NBA 2K27 · read from the game's own tables
Pick what you want to be good at, then Find builds.
Scan this with your phone — it opens the build in NBA 2K HQ.
Open in NBA 2K HQThe link carries two ID fields that came from the account this was built with. If the import lands on the wrong account — or fails — open 2K HQ, share any build of your own, and paste that link here once. Your IDs are read from it and kept on this device only.
Tokens and requirements are exact — the per-attribute token ladders are scraped for all 45 position/height frames and confirmed against a live readout, and the requirements are the engine's own table. Two things are not: the tier costs 3/5/6/7 rest on two live samples (Breaker and Float Game) and do not accumulate — Gold is 6, not 3+5+6. If a badge prices differently it can be corrected per badge. And the badge slots per discipline are counted off a Badges Upgrade screenshot — three per discipline, plus whatever bonus slots your account has earned — not extracted from the files, so a screen that shows a different number would correct it. A fused badge costs no tokens — you get them back — so the solver iterates: equip, fuse, refund, re-equip. That reaches a fixed point but is not a proof of optimality; a jointly exact solve is a three-resource problem too slow to run on every drag.
Pick the tier you want on up to four badges per category, then press Build these. Each pick becomes an attribute target in the builder, so you can see and edit every number before searching. Tiers the position can never reach are struck through rather than hidden — it follows the build you are on, and you can change it above to see what another position could get. The small number on a tier is what it actually asks for — the hardest leg of an and, the cheapest leg of an or.
Builds people actually play, each checked against the game's own ceilings and the 99 wall before it was added. Load one and every slider stays live.
Every badge in the game, what each tier asks for, and what it costs in badge tokens. Requirements are read out of the game's own tuning tables — not copied from a wiki.
Ten badges are either/or. Where a tier lists two attributes joined by or, reaching the number on one of them is enough — Deadeye at HOF wants 99 Mid-Range or 99 Three-Point, not both. Where they are joined by and, both are required.
Every Takeover ability, what it does and the attributes that unlock it — requirements out of the same tuning blob as the badge table, descriptions out of the game's own text. Marked against the build you have loaded. Tick any of them and press Build these.
These are the MyPLAYER numbers. The game stores a
second, lower set for NBA roster players — Airspace wants 87 Driving
Dunk and 75 Vertical from you and 82 / 60 from an NBA player — and
those are not what gates a build.
Whether cap breakers count here is not confirmed. They do count
toward badges and animation requirements, tested in game; nobody has
checked a Takeover. So a build is marked unlocked on its
allocated numbers, and anything the breakers alone would reach is
marked separately rather than claimed.
Five disciplines, not six. Takeover has no Physicals slot —
Demolition is filed under Rebounding, and Hydration Hero is universal and
fits any of the five.
Checked against this build including cap breakers — a broken 96 Driving Dunk unlocks what a natural 96 does, confirmed in game. Height is its own answer: an animation outside your frame's band is not a number you can chase.
Rarity is measured, not guessed: the count is how many of the game’s 137,959 attribute profiles earn that name, read from the same table that names your build.
The slingshot is exact arithmetic off the game’s weights table. Collecting it means the finished build landing on that player type, which is a search problem — so these read up to. Click a row and the finder will try to build it.