Nothing this roster does stands out against the league on offence.
Point-of-attack defenders who will pick you up full court. Get off the ball early.
Close to Switch Everything — not enough daylight to call it either way.
Passing and ball movement over isolation. The extra pass is coming, so the second rotation is where they beat you.
Close to Perimeter Storm — not enough daylight to call it either way.
Nothing this roster does stands out against the league on defence.
Speed and pressure at the rim. Get back; a set defence is a different team's problem.
Close to Perimeter Storm — not enough daylight to call it either way.
Long, quick, interchangeable. Screens buy nothing, so it has to come from movement.
Close to Lockdown — not enough daylight to call it either way.
Everything happens inside. Wall up early; they would rather not settle.
Close to Perimeter Storm — not enough daylight to call it either way.
Size at the back. Live at the three-point line, not in the lane.
Close to The Glass — not enough daylight to call it either way.
Shooting and handles. Run them off the line — a contested two is a win against this team.
Close to Motion Offence — not enough daylight to call it either way.
Nothing this roster does stands out against the league on defence.
Shooting and handles. Run them off the line — a contested two is a win against this team.
Close to Motion Offence — not enough daylight to call it either way.
Nothing this roster does stands out against the league on defence.
Everything happens inside. Wall up early; they would rather not settle.
They rebound everything, at both ends. One shot per trip is the whole gameplan against them.
Close to Rim Protection — not enough daylight to call it either way.
Nothing this roster does stands out against the league on offence.
They rebound everything, at both ends. One shot per trip is the whole gameplan against them.
Passing and ball movement over isolation. The extra pass is coming, so the second rotation is where they beat you.
Close to Perimeter Storm — not enough daylight to call it either way.
Point-of-attack defenders who will pick you up full court. Get off the ball early.
Close to Rim Protection — not enough daylight to call it either way.
Shooting and handles. Run them off the line — a contested two is a win against this team.
Close to Motion Offence — not enough daylight to call it either way.
Point-of-attack defenders who will pick you up full court. Get off the ball early.
Close to Switch Everything — not enough daylight to call it either way.
Passing and ball movement over isolation. The extra pass is coming, so the second rotation is where they beat you.
Close to Downhill — not enough daylight to call it either way.
Point-of-attack defenders who will pick you up full court. Get off the ball early.
Close to Switch Everything — not enough daylight to call it either way.
Speed and pressure at the rim. Get back; a set defence is a different team's problem.
Close to Paint Bully — not enough daylight to call it either way.
Long, quick, interchangeable. Screens buy nothing, so it has to come from movement.
Close to Lockdown — not enough daylight to call it either way.
Shooting and handles. Run them off the line — a contested two is a win against this team.
Close to Motion Offence — not enough daylight to call it either way.
Nothing this roster does stands out against the league on defence.
Passing and ball movement over isolation. The extra pass is coming, so the second rotation is where they beat you.
Close to Perimeter Storm — not enough daylight to call it either way.
Point-of-attack defenders who will pick you up full court. Get off the ball early.
Close to Switch Everything — not enough daylight to call it either way.
Nothing this roster does stands out against the league on offence.
They rebound everything, at both ends. One shot per trip is the whole gameplan against them.
Close to Lockdown — not enough daylight to call it either way.
Everything happens inside. Wall up early; they would rather not settle.
They rebound everything, at both ends. One shot per trip is the whole gameplan against them.
Close to Rim Protection — not enough daylight to call it either way.
Passing and ball movement over isolation. The extra pass is coming, so the second rotation is where they beat you.
Close to Downhill — not enough daylight to call it either way.
Long, quick, interchangeable. Screens buy nothing, so it has to come from movement.
Close to The Glass — not enough daylight to call it either way.
Passing and ball movement over isolation. The extra pass is coming, so the second rotation is where they beat you.
Close to Perimeter Storm — not enough daylight to call it either way.
They rebound everything, at both ends. One shot per trip is the whole gameplan against them.
Close to Rim Protection — not enough daylight to call it either way.
Speed and pressure at the rim. Get back; a set defence is a different team's problem.
Close to Paint Bully — not enough daylight to call it either way.
They rebound everything, at both ends. One shot per trip is the whole gameplan against them.
Passing and ball movement over isolation. The extra pass is coming, so the second rotation is where they beat you.
Point-of-attack defenders who will pick you up full court. Get off the ball early.
Close to Switch Everything — not enough daylight to call it either way.
Shooting and handles. Run them off the line — a contested two is a win against this team.
Close to Motion Offence — not enough daylight to call it either way.
Nothing this roster does stands out against the league on defence.
Passing and ball movement over isolation. The extra pass is coming, so the second rotation is where they beat you.
Close to Perimeter Storm — not enough daylight to call it either way.
Point-of-attack defenders who will pick you up full court. Get off the ball early.
Shooting and handles. Run them off the line — a contested two is a win against this team.
Close to Paint Bully — not enough daylight to call it either way.
Size at the back. Live at the three-point line, not in the lane.
Everything happens inside. Wall up early; they would rather not settle.
Size at the back. Live at the three-point line, not in the lane.
Speed and pressure at the rim. Get back; a set defence is a different team's problem.
Close to Paint Bully — not enough daylight to call it either way.
Point-of-attack defenders who will pick you up full court. Get off the ball early.
Close to Switch Everything — not enough daylight to call it either way.
Everything happens inside. Wall up early; they would rather not settle.
Close to Perimeter Storm — not enough daylight to call it either way.
Size at the back. Live at the three-point line, not in the lane.
Nothing this roster does stands out against the league on offence.
Point-of-attack defenders who will pick you up full court. Get off the ball early.
Everything happens inside. Wall up early; they would rather not settle.
They rebound everything, at both ends. One shot per trip is the whole gameplan against them.
Close to Rim Protection — not enough daylight to call it either way.
Passing and ball movement over isolation. The extra pass is coming, so the second rotation is where they beat you.
Close to Perimeter Storm — not enough daylight to call it either way.
Nothing this roster does stands out against the league on defence.
Everything happens inside. Wall up early; they would rather not settle.
Close to Downhill — not enough daylight to call it either way.
Size at the back. Live at the three-point line, not in the lane.
Close to Switch Everything — not enough daylight to call it either way.
Every signal is measured against this league's own average, not a fixed bar. An Air Raid team is one whose deep passing and receiver speed stand out among the teams it actually plays — so an all-time pool where everybody is 90-plus still separates, and a rebuilding league doesn't come back thirty-two times "balanced". The labels redistribute themselves as the league progresses.
Built from the top 8 men by overall — what a 2K league actually plays. The fifteenth man's ratings say nothing about how a team is built. When two archetypes finish close together the team is said to lean one way rather than be one — calling a scheme off a rounding error is how a scouting report stops being believed.