Here is the NBA 2K23 Badges & Takeover Guide, Analysis, and Requirements, which lists all badges, badge tier lists, badge requirements for both current and next-gen, takeovers, takeover perks, how to unlock badges, as well as a breakdown of tips, info, and more when you click on each individual badge.
How to Unlock Badges
- Badges are organized by the skill categories of Finishing, Shooting, Playmaking, and Defense/Rebounding.
- Badges are unlocked by accumulating enough points in each skill skill category that turn into Badge Points. Earned Badge Points can be spent on badges per skill category.
- New Tiered Badges System. There are 16 badges per attribute category: eight in Tier 1, four in Tier 2, and four in Tier 3. Tier 1 badges are the least powerful for your player, but also cost the least amount of badge points.
- Costs go up as you climb the tiers and acquire the more impactful badges. The basic idea is that you’ll need to equip a certain number of badges in the lower tiers before you can equip badges in the highest.
- New “Core” badges, which are four unique badge slots (one in each attribute category) that can be filled with badges that don’t count toward your badge points.
- Each core badge will have a challenge requirement that, once met, will allow the badge to be placed into a core badge slot.
NBA 2K23 Badge Points (Next-Gen)
|Name||TIER 1||TIER 2||TIER 3|
Click on any of the individual badges to get the full NBA 2K23 Badges breakdown and analysis! This includes a list of best builds for each badge, badge tips, badge info, and more.
NBA 2K23 Badges Guide & Requirements
|Badge||Description||Attribute||B||S||G||H||Min Height||Min Height|
|Acrobat||Hop step, euro-step, cradle, reverse, and change shot layup attempts receive a boost. Additionally, the ability to beat defenders with gathers is improved||Driving Layup||65||76||84||94||5'7"||7'0"|
|Aerial Wizard *||Increases the ability to finish an alley-oop from a teammate, or putback a finish off an offensive rebound||Driving Dunk||50||66||81||92|
|Backdown Punisher||Allow players to have more success than normal when backing down a defender in the paint while posting up||Post Control||55||72||80||87|
|Bully *||Improves a player's ability to initiate contact and get to the rim on layups attempts||Strength||74||82||89||95||6'2"||7'3"|
|Dream Shake||Post move fakes have a higher chance of stunning a defender. Also, shot attempts following post fakes, shimmies, and shot fakes have an increased shot percentage||Post Control||45||62||77||86|
|Dropstepper||Allows for more success when attempting post dropsteps and hop steps, in addition to protecting the ball better, while performing these moves in the post||Post Control||58||69||78||87|
|Fast Twitch||Speeds up the ability to get standing layups or dunks off before the defense has time to contest||Close Shot||67||75||85||96|
|Fearless Finisher||Strengthens a player's ability to absorb contact and still finish. Also reduces the amount of energy lost from contact layups||Close Shot||65||75||84||93|
|Giant Slayer||Boosts the shot percentage for a layup attempt when mismatched against a taller defender and reduces the possibility of getting blocked||Close Shot||48||57||68||77||5'7"||7'0"|
|Limitless Takeoff||When attacking the basket, a player with this badge will start their dunk attempt from father out than others||Driving Dunk||65||79||86||96|
|Masher *||Improves a player's ability to finish well around the rim, especially over smaller defenders||Close Shot||63||73||82||95|
|Post Spin Technician||Attempting to do post spins or drives results in more effective moves, and less of a chance to be stripped||Post Control||46||57||70||80|
|Posterizer||Increases the chances of throwing down a dunk on your defender||Driving Dunk||72||85||93||99|
|Pro Touch||Gives an extra shot boost for having slight early, slightly late, or excellent shot timing on layups. Layup timing must be turned on||Close Shot||49||55||69||80|
|Rise Up||Increases the likelihood of dunking or posterizing your opponent when standing in the painted area||Standing Dunk||67||80||90||98||6'4"||7'3"|
|Slithery *||Increases a player's ability to slide through traffic, protect the ball from being stolen, and avoid contact during gathers and finishes at the rim||Driving Layup||69||79||89||99|
|Agent 3 *||Improves the ability to make pull-up or spin shots from three point range||Three Point Shot||68||83||89||96|
|Amped *||Reduces the penalty that fatigue has on a player and their ability to make shots||Mid-Range Shot||59||70||78||85|
|Three Point Shot||70||75||82||90|
|Blinders||Jump shots taken with a defender closing out in their peripheral vision will suffer a lower penalty||Mid-Range Shot||65||77||84||94|
|Three Point Shot||70||80||89||97|
|Catch and Shoot||For a short time after receiving a pass, the receiver's outside shooting attributes get a significant boost||Three Point Shot||60||72||81||93|
|Claymore *||Increases the ability to knock down perimeter shots when spotting up patiently||Three Point Shot||55||69||76||86|
|Clutch Shooter||Shot attempts that occur during the final moments of the 4th quarter, or in any overtime period, receive a large boost||Mid Range Shot||49||59||69||79|
|Three Point Shot||49||59||69||79|
|Comeback Kid *||Boosts shooter's mid-range and three-point abilities when trailing in a game||Mid Range Shot||40||50||60||70|
|Three Point Shot||48||58||68||78|
|Corner Specialist||Deep range shots taken along the baseline of the court receive a boost, whether it is off the dribble or off a catch||Three Point Shot||60||69||79||89|
|Deadeye||Jump shots taken with a defender closing out receive less of a penalty from a shot contest||Three Point Shot||71||82||91||99|
|Green Machine||Gives an additional shot boost when consecutively achieving excellent releases on jump shots||Mid Range Shot||60||71||80||90|
|Three Point Shot||60||73||82||82 91|
|Guard Up *||Increases the ability to make jump shots when defenders fail to properly contest||Mid Range Shot||55||69||77||8660|
|Three Point Shot||60||73||83||90|
|Limitless Range *||Extends the range from which a player can shoot three-pointers effectively from deep||Three Point Shot||74||85||92||99|
|Middy Magician||Boosts the effectiveness of pullups, spin shots, and fadeaways from the mid-range area||Mid Range Shot||50||64||73||81|
|Slippery Off-Ball||When attempting to get open off screens, the player more effectively navigates through traffic||Mid Range Shot||40||50||60||70|
|Three Point Shot||40||50||60||70|
|Space Creator||Increases a player's to both hit shots after creating space from the defender, as well as cross up an opponent on step-back moves||Mid Range Shot||52||64||73||80|
|Three Point Shot||53||65||74||83|
|Volume Shooter||After a player has taken a small handful of shots, an additional boost to shot attributes is given for every subsequent shot, whether it's a make or a miss||Mid Range Shot||45||59||68||78|
|Three Point Shot||50||64||73||80|
|Badge||Description||Attribute||B||S||G||H||Min Height||Max Height|
|Ankle Breaker||When performing stepbacks and other certain moves, the defender stumbles or falls more frequently when biting the wrong way||Ball Handle||55||65||71||81||5'7"||6'9"|
|Bail Out||Passing out of a jump shot or layup yields fewer errant passes than normal. Additionally, helps passing out of double teams||Pass Accuracy||65||78||85||94|
|Break Starter||After grabbing a defensive board, deep outlet passes made up the court are more accurate. Passes must be made quickly following the defensive rebound||Pass Accuracy||55||65||76||86|
|Clamp Breaker *||Improves a player's ability to fight off contact, protect the ball, and drive by opponents as the ball-handler||Ball Handle||64||77||87||96|
|Dimer||When in the half-court, passes by Dimers to open shooters yield a shot percentage boost||Pass Accuracy||64||69||80||85|
|Floor General||Teammates receive an offensive attribute bonus when player is in the game||Pass Accuracy||62||69||79||86|
|Handles For Days||A player takes less of an energy hit when performing consecutive dribble moves, allowing them to chain together combos quicker and for longer periods of time||Ball Handle||70||85||94||99||5'7"||7'0|
|Hyperdrive||Increases the speed at which a player can perform moving dribble moves as the attack down the court||Ball Handle||59||69||83||92||5'7"||6'10|
|Speed With Ball||55||67||80||90||5'7"||6'10|
|Killer Combos *||Improves a player's ability to chain together efficient dribble moves when sizing up their opponent||Ball Handle||65||78||88||97||5'7"||6'10|
|Mismatch Expert *||Improves the players ability to beat taller defenders off the dribble in one-on-one situations when they're switched onto them||Ball Handle||71||86||93||98|
|Needle Threader||When passing through a tight window between defenders, a boost is given to the player’s passing ability||Pass Accuracy||65||70||86||92|
|Post Playmaker||When passing our of the post or after an offensive rebound, receivers are given a shot boost||Pass Accuracy||45||59||73||83|
|Quick First Step||When driving out of a triple threat or after a size-up, ball handlers have access to quicker, and more effective, launches||Post Control||80||87||94||99|
|Speed With Ball||66||76||84||88|
|Special Delivery||Increases alley-oop throw success and shot chance for receivers after a flashy pass. Additionally, it enables the ability to throw alley-oops off the backboard||Pass Accuracy||47||57||67||77|
|Unpluckable||Defenders have a tougher time poking the ball free with their steal attempts||Post Control||65||75||84||95|
|Vice Grip *||Increases a player's ability to secure the ball against steal attempts after obtaining possession from a rebound, catch, or loose ball||Post Control||45||57||77||91|
|Badge||Description||Attribute||B||S||G||H||Min Height||Max Height|
|Anchor *||Increases a player's ability to block shots and protect the rim at a high level||Block||70||87||93||99||6'4"||7'3"|
|Ankle Braces||Lowers the likelihood of getting ankle-broken by opposing dribble moves||Perimeter Defense||55||67||76||86||5'7"||6'11"|
|Boxout Beast *||Helps rebounders win boxout battles on both offense and defensive rebounding situations||Offensive Rebound||48||67||82||94|
|Brick Wall||Increases the effectiveness of screens, is tough to backdown in the post, and drains energy from opponents on physical contact||Interior Defense||72||89||96||99||6'5||7'3|
|Challenger *||Improves the effectiveness of well-timed contests against perimeter shooters||Perimeter Defense||69||79||86||95|
|Chase Down Artist||Boosts the speed and leaping ability of a player when he is chasing down an offensive player in anticipation of a block attempt||Block||47||59||75||88|
|Clamps||Defenders have access to quicker cut off moves and are more successful when bumping or hip riding the ball handler||Perimeter Defense||70||86||92||97||5'7"||6'9"|
|Glove *||Increases the ability to successfully steal from ball-handlers||Steal||64||85||95||99|
|Interceptor||The frequency of successfully tipped or intercepted passes greatly increases||Steal||58||78||90||99|
|Menace||While guarding and staying in front of an opponent, their attributes will drop if good defense is being played||Perimeter Defense||55||68||77||87||5'7"||6'10"|
|Off-Ball Pest||Makes players more difficult to get past when playing off-ball, as the can grab and hold their matchup and don’t get their ankles broken as often||Perimeter Defense||35||45||55||65|
|Pick Dodger||Improves a player’s ability to navigate through and around screens while on defense. At the Hall of Fame level, can blow through screens in the park or blacktop||Perimeter Defense||64||76||85||94|
|Pogo Stick||Allows players to quickly go back up for another jump upon landing. This could be after a rebound, block attempt, or even jumpshot||Block||67||83||92||98|
|Post Lockdown||Strengthens a player's ability to effectively defend moves in the post, with an increased chance at stripping the opponent||Interior Defense||68||80||88||93|
|Rebound Chaser||Improves a player's ability to track down rebounds from farther distances than normal||Offensive Rebound||70||85||93||99|
|Work Horse *||Increases a player's speed and ability to get loose balls over the opponent||Interior Defense||47||55||68||82|
|Badge||Attribute||Min Height||Max Height||B1||B2||B3||B4||B5||S1||S2||S3||S4||S5||S6||G1||G2||G3||G4||G5||G6||G7||H1||H2||H3||H4||H5||H6||H7||H8|
|Aerial Wizard||Driving Dunk||50||66||66||81||81||92||92|
|Backdown Punisher||Post Control||55||72||80||87|
|Dream Shake||Post Control||45||62||62||77||77||86||86|
|Fast Twitch||Close Shot||67||75||85||96|
|Fearless Finisher||Close Shot||65||75||75||84||84||93||93|
|Giant Slayer||Close Shot||5'7"||7'0"||48||57||68||68||77||77|
|Limitless Takeoff||Driving Dunk||65||79||79||86||86||96||96|
|Post Spin Technician||Post Control||46||57||57||70||70||80||80|
|Pro Touch||Close Shot||49||55||55||69||69||69||80||80||80|
|Rise Up||Standing Dunk||6'4"||7'3"||67||80||90||98|
|Agent 3||Three Point Shot||68||83||83||89||89||96||96|
|Three Point Shot||70||75||75||82||82||82||90||90||90|
|Three Point Shot||70||80||80||89||89||97||97|
|Catch and Shoot||Three Point Shot||60||72||72||81||81||93||93|
|Claymore||Three Point Shot||55||69||69||76||76||76||86||86||86|
|Clutch Shooter||Mid Range Shot||49||59||59||69||69||69||79||79||79|
|Three Point Shot||49||59||59||69||69||69||79||79||79|
|Comeback Kid||Mid Range Shot||40||50||50||60||60||60||70||70||70|
|Three Point Shot||48||58||58||68||68||68||78||78||78|
|Corner Specialist||Three Point Shot||60||69||69||79||79||79||89||89||89|
|Deadeye||Three Point Shot||71||82||82||91||91||99||99|
|Green Machine||Mid Range Shot||60||71||71||80||80||80||90||90||90|
|Three Point Shot||60||73||73||82||82||82||91||91||91|
|Guard Up||Mid Range Shot||55||69||69||77||77||77||86||86||86|
|Three Point Shot||60||73||73||83||83||83||90||90||90|
|Limitless Range||Three Point Shot||74||85||85||92||92||99||99|
|Middy Magician||Mid Range Shot||50||64||64||73||73||73||81||81||81|
|Slippery Off Ball||Mid Range Shot||40||50||50||60||60||60||70||70||70|
|Three Point Shot||40||50||50||60||60||60||70||70||70|
|Space Creator||Mid Range Shot||52||64||64||73||73||73||80||80||80|
|Three Point Shot||53||65||65||74||74||74||83||83||83|
|Volume Shooter||Mid Range Shot||45||59||59||68||68||68||78||78||78|
|Three Point Shot||50||64||64||73||73||73||80||80||80|
|Ankle Breaker||Ball Handle||5'7"||6'9"||55||65||65||71||71||71||81||81||81|
|Bail Out||Pass Accuracy||65||78||78||85||85||85||94||94||94|
|Break Starter||Pass Accuracy||55||65||65||76||76||76||86||86||86|
|Clamp Breaker||Ball Handle||64||77||77||87||87||96||96|
|Floor General||Pass Accuracy||62||68||69||79||79||79||86||86||86|
|Handles For Days||Ball Handle||5'7"||7'0||70||85||85||94||94||99||99|
|Speed With Ball||5'7"||6'10||55||67||67||80||80||80||90||90||90|
|Killer Combos||Ball Handle||5'7"||6'10||65||78||78||88||88||97||97|
|Mismatch Expert||Ball Handle||71||86||86||93||93||98||98|
|Needle Threader||Pass Accuracy||65||70||70||86||86||86||92||92||92|
|Post Playmaker||Pass Accuracy||45||59||59||73||73||73||83||83||83|
|Quick First Step||Post Control||80||87||94||99|
|Speed With Ball||66||76||84||88|
|Special Delivery||Pass Accuracy||47||57||57||67||67||67||77||77||77|
|Vice Grip||Post Control||45||57||77||91|
|Ankle Braces||Perimeter Defense||5'7"||6'11"||55||67||67||76||76||76||86||86||86|
|Boxout Beast||Offensive Rebound||48||67||82||94|
|Brick Wall||Interior Defense||6'5||7'3||72||89||96||99|
|Chase Down Artist||Block||47||59||75||88|
|Off-Ball Pest||Perimeter Defense||35||45||45||55||55||55||65||65||65|
|Pick Dodger||Perimeter Defense||64||76||76||85||85||85||94||94||94|
|Post Lockdown||Interior Defense||68||80||88||93|
|Rebound Chaser||Offensive Rebound||70||85||93||99|
|Work Horse||Interior Defense||47||55||55||68||68||68||82||82||82|
Takeovers are special abilities you can equip on your MyPLAYER that you can activate after building up your Takeover meters. Basically, like getting hot in real life. While the primary and secondary Takeovers remain the same, Team Takeover has been redesigned.
In the last couple of versions, a player would activate Team Takeover for the entire team and make everybody hot after filling up the primary, secondary, and then Team Takeover meters in sequential order. For NBA 2K23, Team Takeover works as a cooperative team system with the entire team sharing a single meter. Each player on the team has an equal portion that they’re responsible for filling up by performing well on the court and being good teammates. Once each player has filled up their portion of the meter, Team Takeover automatically fires off for the entire team. The new design makes a lot more sense and does a better job representing what it means to be hot as a team and to take over the game as a unit.
List of Takeovers
- Advanced Gathers – Unlocks more effective spin, euro, hop step, cradle gathers.
- Easy Blowbys – Enhances the ability for slashers to beat defenders off the dribble.
- Finishing Moves – Able to absorb contact and finish at the rim.
SHOOTING & SHOT CREATING
- Limitless Range – Extends your shooting range out to the logos.
- Pull-Up Precision – Boosts well-timed/aimed shots off the dribble.
- Spot-Up Precision – Boosts well-timed/aimed stationary jump shots.
- Negative Impact – Reduces defensive impact against pull-ups and other skill shots.
- Anklebreaking Shots – More anklebreakers off of spin and stepback jumpers.
- Advanced Post Moves – Easier to beat defenders with post moves.
- Power Backdowns – Easier to push defenders around when posting up.
- Post Playmaking – Boost your teammates’ offensive abilities when passing out of the post.
- Post Shot Daggers – Increased scoring ability with hooks, fades, shimmy shots, etc.
- Glass Clearing Dimes – After rebounds, kick-out passes boost your teammate’s shooting.
- Extreme Clamps – More stone wall and lost dribble body-up resolutions for locks.
- Enhanced Jump Shot Contests – Boosts your ability to contest jumpers.
- Interior Badge Drop – Drops opposition’s scoring badges down a tier in the paint.
- Perimeter Badge Drop – Knocks shooting badges down a tier when you get close.
- Paint Intimidation – Boosts your ability to affect shots around the rim.
- Stuff Blocks – Unlocks more swat, backboard pins, and grab blocks.
- Boxout Wall – Improves ability to seal off opponents for easy boards.
- See the Future – Shows where missed shots are going to end up.
- Mamba Mentality – You are able to change your Takeover abilities prior to any game.
- Team Ratings Boost – Playmakers boost their teammates’ offensive ratings.
- Team Takeover Boost – Boost your teammates’ takeover meter progress.
- Team Badge Boost – Boosts your teammates’ badges up a tier.
Takeover Perks List & How to Earn Them
DECELERATOR – Slows down how quickly your opponents achieve Takeover if you are guarding them closely.
- Complete Mamba Mentality to earn this perk
MINIMIZER – Opponent’s activated Takeovers don’t last as long when closely guarded.
- Complete Mamba Mentality to earn this perk
SUPPRESSOR – Opponents with an active Takeover receive smaller attribute boosts when you are guarding them.
- Complete Jackson Ellis Challenge Y to earn this perk
SABOTEUR – When a guarded opponent commits a turnover or bad shot, their Takeover meter gets a larger penalty.
- Complete Jackson Ellis Challenge X to earn this perk
SECOND CHANCE – When Takeover is full but not yet activated, making a mistake won’t completely reset the meter.
- Complete Mamba Mentality to earn this perk
SPONGE – When a teammate performs an action to increase their Takeover meter, you get a small boost to your own.
- Complete LozoTheCrown Challenge X to earn this perk
EXTENDER – Extends the length of time that Takeover stays active.
- Complete Ricky Stat Challenge X to earn this perk
JUICE – Gives an extra boost to your attributes when Takeover is activated.
- Complete Jackson Ellis Challenge Z to earn this perk
STAY WARM – Takeover meters won’t drain as quickly when performing poorly.
- LozoTheCrown Challenge Y to earn this perk
ACCELERATOR – Takeover meters fill faster when performing well on the court, allowing you to get Takeover quicker.
- Complete Ricky Stat Challenge Y to earn this perk