Guide
Traits
Every player trait and ball trait by level, and which ones help scoring.
Every player trait and ball trait in the game, what each does at each level, and which ones help you score. The list comes from the game's trait tables (North America build, version 211); the full chain is in the reference.
How traits work
Each trait has five levels (I to V) and belongs to one of four kinds. Each kind has its own slots on a trait page.
| Kind | Slots | What it gives |
|---|---|---|
| Offense | 10 | Points on a shooting stat and a second stat; level V adds a small accuracy bonus |
| Defense | 10 | Points on a defensive stat and a second stat; level V adds a small extra |
| Physical and energy | 10 | Points on Pass, Vertical, Strength, or energy |
| Special | 3 | A unique effect, usually triggered by something you do in the match |
Stat points add to the player's stat, the same stat the shot formula reads (Pick the right shot). Accuracy bonuses are flat percentage points added to the shot's chance before the contest, like every other boost (Building your players). Bonuses from different traits stack.
Accuracy beats stat points
Stat points pass through the stat curve and get multiplied by the card's base hit rate, so they move the chance very little. Accuracy is added directly.
What +3 shooting stat (a level V stat trait) is worth in shot chance, for a card at stat 200:
| Shot type | Typical base hit rate | +3 stat adds |
|---|---|---|
| Close shot | 85% | +0.4 points |
| Mid-range | 30% | +0.14 points |
| Three-pointer | 15% | +0.19 points |
| Layup | 90% | +0.55 points |
| Dunk | 85% | +0.8 points |
Compare Hunting Range V, which adds +3 points to every three. One point of three-point accuracy is worth roughly 15 points of three-point stat. Even the +0.7% accuracy that an Offense trait adds at level V is worth more than its own +3 stat on every shot type except dunks (on mid-range and three-point traits it only counts on open shots).
Best traits for scoring
Special traits in the trait list that raise shot chance, at level V:
| Trait | Bonus at level V | When |
|---|---|---|
| Unstoppable | +3% on every shot type | Always |
| Hunting Range | +3% on threes | Always |
| Two-Way Player | +3.5% on mid-range | Always (the text says "on offense") |
| Power Dunk | +3% on dunks | Always |
| Crush the Defense | +2% on close, mid-range, layup, dunk, plus +3% for 2 s after a drive | Always, plus after drives |
| Unstoppable Strength | +2% on mid-range and layups, plus +1% per stack (up to 3) | Stacks: ankle-breaker within 3 s of your ultimate |
| Rapid Growth | +1% on every shot type per stack (up to 5) | One stack per 50 energy spent |
| Team Spirit | +5% mid-range, +2.5% threes | 3 s after catching a pass |
| Shooter's Heart | +5% mid-range when open, +3% when not | When shooting (lasts 2 s) |
| Elite Marksman | +3.5% on open threes; the three-point falloff starts 1 unit farther out | Open threes; falloff always |
| Open Look | +5% on every shot type | 3 s after breaking a defender's ankles |
| Unyielding | +5% on your next three | After a miss |
| Core of the Team | +3% on every shot type, for the teammate | 2 s after you pass to them |
| Phantom Swift Pass | +2% on every shot type, for the teammate | 2 s after you pass to them |
| Consecutive Variations | +1.5% on close, mid-range, layup, dunk and +1% on threes, per stack (up to 4) | One stack per score; scoring with a different skill resets to 1 |
| T-Rex Clash | +3% on close, mid-range, layup, dunk | 3 s, in post position |
Unstoppable, Open Look and the hidden Aerial Advantage use the game's all-shot boost (type 211), so they help every shot type, including dunks and layups.
Elite Marksman matters most for deep threes. Three-pointers past 9.0 units keep only (9 ÷ distance)^15 of their chance (Three-pointers and range). Level V moves that line out to 10 units: a three from 10 units normally keeps about 21% of its chance, and with Elite Marksman V it keeps all of it.
Where the description and the data disagree
The trait text is written separately from the effect data, and in a few places they don't match. The effect data is what the match uses.
Traits in the list:
- Corner Three gives mid-range accuracy, not three-point accuracy. Its effect is type 202 (mid-range), +1% to +5%. A corner three is a three-pointer (type 203), so it gets nothing from this trait. It helps mid-range shots taken from the corner area.
- Ankle Breaker is stronger than its text. The always-on ankle-breaking rate is +0.5/0.7/1/2/3%, not +0.5/0.7/1/1.5/2%. The extra bonus against an accelerating defender matches the text.
- Light of Hope does more than it says. Besides longer status skills, it lengthens Midorima's lucky-item marks (frog, tanuki, raccoon, wooden bear, rubber duck) by 1.5/3/4.5/6/9 seconds.
- Two-Way Player says its mid-range bonus is "when on offense" and its block range "when on defense". Both are always on, which comes to the same thing.
- T-Rex Clash: text says +0.8% at level I; data gives +0.6%.
- Phantom Swift Pass: text says +1.8% at level II; data gives +0.8% (a typo).
Hidden traits:
- Hot Hand Activated: text says +1/1.2/1.4/1.6/2% per three made; data gives +1/1.1/1.2/1.4/1.6%.
- Instant Change: text says +1/1.5/2/2.5/3% mid-range, three and ankle-breaking rate; data gives +0.5/1/1.5/2/3% on the shots and +0.5/0.7/1/2/3% on ankle-breaking.
- Run and Gun: the with-ball speed is +0.1/0.15/0.2/0.3/0.4, not up to +0.5 (the without-ball part matches).
- Rapid Pick Up: pick-up range is +0.1/0.15/0.2/0.25/0.3, not up to +0.4 (the diving-catch part matches).
- Windrunner and the special Sneak Attack have an empty effect. If they work at all, it is through code not read yet.
- Double-Center: text lists layup, dunk, mid-range and close shot; only close shot and mid-range are in the data.
- Determination: text lists layup, dunk and close shot. The data has no dunk bonus and gives layups the bonus twice (+2% to +6%).
- Super Drive: level I uses Instant Change's level I effect (+0.5% mid-range and three, always on) instead of the after-drive bonus.
How to read the tables
- Levels are written I/II/III/IV/V, so "+1/2/3/4/5%" means +1% at level I and +5% at level V. A single number is the same at every level.
- "Accuracy" in the data column is flat points on that shot type's chance. "Open" accuracy only applies when the game flags the shot as open (Building your players).
- "for N s" means the bonus lasts N seconds after the trigger. No duration means it lasts while the trait's condition holds, or for the whole match.
- The data column covers shooting effects only. Other effects (steals, blocks, rebounds, energy) are described by the game's own text. Every special trait's text was compared with its data, and the differences above are the only ones found.
- Hidden traits are not shown in the in-game trait list. Version 211 shows 87 of its 130 traits: eight that 201 hid (Paint, Core, Strike, Phantom Swift Pass, Consecutive Variations, T-Rex Clash, All-Out Defense, and Solo King, now called Impenetrable Defense) and the new Full-Court Zone Defense.
Stat traits
Every stat trait uses the same scaling unless a row shows otherwise: the first stat gets +0.5 / 1 / 1.5 / 2 / 3 at levels I–V and the second +0.2 / 0.3 / 0.5 / 0.7 / 1. The table gives the level V values.
Offense
| Trait | Stats at level V | Extra at level V only |
|---|---|---|
| Sharp | Mid-Range +3, Block +1 | open mid-range accuracy +0.7% |
| High Pressure | Mid-Range +3, Steal +1 | open mid-range accuracy +0.7% |
| Excellence | Mid-Range +3, Rebound +1 | open mid-range accuracy +0.7% |
| Rouse | Mid-Range +3, Layup +1 | open mid-range accuracy +0.7% |
| Power Shot | Mid-Range +3, Contest Resistance +1 | open mid-range accuracy +0.7% |
| Precision | 3-Pointer +3, Contest Resistance +1 | open 3-pt accuracy +0.7% |
| Air Hunter | 3-Pointer +3, Mid-Range +1 | open 3-pt accuracy +0.7% |
| Reversal | 3-Pointer +3, Contest +1 | open 3-pt accuracy +0.7% |
| Pursuit | 3-Pointer +3, Block +1 | open 3-pt accuracy +0.7% |
| Dominant | Dunk +3, Contest +1 | dunk accuracy +0.7% |
| Intimidation | Dunk +3, Rebound +1 | dunk accuracy +0.7% |
| Hunter | Layup +3, Steal +1 | layup accuracy +0.7% |
| Agility | Layup +3, Contest Resistance +1 | layup accuracy +0.7% |
| Giant | Close Shot +3, Rebound +1 | close-shot accuracy +0.7% |
| Phantom | Close Shot +3, Block +1 | close-shot accuracy +0.7% |
| Paint | Close Shot +3, Mid-Range +1 | close-shot accuracy +0.7% |
Defense
| Trait | Stats at level V | Extra at level V only |
|---|---|---|
| Gates | Rebound +3, Vertical +1 | Boxing Out +1 |
| Fearless | Rebound +3, Strength +1 | Boxing Out +1 |
| Core | Rebound +3, Block +1 | Posterizer Chance +0.7% |
| Powerful | Rebound +3, Energy Regen +0.2/0.4/0.7/1/2% | Rebound Contest +1 |
| Pressure | Block +3, Strength +1 | Posterizer Chance +0.7% |
| Momentum | Block +3, Energy Regen +0.2/0.4/0.7/1/2% | Posterizer Chance +0.7% |
| Ironclad | Block +3, Vertical +1 | Contest Rate +1% |
| Defense | Block +3, Pass +1 | Contest Rate +1% |
| Tenacity | Contest Resistance +3, Energy Regen +0.2/0.4/0.7/1/2% | Contest Rate +1% |
| Rhythm | Contest Resistance +3, Pass +1 | Contest Rate +1% |
| Stable | Contest Resistance +3, Vertical +1 | Contest Rate +1% |
| Assault | Steal +3, Pass +1 | Steal Rate +0.7% |
| Counterattack | Steal +3, Energy Regen +0.2/0.4/0.7/1/2% | Steal Rate +0.7% |
| Strike | Steal +3, Block +1 | Steal Rate +0.7% |
| Intercept | Contest +3, Energy Regen +0.2/0.4/0.7/1/2% | Dash Rate +0.7% |
| Strong Jam | Contest +3, Vertical +1 | Dash Rate +0.7% |
| Disruption | Contest +3, Pass +1 | Dash Rate +0.7% |
Physical and energy
| Trait | Stats at level V | Extra at level V only |
|---|---|---|
| Abundance | Initial Energy +3 | — |
| Recovery | Energy Regen +1/1.5/2/3/4% | — |
| Steady Pass | Pass +3, 3-Pointer +1 | — |
| Flexibility | Pass +3, Mid-Range +1 | — |
| Acute | Vertical +3, Layup +1 | — |
| ZONE | Vertical +3, Strength +1 | — |
| Super Dunk | Vertical +3, Dunk +1 | — |
| Jumper | Vertical +3, Mid-Range +1 | — |
| Infinite | Vertical +3, 3-Pointer +1 | — |
| Steady | Strength +3, Close Shot +1 | — |
| Courage | Strength +3, Dunk +1 | — |
| Power Up | Strength +3, Vertical +1 | — |
Special traits
| Trait | Kind | What it does (levels I/II/III/IV/V) | Shooting effect in the data |
|---|---|---|---|
| Team Spirit | Offense | After receiving a pass from a teammate, Shot Accuracy +1/2/3/4/5% and 3-pointer Accuracy +0.5/1/1.5/2/2.5% for 3 sec. | mid-range accuracy +1/2/3/4/5% for 3 s; 3-pt accuracy +0.5/1/1.5/2/2.5% for 3 s |
| Shooter's Heart | Offense | When shooting from an open space, gain +1/2/3/4/5% mid-range accuracy. When not shooting from an open space, gain +1/1.5/2/2.5/3% mid-range accuracy. | open mid-range accuracy +1/2/3/4/5% for 2 s; mid-range accuracy +1/1.5/2/2.5/3% for 2 s |
| Unyielding | Offense | When a shot is missed, increase the accuracy of your next 3-pointer by 1/2/3/4/5% | 3-pt accuracy +1/2/3/4/5% |
| Corner Three | Offense | When you are in the corner of the bottom line, increase your 3-Pointer accuracy by 1/2/3/4/5% | mid-range accuracy +1/2/3/4/5% |
| Make some noise | Technique | Gain an additional 1/1.5/2/2.5/3 ultimate energy for every highlight performance (steal, rebound, block, shoot, assist). | — |
| Natural Talent | Technique | Increase the ultimate initial energy by 5/10/15/20/25%. | — |
| Two-Way Player | Technique | When on offense, Mid-Range Accuracy +1/1.5/2/2.5/3.5%. When on defense, Blocking Range +0.1/0.12/0.15/0.2/0.25. | mid-range accuracy +1/1.5/2/2.5/3.5% |
| Insight | Defense | When the Rival possesses the ball, increase the stealing rate by 1/2/3/4/5%. | — |
| Focus | Defense | Increase your stealing rate by 1/2/3/4/5 when stealing a ball from an Rival's arms. | — |
| Hider Steal | Defense | Increase your stealing rate by 1/2/3/4/5 when stealing a ball from an Rival in the paint. | — |
| Sprint Lock | Defense | Increase the chance of interception by 1/2/3/4/5% when accelerating. | — |
| Watch Your Back | Defense | Increases Intercept Rate by 1/2/3/4/5% when Rival uses behind-the-back passes. | — |
| Impenetrable Defense | Defense | Increase your Contest Rate by 2/4/6/8/10% when you stay in the Rival's defense zone for over 2 second(s). | — |
| Defensive ZONE | Defense | When you are in the Rival's defense zone, lower the Rival's movement speed by 0.1/0.15/0.2/0.25/0.3. | — |
| Guard Specialist | Defense | When you are defending, lower the chance of your ankles being broken by 1/2/3/4/5%. | — |
| Aerial ZONE | Defense | Increase your blocking range by 0.1/0.2/0.3/0.4/0.5 when blocking an Rival's dunk or layup. | — |
| Shot Blocker | Defense | Increase your blocking range by 0.1/0.2/0.3/0.4/0.5 when blocking an Rival's shot (close shots, mid-range shots, 3-pointers). | — |
| Box-out Advantage | Technique | When you have an advantage boxing out, increase your rebounding ability by 1/2/3/4/5. | — |
| Rebound Master | Technique | When sprinting, your Rebound is increased by 1/2/3/4/5; When using a sprinting skill, your Rebound is increased by an extra 0.5/0.7/1/1.5/2. | — |
| Rebound Instinct | Technique | When you successfully win a rebound, your rebounding ability will be increased by 1/2/3/4/5 until you miss a rebound. | — |
| Ankle Breaker | Technique | Ankle Breaking Rate +0.5/0.7/1/1.5/2%. If the Rival is accelerating, increase Ankle Breaking Rate by another 1/2/3/4/5%. | — |
| Open Look | Offense | Ankle Breaking Rate +0.5/0.7/1/2/3%. Increase Offense Accuracy (3-Pointers, Mid-Range, Close Shots, Layups, Dunks) by 1/2/3/4/5% for 3 seconds after breaking a Rival's ankle. | all-shot accuracy +1/2/3/4/5% for 3 s |
| Energy Burst | Offense | Ultimate cumulative charge +1; Increase energy recovery speed +5/8/10/15/20% | — |
| Light of Hope | Technique | Extends the duration of status skills by +5/10/15/20/30%. | — |
| Unstoppable | Offense | Accuracy of offensive moves increase by 1/1.5/2/2.5/3% (Close Shots, Mid-Range, 3-Pointers, Layups, Dunks) | all-shot accuracy +1/1.5/2/2.5/3% |
| Building Momentum | Technique | Increase total Ultimate by 1 and each score increases Ultimate energy by 0.5/1.5/2/3/4. | — |
| Hunting Range | Offense | Increase Secured Catching Distance by +1/1.5/2/2.5/3, and 3pt Hit Rate by +1/1.5/2/2.5/3%. | 3-pt accuracy +1/1.5/2/2.5/3% |
| Impenetrable Defense | Technique | Chance of ankle breaking or bumping an opponent increases by 1/1.5/2/2.5/3%, Steal and Interception Success Rate increase by 0.5/1/1.5/2/2.5%. | — |
| Core of the Team | Technique | 2 seconds after making a pass to a teammate, the teammate’s Shot Accuracy increases by 1/1.5/2/2.5/3%; recovers 1/1/2/3/4 energy with each assist. | close-shot accuracy +1/1.5/2/2.5/3% for 2 s; mid-range accuracy +1/1.5/2/2.5/3% for 2 s; 3-pt accuracy +1/1.5/2/2.5/3% for 2 s; dunk accuracy +1/1.5/2/2.5/3% for 2 s; layup accuracy +1/1.5/2/2.5/3% for 2 s |
| Block Master | Defense | Block Range +0.1/0.12/0.15/0.2/0.25, recover 1/1/2/2/3 point(s) of energy after a successful block | — |
| Power Dunk | Offense | I: Dunk Accuracy +0.5%, Dunk Knockback Rate +1%. V: Dunk Accuracy +3%, Dunk Knockback Rate +5%, Additional Ult Energy Upon Dunk +4. | dunk accuracy +0.5/1/1.5/2/3% |
| Elite Marksman | Offense | 3-Pointer Decline Range +0.2/0.3/0.5/0.8/1, Open 3-Pointer Accuracy +0.5/1/1.5/2.5/3.5%. | open 3-pt accuracy +0.5/1/1.5/2.5/3.5% for 2 s; 3-pt falloff starts 0.2/0.3/0.5/0.8/1 unit(s) later |
| Rebound Battle | Technique | Increases Rebound Contest Value by +1/1.5/2/2.5/3. Restores 4 energy upon a successful rebound. | — |
| Crush the Defense | Technique | Dunk, Layup, Close Shot, Mid-Range accuracy +0.4/0.8/1.2/1.6/2%. After Drive, gain additional +0.5/1/1.5/2/3% for 2s. | close-shot accuracy +0.4/0.8/1.2/1.6/2%; mid-range accuracy +0.4/0.8/1.2/1.6/2%; layup accuracy +0.4/0.8/1.2/1.6/2%; dunk accuracy +0.4/0.8/1.2/1.6/2%; close-shot accuracy +0.5/1/1.5/2/3% for 2 s; mid-range accuracy +0.5/1/1.5/2/3% for 2 s; layup accuracy +0.5/1/1.5/2/3% for 2 s; dunk accuracy +0.5/1/1.5/2/3% for 2 s |
| Unstoppable Strength | Technique | Increases Mid-Range and Layup Accuracy by +0.4/0.8/1.2/1.6/2%. Permanently increases Mid-Range and Layup Accuracy by +0.2/0.4/0.6/0.8/1% for successfully performing Ankle Breakers within 3s after using Ultimate (up to 3 stacks). | mid-range accuracy +0.4/0.8/1.2/1.6/2%; layup accuracy +0.4/0.8/1.2/1.6/2%; mid-range accuracy +0.2/0.4/0.6/0.8/1%; layup accuracy +0.2/0.4/0.6/0.8/1% |
| Wondrous Assist | Technique | Reduces the chance of a pass being Stolen by -0.2/0.4/0.6/0.8/1%. Permanently reduces the chance of being Stolen by -0.2/0.4/0.6/0.8/1% for each successful assist (up to 3 stacks). Passing to and assisting teammates within 3s after using Ultimate grants +1/2/3/4/5 Energy. | — |
| Rapid Growth | Technique | Grants +0.2/0.4/0.6/0.8/1% Accuracy to all offensive methods (Close Shot, Mid-Range, Layup, Dunk, 3-Pointer) for every 50 Energy spent. Up to 5 stacks. | close-shot accuracy +0.2/0.4/0.6/0.8/1%; mid-range accuracy +0.2/0.4/0.6/0.8/1%; layup accuracy +0.2/0.4/0.6/0.8/1%; dunk accuracy +0.2/0.4/0.6/0.8/1%; 3-pt accuracy +0.2/0.4/0.6/0.8/1% |
| Phantom Swift Pass | Technique | Ankle Breaker Rate +0.4/0.8/1.2/1.6/2%; Ball Handling Speed +0.04/0.08/0.12/0.16/0.2; Teammate offense accuracy +0.4/1.8/1.2/1.6/2% for 2s after pass. | close-shot accuracy +0.4/0.8/1.2/1.6/2% for 2 s; mid-range accuracy +0.4/0.8/1.2/1.6/2% for 2 s; layup accuracy +0.4/0.8/1.2/1.6/2% for 2 s; dunk accuracy +0.4/0.8/1.2/1.6/2% for 2 s; 3-pt accuracy +0.4/0.8/1.2/1.6/2% for 2 s |
| Consecutive Variations | Technique | Each score increases Close Shot, Mid-Range, Dunk, Layup accuracy by 0.3/0.6/0.9/1.2/1.5%, 3-Pointer accuracy by 0.2/0.4/0.6/0.8/1%. Stacks up to 4 times. If the next scoring skill differs from the previous, stacks reset to 1. | close-shot accuracy +0.3/0.6/0.9/1.2/1.5%; mid-range accuracy +0.3/0.6/0.9/1.2/1.5%; layup accuracy +0.3/0.6/0.9/1.2/1.5%; dunk accuracy +0.3/0.6/0.9/1.2/1.5%; 3-pt accuracy +0.2/0.4/0.6/0.8/1% |
| T-Rex Clash | Technique | While in post position, Steal chance reduced by 2/4/6/8/10% and Close Shot, Dunk, Layup, Mid-Range accuracy increased by 0.8/1.2/1.8/2.4/3% for 3s. | close-shot accuracy +0.6/1.2/1.8/2.4/3% for 3 s; mid-range accuracy +0.6/1.2/1.8/2.4/3% for 3 s; layup accuracy +0.6/1.2/1.8/2.4/3% for 3 s; dunk accuracy +0.6/1.2/1.8/2.4/3% for 3 s |
| All-Out Defense | Technique | Block Range+0.04/0.08/0.12/0.16/0.2. After each successful rebound, the next block gains an additional Block Range+0.04/0.08/0.12/0.16/0.2; Rebound Ability+0.4/0.8/1.2/1.6/2. After each successful block, the next rebound attempt gains an additional Rebound Ability+0.4/0.8/1.2/1.6/2 | — |
| Full-Court Zone Defense | Technique | When you are within 4 m of a teammate, your Steal Chance increases by 0.8/1.6/2.4/3.2/4%, and that teammate's Block Range increases by 0.04/0.08/0.12/0.16/0.2. | — |
Hidden traits
Hidden stat traits
| Trait | Category | Stats at level V | Extra at level V only |
|---|---|---|---|
| Blade | Offense | Mid-Range +3, Contest +1 | open mid-range accuracy +0.7% |
| Offense and Defense | Offense | 3-Pointer +3, Steal +1 | open 3-pt accuracy +0.7% |
| Courage | Offense | Mid-Range +3, Dunk +1 | open mid-range accuracy +0.7% |
| Sharp Shooter | Offense | Mid-Range +3, 3-Pointer +1 | open mid-range accuracy +0.7% |
| Ultimate | Offense | 3-Pointer +3, Initial Energy +1 | Contest Resistance Rate +1% |
| Disruption | Defense | Contest +3, Steal +1 | Steal Rate +0.7% |
| Sneak Attack | Defense | Steal +3, Contest +1 | Dash Rate +0.7% |
| Sense | Defense | Rebound +3, Off-ball speed +0.1/0.15/0.2/0.25/0.25 | Rebound Contest +1 |
| Agile | Defense | Contest Resistance +3, Off-ball speed +0.1/0.15/0.2/0.25/0.25 | Contest Rate +1% |
| Barrier | Defense | Block +3, Off-ball speed +0.1/0.15/0.2/0.25/0.25 | Contest Rate +1% |
| Dash | Physical and energy | Pass +3, Vertical +1 | — |
| Power | Physical and energy | Strength +3, Mid-Range +1 | — |
| Compete | Physical and energy | Pass +3, Strength +1 | — |
| Struggle | Physical and energy | Strength +3, Layup +1 | — |
| Inspire | Physical and energy | Initial Energy +0.3/0.5/1/1.5/2, Energy Regen +0.2/0.4/0.7/1/2% | — |
| Cycle | Physical and energy | Off-ball speed +0.1/0.15/0.2/0.25/0.3, Initial Energy +1 | — |
| Strength Gathering | Physical and energy | Strength +3, Energy Regen +0.2/0.4/0.7/1/2% | — |
| Snipe | Physical and energy | 3-Pointer +1, Off-ball speed +0.1/0.15/0.2/0.25/0.3 | — |
| Feel | Physical and energy | Energy Regen +0.4/0.7/1/1.5/2.5%, 3-Pointer +1 | — |
| Agility | Physical and energy | Off-ball speed +0.1/0.15/0.2/0.25/0.3, Energy Regen +0.2/0.4/0.7/1/2% | — |
Hidden special traits
| Trait | Kind | What it does (levels I/II/III/IV/V) | Shooting effect in the data |
|---|---|---|---|
| Hot Hand Activated | Offense | Every 3-pointer you score, increases your 3-point shot accuracy by 1/1.2/1.4/1.6/2% until the match ends (up to 5 stack(s)) | 3-pt accuracy +1/1.1/1.2/1.4/1.6% |
| Dunking Monster | Offense | Chance of knocking away opponent during a dunk +1.2/2.4/3.6/4.8/6%, increases contact range during a dunk by +0.1/0.15/0.2/0.25/0.3. | — |
| Excellent Pass | Technique | When making an excellent pass to a teammate, that teammate's offense accuracy will increase by 1/1.5/2/2.5/3.5% (close shots, mid-range shots, 3-pointers, layups, dunks) for 2 seconds. | close-shot accuracy +1/1.5/2/2.5/3.5% for 2 s; mid-range accuracy +1/1.5/2/2.5/3.5% for 2 s; 3-pt accuracy +1/1.5/2/2.5/3.5% for 2 s; dunk accuracy +1/1.5/2/2.5/3.5% for 2 s; layup accuracy +1/1.5/2/2.5/3.5% for 2 s |
| Backbone | Technique | When in the paint, teammates' shot accuracy will be increased by 1/1.5/2/2.5/3.5% (close shots, mid-range shots, 3-pointers). | close-shot accuracy +1/1.5/2/2.5/3.5% for 0.1 s; mid-range accuracy +1/1.5/2/2.5/3.5% for 0.1 s; 3-pt accuracy +1/1.5/2/2.5/3.5% for 0.1 s |
| King of Receiving Pass | Offense | After receiving the ball, increases the ankle breaker rate by 1/1.5/2/2.5/3.5% and shooting accuracy by 1/1.5/2/2.5/3.5% for 2 second(s) (mid-range shots, close shots, layups). | close-shot accuracy +1/1.5/2/2.5/3.5% for 2 s; mid-range accuracy +1/1.5/2/2.5/3.5% for 2 s; layup accuracy +1/1.5/2/2.5/3.5% for 2 s |
| Double-Center | Offense | When a teammate is a Center or a Power Forward, increase Rebound by +1/1.5/2/3/4 and Offensive Accuracy by +0.5/0.5/1/1/2% (Layup, Slam Dunk, Mid-Range and Close Shot) | close-shot accuracy +0.5/0.5/1/1/2%; mid-range accuracy +0.5/0.5/1/1/2% |
| Windrunner | Defense | I: Your Steal rate increases with speed, up to +1 V: Your Steal rate increases with speed, up to +5 | — |
| Sneak Attack | Technique | I: Reduces Drive-in's cooldown by 0.2 s V: Reduces Drive-in's cooldown by 1 s | — |
| Fake & Pass | Technique | Passing Speed+0.5/0.7/1/1.5/2, successfully trick the rival into jumping after making the fake shot, the teammate who catches the ball will get accuracy rate increased by 1/2/3/4/5% within 2 secs. | close-shot accuracy +1/2/3/4/5% for 2 s; mid-range accuracy +1/2/3/4/5% for 2 s; 3-pt accuracy +1/2/3/4/5% for 2 s |
| Run and Gun | Technique | While holding the ball, your own Speed and that of teammates is increased by 0.1/0.2/0.3/0.4/0.5. | — |
| Rapid Pick Up | Technique | When sprinting, Pick Up and Diving Catch distances increase by +0.1/0.15/0.2/0.3/0.4, and Pick Up and Diving Catch heights increase by +0.1/0.15/0.2/0.3/0.4. | — |
| Aerial Advantage | Offense | Increase contest value of Tip-in, Tip-in dunk and Putback by +1/2/3/4/5, Hit Rate additionally increases by +1/1.5/2/2.5/3.5% | all-shot accuracy +1/1.5/2/2.5/3.5% for 1 s |
| Quick Block | Defense | Increase your Blocking Range by 0.1/0.15/0.2/0.25/0.35 when blocking a Rival while sprinting. | — |
| Swift Defense | Defense | Chance of Steal +1/1.5/2/2.5/3%, Blocking Range +0.1/0.12/0.15/0.2/0.25 | — |
| Expert Blocker | Defense | After blocking a shot, Blocking Range +0.1/0.2/0.3/0.4/0.5 until an unsuccessful block attempt. | — |
| Paint Awakening | Technique | For every 40 energy points gained, Rebounding +0.2/0.4/0.6/0.8/1 and Blocking Range +0.02/0.03/0.04/0.05/0.07. Stackable up to 5 times. (Energy gained beyond the limit are not counted) | — |
| Instant Change | Offense | Increases the chance of ankle breaking by 1/1.5/2/2.5/3%, while increasing mid range and 3-point accuracy by 1/1.5/2/2.5/3%. | mid-range accuracy +0.5/1/1.5/2/3%; 3-pt accuracy +0.5/1/1.5/2/3% |
| Determination | Technique | Increase Rebound by +1/1.5/2/2.5/3 and Offensive Accuracy (Layup, Slam Dunk, Close Shot) by 1/1.5/2/2.5/3%. | close-shot accuracy +1/1.5/2/2.5/3%; layup accuracy +2/3/4/5/6% |
| Final Willpower | Offense | Ankle Breaking Rate +0.5/1/1.5/2/2.5%, Passing Speed +1/1/1/1.5/2, and Mid-Range, Layup, and Dunk Accuracy +1/1.5/2/2.5/3%. | mid-range accuracy +1/1.5/2/2.5/3%; dunk accuracy +1/1.5/2/2.5/3%; layup accuracy +1/1.5/2/2.5/3% |
| Super Drive | Offense | I: Increases Ankle Breaker chance by 0.5% and increases Mid-Range and Layup accuracy by 1% for 2s after Drive. V: Increases Ankle Breaker chance by 2.5%, increases Mid-Range and Layup accuracy by 3% for 2s after Drive, and restores 3 extra energy after performing an Ankle Breaker. | mid-range accuracy +0.5/0/0/0/0%; 3-pt accuracy +0.5/0/0/0/0%; layup accuracy +0/1.5/2/2.5/3% for 2 s; mid-range accuracy +0/1.5/2/2.5/3% for 2 s |
| Offensive Destruction | Technique | Steal Rate +0.5/1/1.5/2/2.5%, Block Range +0.05/0.1/0.15/0.2/0.25. | — |
| Dual Shot | Technique | Mid-range & 3-Pointer Accuracy +0.4/0.8/1.2/1.6/2% Each mid-range score increases next 3-Pointer accuracy by +0.6/1.2/1.8/2.4/3% Each 3-Pointer score increases next mid-range accuracy by +0.6/1.2/1.8/2.4/3% | 3-pt accuracy +0.6/1.2/1.8/2.4/3%; mid-range accuracy +0.6/1.2/1.8/2.4/3%; 3-pt accuracy +0.4/0.8/1.2/1.6/2%; mid-range accuracy +0.4/0.8/1.2/1.6/2% |
| Gradually Getting better | Technique | For each score, 2-Pointer Accuracy +0.4/0.5/0.6/0.7/0.8% and 3-Pointer Accuracy +0.1/0.2/0.3/0.4/0.5%. Stacks up to 8 times. If blocked, all stacks are cleared. | mid-range accuracy +0.4/0.5/0.6/0.7/0.8%; 3-pt accuracy +0.1/0.2/0.3/0.4/0.5% |
Ball traits
Balls have their own traits, separate from player traits, with three levels (I to III). They use the same kind of effects as player traits, and their accuracy bonuses add to the shot chance the same way.
| Ball quality | Traits | Trait level |
|---|---|---|
| B | None | — |
| A | 1 | I (60%) or II (40%) |
| S | 1 (70%) or 2 (30%) | II (75%) or III (25%) |
Most S balls have two signature traits that make up about 85% of their trait rolls; the rest come from a shared list. Traits from Pump Fake onward only appear at levels II and III. "Training Camp bonus" lines in the descriptions apply only in that mode and are left out of the data column.
Best ball traits for a three-point shooter (level III):
| Ball trait | Bonus on threes | When |
|---|---|---|
| Perimeter Master | +3%, plus +2% more for 3 s after catching a pass | Open threes only |
| Absolute Core | +1.5% (+3% with two Centers or Power Forwards) | Team has a Center |
| Mr. Clutch | +1.5%, plus +1.5% more | Always; the extra in the final minute |
| Offense-Defense Switch | +5% | 6 s after a steal |
| Finishing Time | +3% (the text says 4%) | 4 s after your ultimate |
| Motion Offense | +3% | The shot after 3 drives |
| Long-Range Intimidation | The three-point falloff starts 1 unit farther out | Always |
Ball text that disagrees with the data:
- Assist Master and Assist Boost say "Open Accuracy", but only open mid-range accuracy is in the data. They do nothing for open threes.
- Finishing Time: text says +2.5/3/4%; data gives +2/2.5/3%.
- Pump Fake: text says the pass-steal chance drops 2/3/5%; data gives 2/1/2%.
- Dragon Drive Penetration: the extra layup bonus is +2% at level II, not +2.5%.
- Post King says close shot, mid-range, layup and dunk, but uses the all-shot boost, so threes get it too.
Long-Range Intimidation's text calls its falloff shift "1 meters", the first hint of what the game's distance unit is (Three-pointers and range).
Ball stats are separate from ball traits: a ball has 2 (B), 4 (A) or 6 (S) random stats, such as 3-Pointer or Contest Resistance. Each stat has a current value and a ceiling, from +0.01 up to +5. New rolls are small: 90% of current values are under +0.75, and most ceilings land between +0.75 and +1.5.
All ball traits
| Ball trait | What it does (levels I/II/III) | Shooting effect in the data |
|---|---|---|
| Perimeter Master | Increases Open 3-Pointer Accuracy by +2/2.5/3%. Further increases Open 3-Pointer Accuracy by +1/1.5/2% for 3s after receiving a pass from a teammate. | open 3-pt accuracy +2/2.5/3%; open 3-pt accuracy +1/1.5/2% for 3 s |
| Forward Awakening | Increases Layup, Dunk, and Mid-Range Accuracy by +0.5/0.8/1% for every 35 Energy gained. Up to 5 stacks. | mid-range accuracy +0.5/0.8/1%; layup accuracy +0.5/0.8/1%; dunk accuracy +0.5/0.8/1% |
| Unwavering Resolve | Increases Mid-Range Accuracy by +1/1.2/1.5%. Further increases Mid-Range Accuracy by +1/1.2/1.5% for the shot following a missed one. | mid-range accuracy +1/1.2/1.5%; mid-range accuracy +1/1.2/1.5% |
| Roadblock | Increases Charge Chance against opponents by +1/1.5/2%. Increases Steal Chance by +1/1.5/2% for 3s after Charging an opponent. | — |
| Quick Counter | Increases Steal Chance by +1/1.3/1.5%. Increases Speed by +0.2/0.3/0.5 for 3s after a successful Steal. | — |
| Defensive Stopper | Increases Block Range by +0.03/0.05/0.07 after a successful Block. Up to 5 stacks. | — |
| Position Advantage | Increases Rebound Range by +0.1/0.2/0.3 while in an advantageous box-out. | — |
| Close Guarding | Increases Contest Rate by +2/2.5/3% while accelerating. | — |
| Rising Strong | Increases Rebound Contest Value by +1/1.5/2. Further increases Rebound Contest Value by +1/1.5/2 for the Rebound attempt following a failed one. | — |
| Catch & Attack | Increases Speed by +0.2/0.3/0.4 for 3s after receiving a pass from a teammate. | — |
| Motion Offense | Increases Accuracy by +2/2.5/3% for the shot following 3 Drives. | all-shot accuracy +2/2.5/3% |
| Sharp Drive | Increases Ankle Breaker Chance by +1/1.2/1.5%. Further increases Ankle Breaker Chance by +0.2/0.3/0.5% after a successful Ankle Breaker. Up to 3 stacks. | — |
| First Victor | Grants 1 extra energy per score. Grants additional 2/3/5 energy if you score first in the match. | — |
| Full Firepower | Increases energy regen by +30/40/50% until the first Ultimate is fully charged. | — |
| Pump Fake | Reduces the chance of being Stolen by -2/3/5% and increases Safe Pass Distance by +1.5 when feinting offense but actually passing, | — |
| Mr. Clutch | Increases 3-Pointer Accuracy by +0.5/0.8/1.5%. Further increases 3-Pointer Accuracy by +0.5/1/1.5% in the final minute. | 3-pt accuracy +0.5/0.8/1.5%; 3-pt accuracy +0.5/1/1.5% |
| Two-Arm Block | Increases Jump Contest Rate by +1/1.5/2%. Further increases Jump Contest Rate by +1.5% after staying in the opponent's defensive zone for 3s. | — |
| Perimeter Lockdown | Increases Block Range by +0.1/0.15/0.2. Further increases Block Range by +0.15 when matched against SG or PG. | — |
| Interior Inspire | Each dunk or layup increases the Competition Value of the next Rebound by +1/2/2.5. Each rebound increases the accuracy of the next dunk or layup by 1.5/2/2.5%. | dunk accuracy +1.5/2/2.5%; layup accuracy +1.5/2/2.5% |
| Finishing Time | Increases offensive accuracy by 2.5/3/4% and reduces the chance of Drive being stopped by 3% for 4s after using Ultimate. | close-shot accuracy +2/2.5/3% for 4 s; mid-range accuracy +2/2.5/3% for 4 s; 3-pt accuracy +2/2.5/3% for 4 s; dunk accuracy +2/2.5/3% for 4 s; layup accuracy +2/2.5/3% for 4 s |
| Assist Master | Increases Safe Pass Distance by +1.5. Also increases the teammate's Open Accuracy by 2/2.5/3% after passing to a teammate in an open spot. | open mid-range accuracy +2/2.5/3% for 3 s |
| Assist Boost | Increases max Catch Distance by +1. Increases Open Accuracy by +1.5/2/2.5% when receiving a pass at an open spot. | open mid-range accuracy +1.5/2/2.5% for 3 s |
| Absolute Core | Increases Mid-Range accuracy by +0.7/1/1.5% and 3-Pointer accuracy by +0.7/1/1.5% when the team has a Center. These bonuses are doubled when the team has two Centers or Power Forwards. | mid-range accuracy +0.7/1/1.5%; 3-pt accuracy +0.7/1/1.5%; mid-range accuracy +0.7/1/1.5%; 3-pt accuracy +0.7/1/1.5% |
| Swift Zone Defense | Increases Off-Ball Movement by +0.1 while on defense. Increases Block by +0.1/0.15/0.2 when the ball-handler is not your assigned matchup. | — |
| Offense-Defense Switch | Increases Layup, Close Shot, Mid-Range, and 3-Pointer accuracy by +3/4/5% for 6s after a successful Steal. | layup accuracy +3/4/5% for 6 s; close-shot accuracy +3/4/5% for 6 s; mid-range accuracy +3/4/5% for 6 s; 3-pt accuracy +3/4/5% for 6 s |
| Long-Range Intimidation | 3-Pointer range falloff distance increases by 1 meters. Each 3-Pointer made permanently increases 2-Point and Layup accuracy by 0.8/1/1.5%. Stacks up to 3 times. Training Camp bonus effect: 3-Pointer range falloff distance increase is doubled. After scoring a 3-Pointer, the permanent Mid-Range and Layup accuracy increase effects are doubled. Stack limit remains unchanged. | mid-range accuracy +0.8/1/1.5%; layup accuracy +0.8/1/1.5%; 3-pt falloff starts 1 unit(s) later |
| Stack Intimidation | Base Guarding Shot Contest +1%. Each successful contest against an opponent's shot grants +0.1/0.2/0.3, up to 5 stacks. If the opponent scores through pressure, additionally increases it by 1%. Training Camp bonus effect: Base Guarding Contest Rate increase is doubled. Stacking Contest Rate effects are doubled. Bonus from opponent scoring through pressure is also doubled. | — |
| Cut Expert | Off-ball movement increases by 0.1 when on offense. After scoring an open shot, Open Mid-Range Accuracy and Open 3-Pointer Accuracy +0.3/0.5/0.7%. Can stack up to 3 times. Training Camp bonus effect: After scoring an open shot, Open Mid-Range and Open 3-Pointer Accuracy boosts are doubled, stacking up to 3 times. | open mid-range accuracy +0.3/0.5/0.7%; open 3-pt accuracy +0.3/0.5/0.7% |
| Paint Powerhouse | A successful dunk increases the next Block Range by 0.15/0.2/0.3, lasting until the next successful block. A successful block increases the next Dunk Accuracy by 3/4/5% and Knockback Rate by 3%, lasting until the next successful dunk. Training Camp bonus effect: Block Range and Dunk Accuracy boosts are doubled. | dunk accuracy +3/4/5% |
| Post King | After boxing out and pushing an opponent, Rebound Contest Value increases by 1/1.5/2 when contesting rebounds. Entering post position increases Close Shot, Mid-Range, Layup, and Dunk Accuracy by 1.5/1.5/2% for 3.5s. Training Camp bonus effect: Rebound Contest Value boost is doubled after a box-out push. Entering post position doubles offensive accuracy boost for 3.5s. | all-shot accuracy +1.5/1.5/2% for 3.5 s |
| Dragon Drive Penetration | (translated) After a Drive, the chance of your pass being stolen is reduced by 3% and Layup Accuracy +1/1.5/2%. If a layup baits the defender into jumping, your next 3 layups get a further +1.5/2.5/3% Layup Accuracy. | layup accuracy +1/1.5/2% for 2 s; layup accuracy +1.5/2/3% |
| Ball Control Expert | Entering Enhanced Dribble state reduces by 3%. Offensive Accuracy increase by 1/1.5/2% in Enhanced Dribble state. This effect lasts for 2 seconds after exiting Enhanced Dribble. Training Camp Bonus: Offensive Accuracy increase is doubled. | all-shot accuracy +1/1.5/2%; all-shot accuracy +1/1.5/2% for 2 s |
| Stretch Three | After scoring with a dunk, 3-Pointer Accuracy +1/1.5/2% for 35 seconds. After scoring with a layup, 2-Pointer Accuracy +1.5/2/2.5% for 35 seconds. Training Camp Bonus: The Accuracy boost is doubled. | 3-pt accuracy +1/1.5/2% for 35 s; close-shot accuracy +1.5/2/2.5% for 35 s; mid-range accuracy +1.5/2/2.5% for 35 s |
| Contest Dominator | After successfully pushing away or knocking away an opponent, Rebound Contest Value is increased by 1/1.5/2. This effect can stack up to 2 times and lasts until the next rebound attempt. Training Camp Bonus: The Rebound Contest Value increase is doubled. | — |
What this means for you
- Spend special slots on accuracy. Unstoppable is the safest pick for any scorer: +3% on every shot, always on. Add Hunting Range for a shooter, Power Dunk for a dunker, Two-Way Player for a mid-range player. A shooter who pulls up from deep gains the most from Elite Marksman.
- Don't take Corner Three for corner threes. By the data it only helps mid-range shots.
- Pick Offense stat traits for the shot your player takes most. Their stat points are small, but the level V accuracy bonus is worth having. On close-shot, dunk and layup traits it is always on; on mid-range and three-point traits it only applies to open shots.
- Take Offense traits all the way to V. Their accuracy bonus only exists at level V.
- For a shooter's ball, look for Perimeter Master (open threes) or Absolute Core (with a big man on the team). Skip Assist Master and Assist Boost if you want open-three help: they only boost open mid-range shots.