If the build creator does not list a badge, more overall rating will not add it. The floor is an attribute.
Known floors
| Badge | Minimum |
|---|---|
| Giant Slayer | 83 driving dunk or driving layup |
| Magnet | 53 block |
| Post Anchor | 63 interior defense or 67 strength |
| Young escape animation | 65 ball handle |
| Shifty escape | 75 ball handle |
| Pro 1 jumper | 75 mid-range |
| Pro 3 jumper | 85 mid-range |
| Set Shot jumper | 87 mid-range |
| Basic 1 jumper | default, including 70 mid-range builds |
Tiers run Bronze, Silver, Gold, Platinum, and Hall of Fame. Moving Green Machine from Silver toward Gold and Hall of Fame is described as three badge points per step. That cost is not published for every badge.
What to buy first
| Role | Badges | Why |
|---|---|---|
| Ball handler | Handles for Days, Space Creator, Quick Handles, Unpluckable, Ankle Breaker | Stamina, separation, poke resistance |
| Shooter | Green Machine, Deadeye, Range Extender, Difficult Shots, Catch & Shoot, Corner Specialist | Window, contest, depth, pull-ups |
| Slasher | Slithery, Consistent Finisher, Posterizer, Limitless Takeoff, Acrobat, Tireless Finisher | Contact and gather distance |
| Big / lock | Clamps, Intimidator, Rebound Chaser, Pogo Stick, Magnet, Brick Wall | Containment, boards, screens |
Badge points from matches, as published:
- Assist: 100 playmaking points. Ankle breaker: 50.
- Dunks: about 10 to 20 finishing points, faster than layups.
- Rebound: about 20 to 40 defensive points. Contests also add defense, which levels faster than shooting in public games.
- Made jumpers add shooting points. A missed three subtracts shooting progress.
Play the full game. Quitting opponents cut badge experience, coins, and rep even when you get the win. Park games to 21 are the comparison used for a full stat line.
Jumpshots
This order is an editor reading of release speed versus timing room, not an official ranking.
| Jumper | Gate | Use |
|---|---|---|
| Pro 1 | 75 mid-range | Default competitive choice; clearer cue than Basic 1 |
| Pro 3 | 85 mid-range | Faster elevation for guards after a step back |
| Basic 1 | none | Fastest release, narrow window, best on slashers who only spot up |
| Set Shot | 87 mid-range | Second-fastest upward speed, stiff gather, better as a catch-and-shoot |
| Basic 2 through Basic 5 | varies | Tested as a clear drop-off versus Basic 1 |
Pro 2 is grouped with the slower releases. Do not equip it for a speed build.
Takeovers
You pick a primary and a secondary in the builder. In 1v1 the meter is described as filling around 15 points or from stops, boards, and contested makes. In rec, 15 points is the cited unlock. The boost lasts a limited time or until the game ends.
| Pair | Who |
|---|---|
| Precision Shooter + Ankle Assassin | Shot-creating guards |
| Lane Splitter + Perimeter Guardian | Two-way wings |
| Gravity Denier + Perimeter Guardian | Contact slashers |
| Wall of Steel + Echo | Small guards who need bumps |
| Hook Sculptor + Precision Shooter | Post scorers who also pick and pop |
| Precision Shooter + Eraser | Stretch centers |
| Footwork Maestro twice, or Backdown Punisher + Rim Protector | Pure post centers |
| Finisher + Lane Splitter | Ja-style rim attacks |
| Assassin + Off Ball | Off-ball shooters |
Defensive archetypes open Wall of Steel and Perimeter Guardian. A reported builder trick is to select the defensive preset long enough to assign Wall of Steel, then switch the pie back to playmaking before saving. That is a creator method, not a documented developer feature. If the game stops allowing it, the defensive pie is the supported way to get that takeover.
Green sounds
Settings, then Green Sound. Shot Feedback On shows contest and timing grade. Additional Green Sounds is 149 Robux and is what adds the wider set, including sounds identified in settings videos as Irish Spring Light, Iconic Surprise, and Splash. Fireworks and Green Light are cues players equip from the sound list. Base sounds do not need the pass.
