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All 31 Badges in Practical Basketball

Updated on (24 days ago)

Badges shape how your My Player build feels on the court. In Practical Basketball, they steer the parts of your game you lean on most: rim pressure, shooting, passing, ball handling, defense, and rebounding. Stress Test 3 can still move things around, so treat badge choices like a build tune-up, not a tattoo.

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Finishing

7 items

Finishing badges help drives, lob catches, post moves, and contact attempts near the rim. Pick them when your build earns touches inside instead of living only on jump shots.

Aerial Assault

Aerial Assault helps layup-focused players turn paint touches into more reliable floaters.

Observed tier
-
Best for
Floaters
effect
Improves floater success when a guard or wing gets into the paint without relying on dunks.
Attribute Note
-

Alley-Oop Finisher

Alley-Oop Finisher is for players who score from lob catches, rolls, cuts, or self-lobs.

Observed tier
Gold
Best for
Lobs
effect
Boosts lob finishes from teammates and also helps self-lob attempts near the rim.
Attribute Note
-

Gymnast

Gymnast supports guards and wings who finish with advanced layup gathers instead of straight-line attempts.

Observed tier
-
Best for
Crafty layups
effect
Boosts difficult layup gathers such as spins, half-spins, hop steps, euro steps, cradles, reverses, and change-shot finishes.
Attribute Note
-

High Flyer

High Flyer is a core dunking badge for slashers, forwards, and bigs that attack open lanes.

Observed tier
Hall of Fame
Best for
Driving dunks
effect
Extends the distance from which driving dunks can trigger, making rim attacks start from farther out.
Attribute Note
-

Paint King

Paint King gives interior players a better chance to make room before finishing at the rim.

Observed tier
-
Best for
Paint scoring
effect
Helps bigs create space inside by pushing defenders during hop steps or post moves near the basket.
Attribute Note
-

Relentless Finisher

Relentless Finisher is for bigs and slashers who expect body contact on layups or dunks.

Observed tier
-
Best for
Contact finishes
effect
Keeps contact layup and dunk attempts viable when defenders meet the scorer near the rim.
Attribute Note
-

Traffic Finisher

Traffic Finisher helps athletic forwards convert drives when help defense is already waiting.

Observed tier
Hall of Fame
Best for
Contested rim attacks
effect
Improves close-range finishes through contact, especially contested dunks around the rim.
Attribute Note
-

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Shooting

7 items

Shooting badges cover quick releases, deeper set shots, mid-range answers, off-dribble jumpers, corner spacing, and post fades. They matter most when your build needs to punish closeouts instead of praying the defender trips.

Corner Spot Up

Corner Spot Up gives forwards a clearer shooting role when they wait in the corner instead of posting up.

Observed tier
-
Best for
Corner shooting
effect
Boosts catch-and-shoot attempts from the corner for off-ball players spacing the floor.
Attribute Note
-

Deep Post Fade

Deep Post Fade is a shooting option for bigs and power forwards who work from the mid-post.

Observed tier
-
Best for
Post fades
effect
Improves post fade attempts taken farther from the basket, giving post scorers a mid-post counter.
Attribute Note
-

Formless Shooter

Formless Shooter supports shot creators who take jumpers after movement instead of only standing still.

Observed tier
Gold
Best for
Difficult jumpers
effect
Boosts difficult off-dribble jumpers such as hop steps, spins, stepbacks, and pull-ups.
Attribute Note
-

Limitless Shooter

Limitless Shooter lets perimeter builds threaten from deeper range on set three-point attempts.

Observed tier
Hall of Fame
Best for
Deep standing threes
effect
Extends the effective range for standing three-point shots when the shooter gets set.
Attribute Note
-

Mid-Range Maestro

Mid-Range Maestro rewards builds that use middies as a main scoring answer when threes or drives are covered.

Observed tier
Diamond
Best for
Mid-range scoring
effect
Raises mid-range shot reliability, especially for players who use pull-ups and shots inside the arc.
Attribute Note
-

Quick Draw

Quick Draw is valuable for shooters who receive passes and need to fire before the contest arrives.

Observed tier
Hall of Fame
Best for
Fast releases
effect
Speeds up catch-and-shoot jumpers so defenders have less time to close out.
Attribute Note
-

Tunnel Vision

Tunnel Vision helps jump shooters stay reliable when a defender recovers late to contest.

Observed tier
Hall of Fame
Best for
Late contests
effect
Reduces the shot penalty from defenders closing out on mid-range and three-point attempts.
Attribute Note
-

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Playmaking

7 items

Playmaking badges support ball security, passing speed, teammate shot boosts, dribble chains, space creation, and post counters. They are the glue for guards and any big who touches the ball under pressure.

Dimer

Dimer turns good kick-outs and setup passes into more valuable scoring chances for teammates.

Observed tier
Hall of Fame or Gold
Best for
Pass-first play
effect
Boosts teammates' shot chances after they receive a pass from the badge holder.
Attribute Note
-

Glove

Glove protects high-usage guards from losing the ball to aggressive reach attempts.

Observed tier
Hall of Fame
Best for
Ball security
effect
Makes the ball harder to strip when defenders reach against the dribbler.
Attribute Note
-

Post Hook

Post Hook gives frontcourt players a close-range scoring counter from the block.

Observed tier
Silver
Best for
Post scoring counters
effect
Improves post hook attempts near the basket when a defender takes away a fade or direct finish.
Attribute Note
-

Quick Handles

Quick Handles helps creators move from one dribble move into the next without feeling delayed.

Observed tier
Gold
Best for
Dribble combos
effect
Improves the ability to chain dribble moves together quickly.
Attribute Note
-

Quick Pass

Quick Pass is useful for guards, forwards, and bigs who need to move the ball out of pressure.

Observed tier
Hall of Fame or Gold
Best for
Fast ball movement
effect
Speeds up pass release and pass velocity, helping the ball move before defenders rotate.
Attribute Note
-

Spacemaker

Spacemaker is a shot-creation badge for ball handlers who use movement to create a clean look.

Observed tier
Gold
Best for
Isolation creation
effect
Helps create separation on space-making moves such as stepbacks, side steps, and similar shot-creation actions.
Attribute Note
-

Tireless Handles

Tireless Handles lets dribble-heavy players keep creating without draining energy as quickly.

Observed tier
Hall of Fame or Silver
Best for
Long combos
effect
Reduces the stamina lost from dribble moves, allowing longer chains before tiring out.
Attribute Note
-

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Defense & Rebounding

10 items

Defense & Rebounding badges help contests, rim protection, screen navigation, steals, post defense, and glass work. They are less flashy than green releases, but they stop the scoreboard from being a personal attack.

Intimidator

Intimidator is a defensive badge for players who stay close enough to make every shot attempt uncomfortable.

Observed tier
Diamond or Hall of Fame
Best for
Shot contests
effect
Strengthens contests so nearby offensive players miss more often when tightly guarded.
Attribute Note
-

Locks

Locks helps perimeter defenders stop blow-bys and stay attached during drives.

Observed tier
Hall of Fame
Best for
On-ball defense
effect
Improves perimeter cutoffs, hip riding, and the ability to stay in front of ball handlers.
Attribute Note
-

Lurker

Lurker gives rim protectors more value when they rotate late but still have a block angle.

Observed tier
Gold or higher
Best for
Chase-down blocks
effect
Improves chase-down block ability for defenders who recover from behind or from the side.
Attribute Note
A center guide recommends Gold or higher before it starts feeling reliable.

Navigator

Navigator is for guards who need to stay connected to shooters and ball handlers through picks.

Observed tier
-
Best for
Screen defense
effect
Helps defenders work through screens without getting stuck on the screener.
Attribute Note
-

Post Lockdown

Post Lockdown is a frontcourt defense badge for holding position against post scorers.

Observed tier
-
Best for
Post defense
effect
Makes it harder for post scorers to back down, move, or create space against the defender.
Attribute Note
-

Rebound Chaser

Rebound Chaser is the main badge for ending possessions or creating second chances on the glass.

Observed tier
Diamond or Bronze
Best for
Rebounding
effect
Helps players track down missed shots faster on both offensive and defensive rebounds.
Attribute Note
One 6'9 build guide ties Bronze Rebound Chaser to 59 Rebound.

Rim Saver

Rim Saver is a core paint-defense badge for bigs and switchable forwards.

Observed tier
Diamond or Gold
Best for
Rim protection
effect
Widens effective shot-blocking range near the basket, helping block attempts that would otherwise get over the defender.
Attribute Note
One 6'9 build guide ties Gold Rim Saver to 80 Interior Defense and 85 Block.

Thief

Thief is for defensive guards who want to pressure the ball and create extra possessions.

Observed tier
-
Best for
Steals
effect
Improves the chance of creating steals when the ball handler exposes the ball.
Attribute Note
A point guard guide cites 84 Steal for consistent Thief results.

Tough Ankles

Tough Ankles helps perimeter defenders survive change-of-direction moves without losing balance.

Observed tier
-
Best for
Dribble defense
effect
Lowers the chance of getting crossed over or ankle-broken by opposing dribble moves.
Attribute Note
-

Trampoline

Trampoline supports power forwards who stay near the rim and need multiple jumps in one possession.

Observed tier
Diamond
Best for
Repeated contests
effect
Boosts repeated jumps for blocks and contests, helping interior defenders keep challenging shots.
Attribute Note
-

Pick badges around your job

Start with what your build is supposed to do every possession. A guard that runs offense wants quicker passes, safer handles, and shooting help for late contests. A big that lives inside usually gets more value from rim finishing, paint defense, and rebounding. Trying to grab every fun badge makes the build feel like a backpack full of bricks.

Use tiers as a signal, not a script

Observed tier tells you where a badge has shown up strongly in practical builds. It does not mean every player should chase that tier first. Attribute limits, height, position, and playstyle can make a lower tier fit better than a shiny one.

If a badge has no observed tier, read its effect and role fit before skipping it. Some badges are plain tools: Navigator helps screen defense, Paint King helps inside spacing, and Post Lockdown helps bigs hold their spot. Boring? Sure. Useful? Very.

Balance scoring with possessions

Scoring badges are easier to notice because the ball goes in or it does not. Defense, rebounding, and passing badges often win through extra possessions: a faster kick-out, a cleaner contest, a rebound that ends the trip. If your team already has shot makers, adding support badges can do more than forcing another scorer into the lineup.

For solo builds, keep one reliable scoring path and one safety valve. A slasher can pair finishing help with passing or ball security. A shooter can pair release and contest help with movement creation. A big can mix paint scoring with rebounding and rim protection so missed shots do not become free snacks for the other side.

FAQ

Q.

Should I chase the highest observed tier first?

Not always. High tiers are useful clues, but Practical Basketball builds still depend on your attributes, height, role, and how you actually play. A badge that fits your job beats a shiny tier that sits there looking expensive.

Q.

Why do some badges have no observed tier?

Some badge effects are clear, but a safe tier was not shown consistently enough to use as a player-facing value. Use the effect and best-for fields, then check your in-game builder before spending points.

Q.

Are badge names final in Stress Test 3?

They can change. Practical Basketball is still in a test phase, so names, effects, and requirements may shift as the game updates. If your builder shows a newer label, trust the game first.

Q.

Which badge category should a new build start with?

Start with your main job. Guards usually need shooting and playmaking first, wings often mix finishing with defense, and bigs usually care about paint scoring, rim protection, and rebounding. Then fill the gaps that cause bad possessions.

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