Guides / Strategy
Budget strategy
Budget mode puts a price on every steal. Here is how those prices are set, what the scoring formula says a dollar is worth in each round, and the spending plans that hold up once the weakness wheel has had its say.
How a price is set
Every Budget roster shows a tag beside each name, and the tag is about one thing only: that player’s hidden rating in the skill on the clock. A legend is cheap in the round he can’t play and expensive in the one he can. The bands never change:
| Price | Rating in this round’s skill |
|---|---|
| $5 | 93 and up |
| $4 | 86–92 |
| $3 | 78–85 |
| $2 | 68–77 |
| $1 | 67 and below |
One override sits on top: whoever is worst at the skill on that roster is always $1, whatever his rating. Call it the minimum contract. Ties at the bottom all get it. Every board therefore has a $1 option, and on a strong roster the minimum contract can be a genuinely useful player who just happens to be last in line.
The board is sorted from the most expensive tag down, which means the price leaks the band before you commit. That changes the reading job. You are not guessing whether a guard can shoot; you are deciding which of the $4 shooters sits at the top of the band, or which of the $1 names is a near-miss rather than a liability. In Ball Knowledge, the tag is the only number on the board.
Franchise boards and positional boards price differently
Best Player runs land on all-decade franchise rosters: dozens of names, many of them depth players. On those boards roughly nine players in ten are on $1 for playmaking or defense, true stars are scarce (fewer than half of franchise landings have a $5 playmaker or a $5 defender), and the best player in the $1 pile is usually rated just under the $2 line. Finding him is the cheapest edge in the mode, and it is exactly the skill reading a roster trains.
Positional runs deal twelve players from a hand-picked pool, so the prices bunch upward. In a dozen point guards, about three in four cost $3 or more at playmaking, and the minimum contract often marks down a perfectly solid passer simply because somebody has to be the worst of twelve. Your money goes less far, but the floor is higher. The positional builds guide covers which pools are deep in what.
The wallet, the reserve and the refund
You start with $15. A steal is legal only if it leaves at least $1 for every round still to come; anything that would break that rule is greyed out as unaffordable. In practice the reserve caps your first three steals (jumpshot, handles and finishing) at $12 combined, because three rounds remain and the refund has not arrived yet.
After the third steal the weakness wheel offers three flaws and you must take one. The refund depends on severity:
| Severity | Flaws in the pool | Refund |
|---|---|---|
| Mild | 3 | +$1 |
| Bad | 5 | +$2 |
| Brutal | 5 | +$3 |
| Career-Threatening | 3 | +$3 |
The money arrives immediately and is spendable only on the last three picks: playmaking, defense and athleticism. Your whole run therefore has $16 to $18 to spend. You can’t see the offer until the wheel stops, but the odds are friendly: with the current flaw list, about 90% of runs offer at least one $3 flaw, and an offer where nothing pays more than $1 turns up roughly once in 560 runs. Plan for $17 or $18 and make sure the plan still works on $16.
Unspent dollars are printed on the result card as left over and do nothing else, so the athleticism round should take whatever remains.
Where a dollar buys the most OVR
The full pipeline lives on the scoring page. The short version: handles scale jumpshot into shot creation, athleticism scales both finishing (into rim pressure) and defense, and a Best Player build is 52% offense, 36% defense and 12% playmaking after a diminishing-returns curve. Working that formula through, this is roughly what one extra rating point adds to the final OVR:
| Skill | Build averaging the low 70s | Build averaging 80 |
|---|---|---|
| Defense | 0.41 | 0.21 |
| Playmaking | 0.30 | 0.22 |
| Jumpshot | 0.24 | 0.13 |
| Finishing | 0.17 | 0.10 |
| Athleticism | 0.16 | 0.10 |
| Handles | 0.08 | 0.05 |
Why the order looks like that
Handles is a multiplier on jumpshot rather than a skill of its own in the formula. Shot creation is 60% jumpshot plus up to 40% more depending on handles, so when the two ratings are similar a point of handles is worth about a third of a point of jumpshot. It is the safest round in the game to go cheap.
Finishing works the same way with athleticism, but rim pressure carries 30% of the offense to shot creation’s 42%, so finishing trails jumpshot. Athleticism multiplies twice, once on finishing and once on defense. That sounds like double duty; in practice it works out to about finishing’s value.
Defense carries 36% of the OVR on its own, lightly boosted by athleticism. Nothing else shares that slice, so each point lands at close to full weight. Playmaking is counted twice: 28% of the offense, plus 12% of the final number directly. That direct share never passes through the curve, which is why playmaking keeps its value as a build improves. In a build averaging 88, a point of playmaking is worth about three times a point of jumpshot.
The curve punishes holes more than it rewards stars
Offense and defense go through the curve separately, and the curve is steep at the bottom and flat at the top. Whichever side of your build is weaker is where points count. Take a sharp scorer who can’t guard anyone: in that build, a point of defense is worth six to eight times a point of jumpshot.
In dollar terms, assuming each price buys a rating from the middle of its band: from a build that paid $3 in every round, dropping defense to $1 costs about seven OVR (closer to ten if the $1 is a real liability), dropping playmaking about five, and dropping handles about one. Pushing any single skill from $3 to $5 usually adds one or two, and three at most. Cuts hurt more than splurges help.
Synergies don’t change that math much. Each one adds a point or two to a sub-score before the curve, and crossing a single threshold usually moves the final OVR by one point or not at all. Never pay an extra dollar just to qualify for one.
The refund lands right before playmaking and defense, the two rounds where a dollar does the most work. Spend light early and heavy late.
Spending plans that obey the rules
The lines below assume each price buys a mid-band rating, and they use no synergies. Your real OVR will drift a point or two either way depending on where in each band you land. Every line is legal under the reserve rule.
| Plan | JS / HND / FIN | Refund | PLY / DEF / ATH | Spent | OVR, roughly |
|---|---|---|---|---|---|
| Back-half | $3 / $1 / $2 | +$3 | $5 / $4 / $3 | $18 | 90 |
| Stars and scrubs | $5 / $1 / $1 | +$3 | $5 / $5 / $1 | $18 | 90 |
| Balanced | $3 / $3 / $3 | +$3 | $3 / $3 / $3 | $18 | 88 |
| Famous scorer | $5 / $5 / $2 | +$3 | $2 / $2 / $2 | $18 | 83 |
Back-half: the default
Pay for a decent jumpshot, take the cheapest acceptable handler, spend a little on finishing and arrive at the wheel with $9 still in hand. Take a $3 flaw you can live with and you have $12 for the three rounds that matter most. If the best offer only pays $2, drop athleticism to $2 and you lose about a point; with a $1 refund, defense slips to $3 as well and the build lands around 88. It degrades gently, which is the whole appeal.
Stars and scrubs
Same ceiling, more fragile. It needs a $5 shooter, a $5 passer and a $5 defender to appear on three specific boards, and on franchise rosters they often don’t. It also leans on the refund. With only $1 back, after a $5 playmaker the reserve rule caps your defender at $3, because athleticism still needs its dollar.
Balanced
Paying $3 everywhere is easy to execute and only possible with a full $3 refund. It finishes a couple of points behind the back-half plan because it pays full price for handles, the round that returns the least, and under-pays for defense, the round that returns the most. With a $1 refund the nearest balanced line ($3, $2, $3, then $3, $3, $2) sits around 87.
The famous-scorer opening
The cautionary row. Spending the legal first-half maximum of $12 on a great jumpshot and great handles feels like building a superstar, but it leaves $3 plus the refund for playmaking, defense and athleticism. Even with $3 back that is $2 apiece, and the build finishes about seven points behind the back-half plan for the same $18. With a $1 refund it collapses to $1 in all three late rounds and lands in the mid-70s.
Choosing the flaw as a shopper
Because the refund can only be spent on the last three rounds, it isn’t just more money. It is permission to buy one tier higher in playmaking or defense. Even so, it is worth less than it looks: on the same mid-band assumption, across every legal combination of prices, the best possible Best Player build improves by only one or two OVR going from a $1 refund to a $3 one.
Flaws, meanwhile, never touch your OVR. They act in the gauntlet as matchup penalties: some apply every round, some only late, some only against quick or crafty bosses, and a few carry a chance of ending the run outright. Most penalties are worth three to ten points against the boss they hit, and the run ends at the first loss. A flaw that bites the wrong boss costs more than the extra dollar or two ever bought.
So pick the flaw for the ladder you face, then treat the refund as a tiebreaker. Ladders differ. The Best Player ladder has 3 quick bosses and 4 crafty ones; the point-guard ladder has 9 crafty bosses out of 10, which turns a flaw aimed at crafty opponents into a near-permanent tax. The weakness wheel guide covers each flaw, and the boss gauntlet guide covers which bosses are quick or crafty.
Common ways to waste a wallet
- Spending the reserve early
- The first-half cap exists, but reaching it is almost always a mistake. The three rounds after the wheel return the most per dollar, and they are the rounds a front-loaded build can no longer afford.
- Paying for the name
- The tag tracks the skill, so the trap isn’t an overpriced legend; it’s a legend bought in the wrong round. Three extra dollars on handles buy no more OVR than one extra dollar on defense. Near the top it gets thinner still: in a build already full of $4 picks, one more dollar in any single round buys a point of OVR at most, and often nothing after rounding.
- Ignoring what the flaw does
- A bigger refund paired with a flaw that fires against the late bosses is a bad trade: builds near 90 are already in close matchups at the last doors, which is exactly where a penalty decides the run.
- Shopping for grades
- Letter grades are roster-relative and don’t enter the OVR. On a huge franchise roster the best $1 player can even grade well; in a positional dozen a cheap pick usually grades badly. Either way, the grade is not what you are buying.