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.
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.
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.
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.
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.
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.
Full jumper data on Speed and Best Green Percentage.
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