NBA 2K27 Takeover Requirements
Every NBA 2K27 takeover ability, what 2K says each one does, and the attribute ratings known to unlock them. Each of the five disciplines has a default ability that boosts that discipline while Takeover is active, plus a set of specialist abilities you can equip in its place.
How Takeover Works in 2K27
Takeover is no longer a single bar. Shooting, Finishing, Playmaking, Defense and Rebounding each get their own meter in the HUD, and each one rises and falls in real time based on how you are actually playing. You equip one ability per discipline, so a full loadout is five abilities rather than one.
- Frozen
- Cold
- Neutral
- Warm
- Hot
- Takeover
Takeover / Ability | ReqRating / Attribute | Description |
|---|---|---|
| Default ShootingShooting | Always available | Considerable boost to Shooting attributes when in Takeover.Boost to all Shooting attributes by +30, up to a maximum of 80. |
| Shot ArtistShooting | 89 3PtThree-Point ShotOR89 MidMid-Range Shot | Enhances ability to make Off-Dribble shots.Wider timing window on off-dribble jumpers, making it easier to convert off any dribble move. |
| CalibratedShooting | 85 3PtThree-Point ShotOR85 MidMid-Range Shot | Enhances ability to make Set shots.Wider timing window on catch-and-shoot and stand-still jumpers, rewarding disciplined shot selection with an easier green. |
| Zip CodeShooting | 91 3PtThree-Point Shot | Extends ability to make shots from Deep.Extends effective shooting range, allowing deep shots to be treated as if taken from closer distances. Fire from further out without the penalty of range. |
| Default FinishingFinishing | Always available | Considerable boost to Finishing attributes when in Takeover.Boost to all Finishing attributes by +30, up to a maximum of 80. |
| NavigatorFinishing | 85 LayupDriving Layup | Enhances ability to make Driving and Advanced layups (euros, hops, spins).Wider timing window on driving and advanced layups, with advanced gather animations that help you navigate through traffic and finish at the rim. |
| AirspaceFinishing | 87 Dr DunkDriving DunkAND75 VertVertical | Enhances ability to make Driving dunks.Take flight on every drive, forcing contact dunk situations, powering through defenders, and finishing alley-oops with ease. |
| Inside TouchFinishing | 85 CloseClose Shot | Enhances ability to make Standing layups.Wider timing window on standing layups, making it easier to finish softly around the basket. |
| DetonatorFinishing | 85 St DunkStanding Dunk | Enhances ability to make Standing dunks.Wider timing window on standing dunks, turning catches in the paint and mid-post feeds into reliable rim-rocking opportunities.An earlier reading off builder screenshots put this at 90 Standing Dunk. The full builder table and the companion-app glossary both say 85. |
| Paint SurgeonFinishing | 80 CloseClose ShotAND75 Post CtrlPost Control | Enhances ability to make Post Hooks, Fades, and win matchups in the post.Easily beat defenders with post backdowns, moves, and fakes. Wider timing window on post shots to finish with precision. |
| Default PlaymakingPlaymaking | Always available | Considerable boost to Playmaking attributes when in Takeover.Boost to all Playmaking attributes by +30, up to a maximum of 80. |
| BlurPlaymaking | 85 Ball HdlBall HandleAND80 SWBSpeed With Ball | Enhances ability to blow by defenders and win body-up matchups.Enhances the ability to drive by defenders, making it easier to get to the rim. |
| CookPlaymaking | 90 Ball HdlBall Handle | Increases chances of successful ankle breakers.Increased chance to trigger defender reactions and devastating anklebreakers. |
| DishmasterPlaymaking | 80 Pass AccPass Accuracy | Increases boosts to pass recipient's Finishing and Shooting attributes.Elevates all teammates' Finishing and Shooting discipline attributes, with crisp passes that can reach players anywhere on the court. |
| Default DefenseDefense | Always available | Considerable boost to Defense attributes when in Takeover.Boost to all Defense attributes by +30, up to a maximum of 80. |
| GlueDefense | 85 Per DefPerimeter Defense | Enhances ability to force ball pickups and fumbles.Apply relentless pressure on ball handlers to shut down their options, while powering through screens to stay attached on every possession. |
| HawkDefense | 85 StealSteal | Activates on-ball steal attempts that can cause turnovers or force fumbles.Higher efficiency in forcing fumbles and getting on-ball steals. |
| Rim GuardianDefense | 80 Int DefInterior DefenseAND80 BlockBlock | Increases ability to win post and off-ball post situations, and activates elite shot blocking around the rim.Boosts ability to defend around the basket and in the post. |
| Default ReboundingRebounding | Always available | Considerable boost to Rebounding attributes when in Takeover.Boost to all Rebounding attributes by +30, up to a maximum of 80. |
| DemolitionRebounding | 88 StrStrength | Increases ability to set strong screens.Dominate as a screener with boosted screen resolutions, unlocking punishing animations that flatten unsuspecting defenders. |
| MuscleRebounding | 80 Off RebOffensive ReboundAND80 Def RebDefensive ReboundAND80 StrStrength | Increases ability to win successful boxouts and rebounds.Overpower opponents on the glass with superior boxouts and explosive rebounds. |
| Second ChanceRebounding | 80 Off RebOffensive Rebound | Instantly see shot feedback on all shots, and increase ability to make successful putbacks.Instantly see feedback on all shots, and increased chance of successful putbacks. |
| See the FutureRebounding | 85 Off RebOffensive ReboundAND85 Def RebDefensive Rebound | Shows you where missed shots will land ahead of time.See the miss coming. Know exactly where the ball will land before anyone else does. |
| Hydration HeroUniversal | Always available | Temporarily disables losing adrenaline and energy/turbo. Can be equipped in any of the five Takeover Ability discipline slots.Prevents adrenaline and energy (Turbo R2) drain, letting you push the pace with and without the ball. Rehydrate, replenish, and refuel with Gatorade to help you play at your best. |
Five Meters, Tracked Separately
Every discipline has its own meter and they move independently across six tiers: Frozen, Cold, Neutral, Warm, Hot, then Takeover. Anchoring the paint can drive your Defense meter up while your shooting is heading the other way.
Going Cold Costs You
The meter cuts both ways. Shooting badly does not simply stall the Shooting meter, it pushes you toward the cold end of the scale and your Shooting ratings take a penalty for it.
It Fires On Its Own
There is no button to press. When a discipline's meter maxes out, the ability equipped in that slot activates automatically and an on-screen timer counts it down. Durations differ from ability to ability, so what you equip decides how long you get.
Two Can Run At Once
Because the meters are independent, more than one can peak at the same time. 2K's own example is a guard breaking ankles, dishing assists and scoring inside, running Blur and Airspace together.