Guide
How a shot is decided
The two steps every shot goes through: the chance, then the roll.
Every shot goes through two steps: the game works out a make chance, then rolls a random number against it. The result is decided once, by this calculation; the ball's flight is animated to match it, not simulated.
flowchart LR
A[Shot taken] --> B{Which shot type?}
B --> C[Shot chance<br/>stat curve x base hit rate<br/>+ boosts<br/>x 1 - contest<br/>+ open-shot bonus]
C --> D[Final chance<br/>+ character bonus]
D --> E{Roll 0-9,999<br/>at or under final chance?}
E -- yes --> F[Make]
E -- no --> G{Bad-luck counter<br/>full?}
G -- yes --> F
G -- no --> H[Miss<br/>counter grows]
Step 1: the chance
The game first decides the shot type (close shot, mid-range, three, layup or dunk; see Pick the right shot). Each type then builds its chance the same way:
- Your shooting stat goes through a curve and is multiplied by your base hit rate for that shot type.
- Boosts are added. Buffs, skins, titles, talents, awakening, ball items and badges each add flat points (Building your players).
- Contest is applied. Your chance is multiplied by (1 − total contest from defenders guarding you) (Contests, on offense and defense).
- Open shots get a bonus. If the game flags you as open, a separate open-shot bonus is added. It is large: up to +50 points on dunks (Building your players).
- A cap of 100% is applied, and threes also take a distance falloff (Three-pointers and range).
Step 2: the roll
The game adds two small extras to the chance:
- A character bonus, from character-specific skill logic.
- A random bump between the player card's "speciality" minimum and maximum, re-rolled every shot. Every playable card has both set to 0, so in practice there is no bump unless something else changes them.
Then it rolls a whole number from 0 to 9,999. If the roll is at or under the final chance, the shot goes in. A chance of 4,500 therefore means about a 45% make rate.
The roll comes from the game's own seeded random generator, not the system one. That fits a match that every player's device simulates identically to stay in sync. It is not an independent roll each time: your next roll can't land close to your previous one, and your first roll of each match can't be low. See the no-repeat rule.
Things that skip the roll
Some situations decide the shot without the roll mattering:
- The bad-luck counter is full: guaranteed make (Misses and guaranteed makes).
- A "must make" effect is active (an effect of type 200, or a skill that forces the goal): guaranteed make.
- Tutorial and practice steps can force misses.
What this means for you
- A 40% chance is 40% on average, not shot by shot. Over many matches a 40% shot goes in about 40% of the time, but the no-repeat rule makes your first shot of a match less likely and makes back-to-back makes rare.
- There is no "hot hand". The game works against streaks: a lucky make makes the next shot of the same kind less likely to go in, and a bad miss makes it more likely (Misses and guaranteed makes).