NBA 2K27 Shooting Ratings Test
We wanted to test all the usable three point ratings to see how attributes affect your chance of making a shot, and which thresholds you should aim for. So we held the shot button for a fixed number of milliseconds, 100 times, and counted the makes. Then we did it again at the next hold time, and the next, up to 10 of them for every rating from 65 to 99. That is 30,700 jump shots.
The answer is not what most people assume. The part of the window that goes in almost every time is nearly the same size at a 65 as it is at a 99. The part that grows is the margin around it, which is the room to be early or late and still get a make.
What we found
Read those two bands together, because either one on its own is misleading. Going from a 65 to a 99 buys you about 0.5ms of extra room on the part of the window that greens on nearly every rep, a difference small enough that neighboring ratings trade places with each other inside it. Over the same ladder it buys you roughly 2.4 times the room on the shoulder, where a shot is not automatic but still usually falls.
In plain terms: rating is not what makes you green. Timing is what makes you green, and rating is what stops a slightly bad release from becoming a brick.
Every rating, one set of axes
Each line is one rating's make rate as the hold time moves through its green window. They land almost on top of each other, which is the first finding on its own: a green window has the same shape at every rating. What separates the lines is out on the shoulders.
What a rating actually buys you
The same data, measured rather than drawn: for each rating, how far either side of perfect you can release and still hit a given make rate. The innermost band is the one everyone expects to grow, and it is the one that mostly does not.
How we tested
Shots were taken on an automated testing station that holds the shot button for a set number of milliseconds and then releases it, so the release timing is fixed rather than judged by a human hand. Every millisecond tested is 100 attempts every 5 milliseconds throughout the green window. These shots are open, from the same spot, with no badges, hot zones or boosts in play.
The raw numbers
Every cell we recorded, unsmoothed, so nothing above has to be taken on trust.
The raw grid
rows = ms held · cols = rating · cell = makes per 100
| hold | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 574 | 37 | 38 | 38 | 38 | 42 | 40 | 38 | 40 | 42 | 44 | 41 | 42 | 44 | 43 | 42 | 46 | 45 | ||||||||||||||||||
| 579 | 22 | 25 | 24 | 30 | 39 | 40 | 41 | 38 | 44 | 40 | 24 | 31 | 39 | 38 | 39 | 39 | 40 | 42 | 41 | 43 | 41 | 46 | 48 | 50 | 49 | 47 | 46 | 48 | 50 | 50 | |||||
| 584 | 38 | 40 | 44 | 46 | 51 | 52 | 59 | 65 | 64 | 61 | 73 | 71 | 77 | 73 | 69 | 61 | 63 | 62 | 65 | 68 | 68 | 68 | 68 | 70 | 68 | 70 | 70 | 70 | 68 | 71 | 72 | 76 | 78 | 78 | 76 |
| 589 | 46 | 52 | 52 | 51 | 58 | 60 | 63 | 65 | 65 | 67 | 71 | 79 | 76 | 77 | 75 | 67 | 74 | 72 | 73 | 72 | 73 | 73 | 75 | 74 | 76 | 74 | 78 | 76 | 72 | 77 | 75 | 80 | 80 | 81 | 82 |
| 594 | 97 | 96 | 97 | 96 | 99 | 97 | 97 | 99 | 97 | 96 | 95 | 94 | 96 | 94 | 96 | 96 | 95 | 94 | 95 | 94 | 95 | 95 | 92 | 94 | 94 | 94 | 96 | 95 | 94 | 96 | 98 | 95 | 98 | 94 | 98 |
| 599 | 98 | 99 | 97 | 94 | 98 | 98 | 98 | 98 | 97 | 98 | 96 | 96 | 95 | 95 | 96 | 94 | 94 | 95 | 94 | 96 | 95 | 93 | 96 | 100 | 98 | 98 | 96 | 96 | 98 | 100 | 96 | 98 | 94 | 98 | 100 |
| 604 | 62 | 61 | 61 | 65 | 65 | 65 | 65 | 68 | 68 | 72 | 63 | 51 | 50 | 58 | 55 | 69 | 67 | 68 | 67 | 73 | 76 | 74 | 80 | 80 | 78 | 74 | 76 | 82 | 78 | 77 | 76 | 84 | 80 | 82 | 82 |
| 609 | 55 | 60 | 60 | 61 | 62 | 61 | 61 | 65 | 65 | 66 | 53 | 48 | 48 | 50 | 49 | 68 | 66 | 65 | 67 | 68 | 68 | 66 | 68 | 70 | 72 | 70 | 74 | 78 | 75 | 76 | 76 | 72 | 76 | 76 | 78 |
| 614 | 23 | 28 | 30 | 30 | 33 | 22 | 21 | 23 | 25 | 25 | 32 | 31 | 32 | 35 | 38 | 43 | 42 | 44 | 46 | 46 | 46 | 44 | 44 | 47 | 48 | 46 | 54 | 52 | 50 | 56 | |||||
| 619 | 30 | 31 | 32 | 31 | 30 | 38 | 37 | 36 | 39 | 40 | 38 | 42 | 40 | 38 | 44 | 40 | 42 | 46 | 42 | 44 |
Conclusion
Shooting attributes matter, but they are not what decides whether a shot falls. Your timing, your jumpshot, your badges and your animations all do more for a make than the rating on its own. What the rating mostly buys you is access to those, which is what the rest of this list is about.
- There is no cliff to aim at. Nothing in the results steps at 80, at 85, or at 90. The bands climb gradually the whole way up, so a build that lands one point short of a "breakpoint" is not giving anything away. Spend the points where they change something else.
- Rating is insurance, not accuracy. If your timing is genuinely consistent, the difference between a 65 and a 99 on the core of the window is about 0.5ms. If your timing drifts, late in the fourth, contested, off a hard closeout, that is exactly when the wider shoulder pays out.
- Aim at the thresholds for badges you will actually run. This is the strongest reason to pick one rating over another, and it is not the same as qualifying for as many badges as possible. In 2K27 you have a limited pool of badge slots and badge tokens per discipline, so meeting a badge's requirement does not mean you can equip it. Pick the shooting badges you will genuinely use, buy the ratings that unlock those at the level you want, and ignore the thresholds for badges that will never make it into your loadout. Badge requirements by rating.
- A rating point can still pay you even when it unlocks nothing. Badge tokens and badge slots are handed out according to how much you have invested in each discipline, so pushing your shooting rating up can hand you tokens to spend elsewhere in shooting even when that particular point crosses no badge threshold. Worth checking before you write a rating bump off as wasted. One catch: cap breakers do not grant tokens, so points added that way buy you the rating without the token. Badge tokens.
- Attribute points are not the cheapest millisecond you can buy. A jumpshot's Release Window grade and its release speed move the same window, and they cost you nothing on the build screen. Get those right before you spend badge points chasing the last few rating points. Compare measured jumper windows.
- Ratings still gate your animations. This test measures the window only. Your Three-Point and Mid-Range ratings also decide which bases and releases you can equip at all, which is a separate and often larger reason to raise them. Animation requirements by rating.