In this article, we talk about all the crazy badges in NBA 2K20 and how broken they are from 10-1. Which badges do you think are overpowered? Leave it in the comments below!
10. Flexible Release
Reduces the penalty suffered from mis-timed jump shot releases. Shot timing penalties for jump shots are reduced, making it easier to knock down attempts even when releasing early or late.
9. Volume Shooter
Boosts shot percentages as shot attempts accrue throughout the game. 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.
8. Clamps
Boosts the ability to stay in front of the ball handler on the perimeter. Defenders have access to quicker cut off moves and are more successful when bumping or hip riding the ball handler.
7. Lob City Finisher
Improves the chances of completing a successful alley-oop dunk/layup. Improves a player’s ability to successfully finish an alley-oop layup or dunk. The shot must be taken before the receiver lands.
6. Giant Slayer
Heightens the effectiveness of layups over taller defenders. Boosts the shot percentage for a layup attempt when mismatched against a taller defender and reduces the possibility of getting blocked.
5. Contact Finisher
Improves the ability to convert contact layups and dunks in traffic. Slashers who play below the rim finish contact layups more successfully while dunkers are able to pull off more contact dunks.
4. Ankle Breaker
Improves the likelihood of freezing or dropping a defender during dribble moves. When performing stepbacks and other certain moves, the defender stumbles or falls more frequently when biting the wrong way.
3. Intimidator
Intimidates offensive players causing them to miss shots more often. Offensive players have less success shooting when contested by players with this badge. Also boosts the shot defense ratings when tightly guarding an opponent.
2. Quick Draw
Speeds up the release of a jump shot. The higher the badge level, the faster a player will be able to release all jump shots.
1. Quick First Step
Provides more explosive first steps out of triple threat and size-ups. When driving out of triple threat or after a size-up, ball handlers have access to quicker and more effective launches.