing multiplier | 0 | 0.05 | 0.1 | 0.15 | 0.2 | 0.08 / 0.13 / 0.18 / 0.23 |
| Quick Draw | Jump-shot start-time bonus | 0 | 0.04 | 0.06 | 0.08 | 0.1 | Same |
| Range Extender | Range band increase | 0 | 1 | 2 | 3 | 4 | 2 / 3 / 4 / 4 |
| Hot Zone Hunter | Adjustment in hot zones | 0 | 0.04 | 0.07 | 0.09 | 0.1 | 0.06 / 0.09 / 0.11 / 0.12 |
| Pump Fake Maestro | Cooldown after a pump fake, in seconds | 2 | 1.5 | 1 | 0.5 | 0 | Same |
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 shot | Base timing | Release immunity |
|---|---|---|
| Aaron Gordon | 88 | 95 |
| Aaron Holiday | 89 | 88 |
| Aaron Nesmith | 89 | 88 |
| Aaron Wiggins | 88 | 88 |
| Ace Bailey | 76 | 83 |
| Adam Flagler | 61 | 90 |
| Aday Mara | 94 | 93 |
| Adem Bona | 70 | 79 |
| Admiral Schofield | 87 | 81 |
| AJ Dybantsa | 62 | 77 |
| AJ Green | 83 | 87 |
| AJ Griffin | 86 | 96 |
| AJ Johnson | 70 | 79 |
| AJ Lawson | 59 | 77 |
| Ajay Mitchell | 84 | 89 |
| Al Horford | 68 | 78 |
| Alec Burks | 88 | 84 |
| Aleksej Pokusevski | 75 | 81 |
| Alex Caruso | 84 | 84 |
| Alex Karaban | 95 | 95 |
| Alex Len | 86 | 86 |
| Alexandre Sarr | 64 | 87 |
| Alijah Martin | 64 | 85 |
| Alize Johnson | 85 | 91 |
| Allen Graves | 89 | 88 |
| Allen Iverson | 92 | 94 |
| Alondes Williams | 79 | 83 |
| Alperen Sengun | 88 | 88 |
| Amare Stoudemire | 69 | 88 |
| Amen Thompson | 35 | 82 |
| Amir Coffey | 83 | 77 |
| Andersson Garcia | 95 | 91 |
| Andre Drummond | 59 | 61 |
| Andre Iguodala | 90 | 84 |
| Andrew Nembhard | 86 | 88 |
| Andrew Wiggins | 89 | 89 |
| Anfernee Simons | 43 | 60 |
| Angela Dugalic | 98 | 91 |
| Anthony Black | 83 | 87 |
| Anthony Davis | 30 | 30 |
| Anthony Edwards | 74 | 86 |
| Anthony Gill | 85 | 92 |
| Antonio Reeves | 88 | 82 |
| Arike Ogunbowale | 86 | 80 |
| Asa Newell | 61 | 81 |
| Ausar Thompson | 90 | 91 |
| Austin Reaves | 87 | 87 |
| Austin Rivers | 91 | 85 |
| Avery Bradley | 30 | 30 |
| Ayo Dosunmu | 65 | 80 |
| Bam Adebayo | 76 | 83 |
| Baylor Scheierman | 83 | 84 |
| Beluba | 99 | 94 |
| Ben McLemore | 84 | 81 |
| Ben Saraf | 70 | 81 |
| Ben Sheppard | 91 | 88 |
| Ben Simmons | 84 | 81 |
| Bennedict Mathurin | 88 | 85 |
| Bennett Stirtz | 91 | 100 |
| Bez Mbeng | 87 | 95 |
| Bilal Coulibaly | 84 | 83 |
| Bill Laimbeer | 88 | 84 |
| Bismack Biyombo | 86 | 88 |
| Blake Griffin | 52 | 83 |
| Blake Hinson | 83 | 82 |
| Blake Wesley | 84 | 82 |
| Boban Marjanovic | 91 | 90 |
| Bobby Portis | 96 | 91 |
| Bobi Klintman | 91 | 90 |
| Bogdan Bogdanovic | 86 | 85 |
| Bojan Bogdanovic | 92 | 91 |
| Bol Bol | 30 | 55 |
| Bradley Beal | 81 | 83 |
| Brandin Podziemski | 64 | 71 |
| Brandon Boston Jr. | 96 | 86 |
| Brandon Clarke | 60 | 82 |
| Brandon Goodwin | 83 | 88 |
| Brandon Ingram | 75 | 84 |
| Brandon Miller | 89 | 87 |
| Brandon Williams | 85 | 84 |
| Brayden Burries | 69 | 77 |
| Breanna Stewart | 100 | 100 |
| Brice Sensabaugh | 93 | 85 |
| Bronny James Jr. | 85 | 87 |
| Brook Lopez | 73 | 83 |
| Bruce Brown | 77 | 85 |
| Bruno Fernando | 85 | 84 |
| Bryce McGowens | 87 | 98 |
| Bryn Forbes | 82 | 87 |
| Buddy Hield | 83 | 88 |
| Cade Cunningham | 92 | 98 |
| Caitlin Clark | 30 | 30 |
| Caleb Houstan | 30 | 30 |
| Caleb Love | 88 | 86 |
| Caleb Martin | 78 | 84 |
| Caleb Wilson | 87 | 81 |
| Cam Christie | 90 | 87 |
| Cam Spencer | 41 | 48 |
| Cam Whitmore | 92 | 89 |
| Cameron Boozer | 86 | 94 |
| Cameron Carr | 89 | 87 |
| Cameron Johnson | 68 | 81 |
| Cameron Payne | 80 | 87 |
| Cameron Reddish | 89 | 100 |
| Cameron Thomas | 91 | 94 |
| Candace Parker | 95 | 100 |
| Caris Levert | 35 | 56 |
| Carlton Carrington | 85 | 82 |
| Carmelo Anthony | 84 | 92 |
| Carsen Edwards | 93 | 86 |
| Carter Bryant | 85 | 95 |
| Cason Wallace | 72 | 83 |
| Cassius Winston | 78 | 48 |
| Cedi Osman | 87 | 89 |
| Cedric Coward | 55 | 79 |
| Chaney Johnson | 91 | 93 |
| Charles Bassey | 67 | 67 |
| Charles Brown Jr. | 46 | 64 |
| Charles Oakley | 74 | 81 |
| Charlisse Legerwalker | 83 | 88 |
| Chauncey Billups | 30 | 48 |
| Chelsea Gray | 94 | 100 |
| Chet Holmgren | 82 | 87 |
| Chimezie Metu | 91 | 92 |
| Chris Bosh | 72 | 77 |
| Chris Boucher | 83 | 86 |
| Chris Brickley | 89 | 86 |
| Chris Cenac Jr. | 87 | 88 |
| Chris Chiozza | 89 | 79 |
| Chris Duarte | 55 | 57 |
| Chris Manon | 33 | 33 |
| Chris Mullin | 91 | 86 |
| Chris Paul | 85 | 81 |
| Chris Webber | 94 | 92 |
| Christian Anderson | 87 | 74 |
| Christian Braun | 52 | 80 |
| Christian Wood | 86 | 87 |
| Chucky Hepburn | 61 | 77 |
| Chuma Okeke | 84 | 88 |
| CJ Elleby | 96 | 95 |
| CJ McCollum | 94 | 86 |
| Clint Capela | 30 | 30 |
| Clyde Drexler | 75 | 85 |
| Coby White | 88 | 92 |
| Cody Martin | 81 | 87 |
| Cody Williams | 89 | 85 |
| Cody Zeller | 30 | 32 |
| Colby Jones | 57 | 71 |
| Cole Anthony | 88 | 85 |
| Cole Swider | 59 | 84 |
| Collin Gillespie | 30 | 30 |
| Collin Murrayboyles | 88 | 88 |
| Collin Sexton | 84 | 95 |
| Cooper Flagg | 87 | 80 |
| Corey Kispert | 84 | 76 |
| Cory Joseph | 75 | 83 |
| Craig Porter Jr. | 91 | 91 |
| Daeqwon Plowden | 69 | 58 |
| Dailyn Swain | 82 | 79 |
| Daishen Nix | 76 | 86 |
| Dalano Banton | 58 | 35 |
| Dalen Terry | 65 | 84 |
| Dalton Knecht | 90 | 70 |
| Damian Jones | 55 | 77 |
| Damian Lillard | 60 | 78 |
| Damion Baugh | 54 | 77 |
| Damion Lee | 81 | 77 |
| Dan Rue | 91 | 91 |
| Dangelo Russell | 66 | 82 |
| Daniel Gafford | 90 | 89 |
| Daniel Theis | 67 | 83 |
| Danilo Gallinari | 82 | 77 |
| Danny Green | 93 | 80 |
| Danny Wolf | 64 | 67 |
| Dante Exum | 34 | 65 |
| Danuel House | 87 | 85 |
| Dario Saric | 88 | 81 |
| Dariq Whitehead | 49 | 43 |
| Darius Acuff Jr. | 30 | 30 |
| Darius Bazley | 85 | 87 |
| Darius Garland | 86 | 90 |
| Daron Holmes II | 89 | 89 |
| Darren Collison | 86 | 81 |
| Darryn Peterson | 83 | 81 |
| David Nwaba | 84 | 93 |
| David Robinson | 92 | 91 |
| David Roddy | 93 | 91 |
| David West | 92 | 96 |
| Davion Mitchell | 89 | 94 |
| Davis Bertans | 70 | 78 |
| Davon Reed | 84 | 85 |
| Dayron Sharpe | 69 | 89 |
| Deaaron Fox | 79 | 85 |
| Dean Wade | 89 | 93 |
| Deandre Ayton | 30 | 30 |
| Deandre Bembry | 30 | 30 |
| Deandre Hunter | 94 | 91 |
| Deandre Jordan | 93 | 98 |
| Deanthony Melton | 87 | 90 |
| Default Big | 46 | 72 |
| Default Small | 60 | 53 |
| Default Swing | 49 | 62 |
| Dejon Jarreau | 59 | 82 |
| Dejounte Murray | 89 | 97 |
| Delon Wright | 90 | 84 |
| Demar Derozan | 84 | 79 |
| Demarcus Cousins | 84 | 87 |
| Deni Avdija | 83 | 89 |
| Dennis Schroder | 30 | 52 |
| Dennis Smith Jr. | 84 | 87 |
| Dereck Lively II | 88 | 88 |
| Derek Fisher | 84 | 88 |
| Derik Queen | 66 | 56 |
| Derrick Favors | 85 | 88 |
| Derrick Jones Jr. | 86 | 80 |
| Derrick Rose | 95 | 89 |
| Derrick White | 64 | 87 |
| Desmond Bane | 74 | 86 |
| Devin Booker | 88 | 87 |
| Devin Carter | 87 | 98 |
| Devin Vassell | 88 | 85 |
| Devontae Cacok | 73 | 80 |
| Devonte Graham | 80 | 86 |
| Dewayne Dedmon | 85 | 85 |
| Diana Taurasi | 81 | |
| Dick Barnett | 88 | 85 |
| Dillon Brooks | 36 | 49 |
| Dillon Jones | 90 | 90 |
| Dirk Nowitzki | 91 | 83 |
| DJ Augustin | 93 | 84 |
| DJ Wilson | 87 | 88 |
| Domantas Sabonis | 81 | 78 |
| Dominick Barlow | 68 | 81 |
| Dominique Wilkins | 77 | 80 |
| Donovan Clingan | 43 | 50 |
| Donovan Mitchell | 88 | 83 |
| Donte Divincenzo | 100 | 96 |
| Dorian Finneysmith | 86 | 96 |
| Doug McDermott | 30 | 38 |
| Drake Powell | 58 | 81 |
| Draymond Green | 86 | 94 |
| Drew Eubanks | 74 | 80 |
| Duncan Robinson | 89 | 95 |
| Duop Reath | 83 | 87 |
| Dwight Howard | 75 | 82 |
| Dwight Powell | 77 | 90 |
| Dwyane Wade | 84 | 85 |
| Dylan Cardwell | 30 | 30 |
| Dylan Harper | 43 | 67 |
| Dylan Windler | 61 | 73 |
| Dyson Daniels | 83 | 87 |
| Ebuka Okorie | 79 | 77 |
| Ed Davis | 63 | 89 |
| Edmond Sumner | 80 | 79 |
| Egor Demin | 85 | 95 |
| EJ Liddell | 99 | 100 |
| Elfrid Payton | 87 | 79 |
| Elijah Harkless | 89 | 90 |
| Elijah Hughes | 80 | 87 |
| Elton Brand | 86 | 87 |
| Enrique Freeman | 62 | 81 |
| Eric Bledsoe | 70 | 87 |
| Eric Gordon | 50 | 69 |
| Eric Paschall | 87 | 81 |
| Eugene Omoruyi | 30 | 30 |
| Evan Fournier | 90 | 90 |
| Evan Mobley | 30 | 78 |
| Facundo Campazzo | 74 | 84 |
| Flaujae Johnson | 78 | 77 |
| Frank Jackson | 89 | 87 |
| Frank Kaminsky III | 86 | 82 |
| Frank Ntilikina | 96 | 92 |
| Franz Wagner | 93 | 85 |
| Fred Vanvleet | 92 | 92 |
| Furkan Korkmaz | 83 | 83 |
| Gabe Vincent | 92 | 90 |
| Gabriela Jaquez | 61 | 73 |
| Garrett Temple | 83 | 86 |
| Garrison Mathews | 86 | 83 |
| Gary Clark | 75 | 79 |
| Gary Harris | 62 | 86 |
| Gary Payton II | 32 | 67 |
| Gary Trent Jr. | 83 | 89 |
| George Hill | 72 | 88 |
| Georges Niang | 51 | 74 |
| GG Jackson | 78 | 54 |
| Gianna Kneepkens | 86 | 86 |
| Giannis Antetokounmpo | 50 | 80 |
| Glenn Robinson III | 65 | 62 |
| Goga Bitadze | 45 | 79 |
| Goran Dragic | 85 | 93 |
| Gordon Hayward | 83 | 87 |
| Gorgui Dieng | 90 | 83 |
| Gradey Dick | 93 | 84 |
| Grant Williams | 84 | 87 |
| Grayson Allen | 77 | 77 |
| Greg Brown | 90 | 93 |
| Guerschon Yabusele | 87 | 82 |
| Gui Santos | 85 | 86 |
| Hamidou Diallo | 86 | 83 |
| Hannes Steinbach | 57 | 85 |
| Harrison Barnes | 94 | 89 |
| Harrison Ingram | 91 | 96 |
| Harry Giles III | 96 | 96 |
| Hassan Whiteside | 74 | 79 |
| Haywood Highsmith | 94 | 95 |
| Herbert Jones | 38 | 37 |
| Hugo Gonzalez | 63 | 80 |
| Hunter Tyson | 87 | 84 |
| Ibou Badji | 91 | 83 |
| Ignas Brazdeikis | 72 | 78 |
| Immanuel Quickley | 71 | 84 |
| Isaac Bonga | 89 | 99 |
| Isaac Jones | 84 | 77 |
| Isaac Okoro | 30 | 30 |
| Isaiah Collier | 87 | 85 |
| Isaiah Crawford | 84 | 90 |
| Isaiah Hartenstein | 35 | 73 |
| Isaiah Jackson | 73 | 78 |
| Isaiah Joe | 76 | 83 |
| Isaiah Livers | 88 | 80 |
| Isaiah Roby | 77 | 83 |
| Isaiah Stevens | 66 | 80 |
| Isaiah Stewart | 84 | 85 |
| Isaiah Thomas | 88 | 91 |
| Isaiah Todd | 58 | 89 |
| Ish Smith | 86 | 87 |
| Ivica Zubac | 98 | 96 |
| J Cole | 84 | 87 |
| Ja Morant | 85 | 90 |
| Jabari Smith Jr. | 82 | 83 |
| Jabari Walker | 88 | 90 |
| Jaden Hardy | 57 | 87 |
| Jaden Ivey | 81 | 87 |
| Jaden McDaniels | 66 | 76 |
| Jaden Springer | 92 | 87 |
| Jae Crowder | 61 | 84 |
| Jaesean Tate | 95 | 93 |
| Jahmius Ramsey | 89 | 82 |
| Jaime Jaquez Jr. | 60 | 80 |
| Jake Laravia | 89 | 91 |
| Jake Layman | 86 | 90 |
| Jakob Poeltl | 56 | 77 |
| Jakobe Walter | 84 | 78 |
| Jalen Bridges | 85 | 93 |
| Jalen Brunson | 84 | 85 |
| Jalen Duren | 84 | 87 |
| Jalen Green | 84 | 88 |
| Jalen Hoodschifino | 89 | 87 |
| Jalen Johnson | 84 | 89 |
| Jalen McDaniels | 87 | 94 |
| Jalen Pickett | 96 | 93 |
| Jalen Slawson | 88 | 91 |
| Jalen Smith | 86 | 94 |
| Jalen Suggs | 89 | 88 |
| Jalen Williams | 90 | 87 |
| Jalen Wilson | 87 | 92 |
| Jamal Cain | 93 | 91 |
| Jamal Murray | 84 | 85 |
| Jamal Shead | 85 | 89 |
| Jamaree Bouyea | 88 | 96 |
| James Bouknight | 83 | 79 |
| James Harden | 87 | 90 |
| James Johnson | 93 | 89 |
| James Wiseman | 78 | 83 |
| Jamir Watkins | 92 | 91 |
| Jamison Battle | 88 | 87 |
| Jamychal Green | 84 | 82 |
| Jarace Walker | 87 | 90 |
| Jared Butler | 93 | 89 |
| Jared McCain | 94 | 90 |
| Jaren Jackson Jr. | 67 | 85 |
| Jarred Vanderbilt | 86 | 86 |
| Jarrett Allen | 92 | 100 |
| Jarrett Culver | 96 | 99 |
| Jase Richardson | 82 | 85 |
| Jason Kidd | 62 | 73 |
| Jason Preston | 62 | 82 |
| Jason Williams | 98 | 88 |
| Javale McGee | 93 | 88 |
| Javon Small | 84 | 84 |
| Javonte Cooke | 86 | 81 |
| Javonte Green | 88 | 82 |
| Jaxson Hayes | 64 | 76 |
| Jay Huff | 62 | 77 |
| Jay Scrubb | 86 | 81 |
| Jayden Quaintance | 84 | 79 |
| Jaylen Brown | 84 | 82 |
| Jaylen Clark | 74 | 89 |
| Jaylen Nowell | 100 | 96 |
| Jaylen Wells | 90 | 91 |
| Jaylin Williams | 96 | 92 |
| Jaylon Tyson | 91 | 81 |
| Jayson Tatum | 83 | 83 |
| JD Davison | 71 | 90 |
| Jeff Green | 74 | 87 |
| Jerami Grant | 86 | 91 |
| Jeremiah Fears | 30 | 37 |
| Jeremiah Robinsonearl | 70 | 83 |
| Jeremy Lamb | 87 | 82 |
| Jeremy Sochan | 60 | 78 |
| Jerome Robinson | 30 | 30 |
| Jerry West | 65 | 82 |
| Jett Howard | 62 | 85 |
| Jevon Carter | 90 | 92 |
| Jimmy Butler | 92 | 86 |
| JJ Redick | 100 | 99 |
| Joakim Noah | 30 | 30 |
| Joan Beringer | 86 | 88 |
| Jock Landale | 84 | 83 |
| Joe Harris | 83 | 90 |
| Joe Ingles | 93 | 91 |
| Joel Embiid | 72 | 78 |
| John Collins | 90 | 83 |
| John Konchar | 94 | 85 |
| John Stockton | 86 | 91 |
| John Wall | 86 | 87 |
| Johnny Davis | 82 | 83 |
| Johnny Furphy | 63 | 67 |
| Johnny Juzang | 89 | 85 |
| Jonas Valanciunas | 58 | 82 |
| Jonathan Isaac | 83 | 97 |
| Jonathan Kuminga | 84 | 84 |
| Jonathan Mogbo | 87 | 91 |
| Jontay Porter | 96 | 96 |
| Jordan Clarkson | 59 | 72 |
| Jordan Goodwin | 85 | 84 |
| Jordan Hawkins | 70 | 73 |
| Jordan McLaughlin | 78 | 94 |
| Jordan Miller | 59 | 82 |
| Jordan Nwora | 89 | 89 |
| Jordan Poole | 77 | 81 |
| Jordan Walsh | 88 | 86 |
| Jose Alvarado | 89 | 84 |
| Josh Christopher | 74 | 78 |
| Josh Giddey | 71 | 83 |
| Josh Green | 58 | 61 |
| Josh Hart | 77 | 77 |
| Josh Jackson | 91 | 85 |
| Josh Okogie | 97 | 94 |
| Josh Richardson | 74 | 78 |
| Joshua Jefferson | 91 | 93 |
| Joshua Primo | 86 | 86 |
| Jr. Smith | 85 | 82 |
| Jrue Holiday | 78 | 87 |
| JT Thor | 41 | 68 |
| Juan Hernangomez | 79 | 79 |
| Juan Toscano | 98 | 86 |
| Julian Champagnie | 84 | 84 |
| Julian Phillips | 70 | 84 |
| Julian Strawther | 88 | 95 |
| Julius Randle | 88 | 89 |
| Justin Champagnie | 77 | 81 |
| Justin Edwards | 73 | 81 |
| Justin Holiday | 50 | 83 |
| Justin Jackson | 91 | 87 |
| Justin Minaya | 30 | 30 |
| Justise Winslow | 89 | 82 |
| Jusuf Nurkic | 38 | 63 |
| Kai Jones | 64 | 87 |
| Kam Jones | 91 | 86 |
| Kareem Abduljabbar | 69 | 70 |
| Karim Lopez | 92 | 94 |
| Karl Malone | 38 | 50 |
| Karlanthony Towns | 51 | 77 |
| Karlo Matkovic | 84 | 86 |
| Kasparas Jakucionis | 58 | 89 |
| Kawhi Leonard | 78 | 78 |
| Keaton Wagler | 94 | 91 |
| Keaton Wallace | 83 | 85 |
| Keegan Murray | 81 | 80 |
| Keita Batesdiop | 94 | 87 |
| Kelan Martin | 80 | 77 |
| Keldon Johnson | 45 | 44 |
| Kelel Ware | 78 | 85 |
| Kelly Olynyk | 66 | 79 |
| Kelly Oubre Jr. | 91 | 93 |
| Kelsey Plum | 87 | 85 |
| Kemba Walker | 77 | 85 |
| Kendrick Nunn | 96 | 91 |
| Kenneth Lofton Jr. | 48 | 50 |
| Kenrich Williams | 92 | 85 |
| Kent Bazemore | 87 | 84 |
| Kentavious Caldwellpope | 81 | 81 |
| Kenyon Martin Jr. | 89 | 90 |
| Keon Ellis | 99 | 91 |
| Keon Johnson | 89 | 92 |
| Kessler Edwards | 42 | 59 |
| Kevin Duckworth | 95 | 87 |
| Kevin Durant | 30 | 38 |
| Kevin Garnett | 77 | 77 |
| Kevin Huerter | 92 | 85 |
| Kevin Knox II | 89 | 88 |
| Kevin Love | 71 | 86 |
| Kevin Martin | 93 | 90 |
| Kevin Porter Jr. | 84 | 89 |
| Kevon Looney | 92 | 82 |
| Keyonte George | 93 | 86 |
| Khaman Maluach | 88 | 83 |
| Khem Birch | 100 | 100 |
| Khris Middleton | 91 | 89 |
| Kiki Rice | 84 | 83 |
| Killian Hayes | 84 | 91 |
| Kingston Flemings | 69 | 86 |
| Kira Lewis Jr. | 96 | 90 |
| KJ Simpson | 78 | 82 |
| Klay Thompson | 30 | 30 |
| Koa Peat | 83 | 81 |
| Kobe Brown | 85 | 90 |
| Kobe Bryant | 90 | 88 |
| Kobe Bufkin | 78 | 88 |
| Kobe Sanders | 84 | 81 |
| Kon Knueppel | 89 | 87 |
| Kris Dunn | 68 | 79 |
| Kris Murray | 77 | 83 |
| Kristaps Porzingis | 93 | 88 |
| Kyle Anderson | 58 | 52 |
| Kyle Filipowski | 68 | 84 |
| Kyle Guy | 93 | 93 |
| Kyle Korver | 89 | 85 |
| Kyle Kuzma | 87 | 80 |
| Kyle Lowry | 30 | 77 |
| Kyrie Irving | 30 | 33 |
| Kyshawn George | 90 | 88 |
| KZ Okpala | 90 | 96 |
| Labaron Philon Jr. | 64 | 88 |
| Lamar Odom | 67 | 79 |
| Lamar Stevens | 86 | 85 |
| Lamarcus Aldridge | 89 | 86 |
| Lamelo Ball | 68 | 79 |
| Lance Stephenson | 79 | 84 |
| Landry Shamet | 81 | 91 |
| Larry Bird | 87 | 78 |
| Larry Nance Jr. | 93 | 100 |
| Lauren Betts | 100 | 100 |
| Lauri Markkanen | 65 | 80 |
| Ld2K | 85 | 89 |
| Leandro Bolmaro | 33 | 56 |
| Lebron James | 84 | 87 |
| Leonard Miller | 73 | 98 |
| Lester Quinones | 86 | 89 |
| Lethal Shooter | 90 | 90 |
| Liam McNeeley | 56 | 82 |
| Lindy Waters III | 72 | 76 |
| Lonnie Walker IV | 73 | 81 |
| Lonzo Ball | 77 | 78 |
| Louis King | 89 | 88 |
| Louis Williams | 30 | 30 |
| Luguentz Dort | 99 | 92 |
| Luka Doncic | 90 | 85 |
| Luka Garza | 98 | 94 |
| Luka Samanic | 88 | 88 |
| Luke Kennard | 91 | 94 |
| Luke Kornet | 91 | 96 |
| Magic Johnson | 79 | 78 |
| Malachi Flynn | 93 | 86 |
| Malaki Branham | 73 | 81 |
| Malcolm Brogdon | 90 | 85 |
| Malevy Leons | 89 | 89 |
| Malik Beasley | 85 | 87 |
| Malik Monk | 87 | 84 |
| Marc Gasol | 95 | 95 |
| Marcus Morris Sr. | 87 | 91 |
| Marcus Sasser | 48 | 69 |
| Marcus Smart | 50 | 80 |
| Marjon Beauchamp | 55 | 76 |
| Mark Williams | 93 | 90 |
| Markelle Fultz | 88 | 85 |
| Markieff Morris | 83 | 87 |
| Marko Simonovic | 88 | 86 |
| Marquese Chriss | 83 | 83 |
| Marvin Bagley III | 79 | 88 |
| Mason Jones | 75 | 91 |
| Mason Plumlee | 92 | 85 |
| Matas Buzelis | 30 | 30 |
| Matisse Thybulle | 60 | 64 |
| Matt Ryan | 91 | 85 |
| Matt Thomas | 47 | 51 |
| Matthew Dellavedova | 85 | 80 |
| Maurice Harkless | 95 | 94 |
| Max Christie | 66 | 76 |
| Max Strus | 87 | 89 |
| Maxi Kleber | 78 | 84 |
| Maxime Raynaud | 84 | 80 |
| Micah Peavy | 87 | 94 |
| Micah Potter | 84 | 84 |
| Michael Carterwilliams | 88 | 86 |
| Michael Jordan | 88 | 92 |
| Michael Porter Jr. | 91 | 92 |
| Mikal Bridges | 65 | 80 |
| Mike Conley | 73 | 80 |
| Mike Muscala | 87 | 90 |
| Mikel Brown Jr. | 66 | 81 |
| Miles Bridges | 39 | 35 |
| Miles McBride | 85 | 89 |
| Mitchell Robinson | 80 | 90 |
| Mohamed Bamba | 88 | 89 |
| Monte Morris | 66 | 77 |
| Montrezl Harrell | 90 | 92 |
| Morez Johnson Jr. | 83 | 84 |
| Moritz Wagner | 64 | 83 |
| Moses Moody | 69 | 72 |
| Mouhamed Gueye | 81 | 92 |
| Mychal Mulder | 96 | 96 |
| Myles Turner | 83 | 80 |
| Nahshon Hyland | 95 | 95 |
| Naji Marshall | 82 | 84 |
| Nassir Little | 30 | 65 |
| Nate Ament | 83 | 88 |
| Nate Robinson | 76 | 84 |
| Nathan Knight | 73 | 82 |
| Naz Reid | 81 | 89 |
| Neemias Queta | 88 | 94 |
| Nemanja Bjelica | 88 | 85 |
| Nerlens Noel | 92 | 88 |
| Nick Richards | 89 | 89 |
| Nick Smith Jr. | 85 | 81 |
| Nickeil Alexanderwalker | 89 | 99 |
| Nicolas Batum | 66 | 76 |
| Nicolas Claxton | 87 | 83 |
| Nik Stauskas | 66 | 82 |
| Nikola Jokic | 77 | 81 |
| Nikola Jovic | 90 | 88 |
| Nikola Topic | 54 | 75 |
| Nikola Vucevic | 81 | 81 |
| Nique Clifford | 88 | 86 |
| Noa Essengue | 84 | 85 |
| Noah Clowney | 88 | 89 |
| Nolan Traore | 97 | 90 |
| Norman Powell | 70 | 79 |
| Obi Toppin | 69 | 67 |
| Ochai Agbaji | 98 | 86 |
| OG Anunoby | 98 | 97 |
| Olivia Miles | 87 | 90 |
| Olivier Sarr | 77 | 78 |
| Oliviermaxence Prosper | 30 | 30 |
| Omer Yurtseven | 30 | 30 |
| Onuralp Bitim | 30 | 30 |
| Onyeka Okongwu | 78 | 89 |
| Orlando Robinson | 88 | 80 |
| Oscar Robertson | 55 | 84 |
| Oshae Brissett | 91 | 92 |
| Oso Ighodaro | 62 | 77 |
| Otto Porter | 82 | 85 |
| Ousmane Dieng | 54 | 85 |
| Pacome Dadiet | 30 | 52 |
| Paolo Banchero | 91 | 95 |
| Pascal Siakam | 30 | 44 |
| Pat Connaughton | 30 | 30 |
| Patrick Baldwin Jr. | 92 | 90 |
| Patrick Beverley | 85 | 83 |
| Patrick Ewing | 86 | 84 |
| Patrick Mills | 85 | 80 |
| Patrick Williams | 81 | 81 |
| Pau Gasol | 86 | 88 |
| Paul George | 50 | 77 |
| Paul Millsap | 100 | 86 |
| Paul Pierce | 78 | 74 |
| Paul Reed | 30 | 30 |
| Payton Pritchard | 84 | 83 |
| Pelle Larsson | 85 | 90 |
| Penny Hardaway | 89 | 91 |
| Peyton Watson | 71 | 80 |
| PJ Dozier | 85 | 87 |
| PJ Tucker | 93 | 97 |
| PJ Washington | 83 | 85 |
| Precious Achiuwa | 87 | 89 |
| Quentin Grimes | 44 | 75 |
| Quinndary Weatherspoon | 88 | 87 |
| Quinten Post | 84 | 82 |
| Rajon Rondo | 86 | 90 |
| Rashard Lewis | 82 | 82 |
| Rasheer Fleming | 87 | 87 |
| Raul Neto | 74 | 79 |
| Raven Johnson | 85 | 83 |
| Ray Allen | 87 | 83 |
| Rayan Rupert | 92 | 90 |
| Reece Beekman | 79 | 80 |
| Reed Sheppard | 87 | 84 |
| Reggie Bullock | 83 | 99 |
| Reggie Jackson | 84 | 84 |
| Richaun Holmes | 96 | 90 |
| Ricky Council IV | 87 | 88 |
| Ricky Rubio | 69 | 80 |
| RJ Barrett | 74 | 89 |
| RJ Hampton | 83 | 67 |
| Robert Covington | 78 | 81 |
| Robert Dillingham | 86 | 93 |
| Robert Williams III | 48 | 75 |
| Robert Woodard II | 86 | 78 |
| Robin Lopez | 91 | 91 |
| Rodney Hood | 77 | 76 |
| Rodney McGruder | 88 | 82 |
| Romeo Langford | 52 | 75 |
| Ron Holland | 89 | 86 |
| Ronnie 2K | 83 | 80 |
| Royce Oneale | 87 | 89 |
| Rudy Gay | 90 | 90 |
| Rudy Gobert | 83 | 85 |
| Rui Hachimura | 99 | 94 |
| Russell Westbrook | 86 | 84 |
| Ryan Arcidiacono | 82 | 83 |
| Ryan Dunn | 95 | 100 |
| Ryan Nembhard | 85 | 86 |
| Ryan Rollins | 79 | 82 |
| Saben Lee | 64 | 46 |
| Sabrina Ionescu | 84 | 84 |
| Saddiq Bey | 90 | 89 |
| Sam Hauser | 79 | 84 |
| Sam Merrill | 85 | 83 |
| Sam Perkins | 73 | 86 |
| Sandro Mamukelashvili | 90 | 87 |
| Santi Aldama | 90 | 86 |
| Sasha Vezenkov | 79 | 85 |
| Scoot Henderson | 86 | 86 |
| Scottie Barnes | 94 | 100 |
| Scottie Pippen | 84 | 84 |
| Scotty Pippen Jr. | 63 | 82 |
| Semi Ojeleye | 64 | 82 |
| Serge Ibaka | 30 | 30 |
| Sergio De Larrea | 30 | 30 |
| Seth Curry | 98 | 100 |
| Shaedon Sharpe | 57 | 58 |
| Shai Gilgeousalexander | 82 | 83 |
| Shake Milton | 68 | 79 |
| Shaquille Oneal | 83 | 87 |
| Shawn Marion | 83 | 57 |
| Sidy Cissoko | 87 | 87 |
| Simone Fontecchio | 88 | 92 |
| Sion James | 72 | 80 |
| Skal Labissiere | 98 | 91 |
| Skylar Mays | 61 | 75 |
| Spencer Dinwiddie | 90 | 91 |
| Stanley Johnson | 95 | 94 |
| Stephen Curry | 62 | 75 |
| Stephon Castle | 60 | 68 |
| Sterling Brown | 84 | 89 |
| Steve Francis | 83 | 81 |
| Steve Kerr | 78 | 82 |
| Steve Nash | 89 | 88 |
| Steven Adams | 89 | 81 |
| Sue Bird | 94 | 95 |
| Sviatoslav Mykhailiuk | 78 | 80 |
| Taelon Peter | 91 | 89 |
| Taina Mair | 91 | 98 |
| Taj Gibson | 41 | 56 |
| Talen Hortontucker | 86 | 85 |
| Tari Eason | 91 | 80 |
| Tarris Reed Jr. | 91 | 82 |
| Taurean Prince | 93 | 93 |
| Taylor Hendricks | 70 | 79 |
| Taze Moore | 84 | 79 |
| Terance Mann | 86 | 84 |
| Terence Davis | 83 | 81 |
| Terrence Ross | 84 | 84 |
| Terrence Shannon Jr. | 83 | 79 |
| Terry Rozier III | 91 | 89 |
| Terry Taylor | 38 | 75 |
| Thaddeus Young | 96 | 93 |
| Thanasis Antetokounmpo | 89 | 93 |
| Theo Maledon | 83 | 87 |
| Theo Pinson | 82 | 93 |
| Thomas Bryant | 84 | 82 |
| Thomas Sorber | 95 | 91 |
| Tidjane Salaun | 49 | 55 |
| Tim Duncan | 85 | 85 |
| Tim Frazier | 61 | 77 |
| Tim Hardaway Jr. | 90 | 93 |
| Timothe Luwawucabarrot | 85 | 83 |
| TJ McConnell | 92 | 94 |
| TJ Warren | 66 | 82 |
| Tobias Harris | 82 | 91 |
| Tomas Satoransky | 95 | 93 |
| Toni Kukoc | 60 | 65 |
| Tony Bradley | 53 | 67 |
| Tony Parker | 80 | 93 |
| Tony Snell | 63 | 48 |
| Torrey Craig | 88 | 83 |
| Toumani Camara | 48 | 43 |
| Tracy McGrady | 78 | 69 |
| Trae Young | 56 | 66 |
| Tre Johnson | 84 | 88 |
| Tre Jones | 79 | 83 |
| Tre Mann | 76 | 80 |
| Trendon Watford | 78 | 86 |
| Trevelin Queen | 56 | 77 |
| Trevor Ariza | 88 | 87 |
| Trey Burke | 82 | 86 |
| Trey Lyles | 84 | 86 |
| Trey Murphy III | 85 | 83 |
| Tristan Da Silva | 78 | 84 |
| Tristan Thompson | 76 | 82 |
| Tristen Newton | 91 | 86 |
| Troy Brown Jr. | 96 | 97 |
| Ty Jerome | 94 | 93 |
| Tyler Cook | 83 | 83 |
| Tyler Herro | 69 | 78 |
| Tyler Johnson | 100 | 94 |
| Tyler Kolek | 30 | 37 |
| Tyler Smith | 94 | 87 |
| Tyrell Terry | 86 | 85 |
| Tyrese Haliburton | 80 | 86 |
| Tyrese Maxey | 92 | 91 |
| Tyson Etienne | 86 | 79 |
| Tyty Washington Jr. | 100 | 97 |
| Tyus Jones | 30 | 30 |
| Udoka Azubuike | 30 | 30 |
| Udonis Haslem | 90 | 85 |
| Usman Garuba | 87 | 85 |
| Vernon Carey Jr. | 74 | 91 |
| Victor Oladipo | 85 | 84 |
| Victor Wembanyama | 30 | 66 |
| Vince Carter | 87 | 88 |
| Vince Williams Jr. | 83 | 79 |
| Vit Krejci | 89 | 91 |
| VJ Edgecombe | 96 | 95 |
| Vladimir Radmanovic | 70 | 79 |
| Vlatko Cancar | 30 | 30 |
| Walker Kessler | 87 | 82 |
| Walter Clayton Jr. | 84 | 85 |
| Wayne Ellington | 66 | 79 |
| Wendell Carter Jr. | 43 | 58 |
| Wendell Moore Jr. | 71 | 85 |
| Wenyen Gabriel | 30 | 41 |
| Wesley Matthews | 93 | 95 |
| Will Barton | 58 | 58 |
| Will Richard | 49 | 70 |
| Will Riley | 83 | 83 |
| Willy Hernangomez | 92 | 95 |
| WNBA jump shot 1 | 99 | 93 |
| WNBA jump shot 10 | 92 | 95 |
| WNBA jump shot 11 | 42 | 51 |
| WNBA jump shot 12 | 31 | 44 |
| WNBA jump shot 13 | 91 | 86 |
| WNBA jump shot 14 | 30 | 34 |
| WNBA jump shot 15 | 30 | 31 |
| WNBA jump shot 16 | 30 | 39 |
| WNBA jump shot 17 | 84 | 85 |
| WNBA jump shot 18 | 31 | 55 |
| WNBA jump shot 19 | 70 | 76 |
| WNBA jump shot 2 | 94 | 93 |
| WNBA jump shot 20 | 98 | 94 |
| WNBA jump shot 21 | 50 | 62 |
| WNBA jump shot 22 | 93 | 96 |
| WNBA jump shot 23 | 30 | 58 |
| WNBA jump shot 24 | 30 | 33 |
| WNBA jump shot 25 | 95 | 87 |
| WNBA jump shot 26 | 30 | 30 |
| WNBA jump shot 27 | 91 | 88 |
| WNBA jump shot 28 | 30 | 30 |
| WNBA jump shot 29 | 56 | 77 |
| WNBA jump shot 3 | 87 | 82 |
| WNBA jump shot 30 | 30 | 34 |
| WNBA jump shot 31 | 86 | 86 |
| WNBA jump shot 32 | 45 | 68 |
| WNBA jump shot 33 | 51 | 61 |
| WNBA jump shot 34 | 30 | 30 |
| WNBA jump shot 35 | 30 | 30 |
| WNBA jump shot 36 | 30 | 30 |
| WNBA jump shot 37 | 30 | 30 |
| WNBA jump shot 38 | 30 | 30 |
| WNBA jump shot 39 | 30 | 37 |
| WNBA jump shot 4 | 98 | 92 |
| WNBA jump shot 5 | 93 | 87 |
| WNBA jump shot 6 | 85 | 89 |
| WNBA jump shot 7 | 84 | 81 |
| WNBA jump shot 8 | 48 | 90 |
| WNBA jump shot 9 | 85 | 79 |
| Xavier Tillman | 30 | 30 |
| Yang Hansen | 89 | 90 |
| Yanic Konan Niederhauser | 71 | 80 |
| Yaxel Lendeborg | 96 | 91 |
| Yogi Ferrell | 85 | 79 |
| Yuta Watanabe | 88 | 88 |
| Yves Missi | 87 | 84 |
| Zaccharie Risacher | 58 | 88 |
| Zach Collins | 92 | 97 |
| Zach Edey | 90 | 90 |
| Zach Lavine | 59 | 87 |
| Zach Randolph | 92 | 87 |
| Zeke Nnaji | 30 | 30 |
| Ziaire Williams | 89 | 79 |
| Zion Williamson | 54 | 77 |
| Zuby Ejiofor | 65 | 81 |
Code blocks paraphrase what the game does in our own words; the names are ours, and no game code, animations or other assets are reproduced. Badge, ability and player names are the ones players see in the game. Built-in values are Patch 2's; online games can use different values sent by 2K's servers. NBA 2K is a trademark of Take-Two Interactive; MyBaller is not affiliated with or endorsed by 2K.
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