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Training Guide

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This Post:
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326268.7 in reply to 326268.6
Date: 1/4/2025 12:20:17 AM
Tampines Fusion
SBBL
Overall Posts Rated:
440440
Second Team:
ActiveSG Basketball Academy
Other Factors that Affect Training Speed
Two important factors that affect training is height and age.

Age
Players of all age will benefit from training. However younger players improve faster. That's why quite often, an 18 year old will often be prioritized in the drafts (of course, we also need to take starting skills and potential into account, since 19 year olds can have considerably better starting skills). To get a better idea of how much slower a player trains as they age, you can refer to this post: (295510.6).

A player will also start to deteriorate in skills at the age of 35, just like how players get slower when they get older. As far as I know, the rate of skill drops is random (and which skill that drops), so there are times when you can get a double drop. To slow down this drop, you can get trainers with Career Extension specialty. Players above 35 can still be trained, although their skill drop rate will definitely outpace the skill training rate.

Height
Height has no impact during matches. A short player can still consistently outrebound a tall player if their rebound skill is better. I know some people might say "how is that possible? The taller player doesn't even need to jump", but imagine a short player who can jump so high that they can catch the ball above the taller player's outstretched arms, or the taller player gets boxed out by the shorter player and is in a bad position to catch the rebound, or they just have butter fingers or bad coordination. Either way, height has no impact during matches.

However it does impact training a lot. A taller player would train much faster in rebounding than a shorter player, while a shorter player will train much faster in handling than a taller player. The equilibrium, where a player trains all skills at 100%, is at 6'7" or 201cm. Here is the list of skills and how their training speed is affected by height: (295510.5).

Does that mean 201 cm players are the best? Not necessarily. For guards, shorter players are better because they train handling and outside defense faster. You would want taller inside players because they train inside shooting and inside defense faster. However, this isn't exactly set in stone because it all depends on context. A player who is around 6'9" could be a more ideal post player than a 7'2" player. I'll get into that later on when I talk about player builds.

This Post:
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326268.8 in reply to 326268.7
Date: 1/4/2025 12:37:31 AM
Tampines Fusion
SBBL
Overall Posts Rated:
440440
Second Team:
ActiveSG Basketball Academy
Training Staff
There are two types of staff that affects training speed: Trainer and Youth Trainer

Trainer
You will have this dude by default, although his level will be very low at the start. In order to train players, you should get a higher level trainer, at least Superior. Here is a list which shows the difference in effectiveness of trainers of different levels (295510.13).

Optimally, it would be good to get a world-renown (level 7) trainer. However, they can be very expensive (up to 3 million) and their upkeep can be quite expensive. So many people go with at least level 6 (exceptional) trainers if they are training for the NT (or if they want to cap out a MVP/HOF).

Remember to watch out for the staff's salary when bidding on him. You might be able to get a world-renown trainer for $1000, but if his weekly salary is $100k, then you might find yourself bankrupt soon.

Youth Trainer
Only get them if you are training players aged 18 or 19. They won't work on players aged 20 and above. They're much cheaper than trainers, so if you're serious in training players with MVP or higher potential, you should at least get a level 6 youth trainer. Again, watch your finances. You don't want to go bankrupt just because you can't wait to train your next franchise player. The difference in speed of Youth Trainers is still pretty unknown at the moment, so there isn't much data.

This Post:
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326268.9 in reply to 326268.8
Date: 1/4/2025 12:40:03 AM
Tampines Fusion
SBBL
Overall Posts Rated:
440440
Second Team:
ActiveSG Basketball Academy
Potential Cap, Salaries, and Player Position
In order to prevent users from training players into a legendary machine, the developers introduced Potential some 50+ seasons ago (was it season 6? 7? I can't remember). So players who existed before that had their potential set to allstar, with an asterisk. For reference, here it the oldest player in BB that I know of (2313980).

How does potential work?
Basically Potential is a limiter which determines your player's final product. So if you don't plan on training anyone, DO NOT get a high potential teenager, because you will be paying a premium for a player you can get for much cheaper. Potential DOES NOT affect game performance.

Also if you don't plan on training, and you somehow manage to draft a MVP or HOF potential player, then sell them off. It's good money. Not a lot if it's MVP or if they have bad starting skills, but at least it's still a good 5-6 figure price tag rather than paying them 2-3k a week for nothing. You can even buy a low potential replacement player with the same skills for 1k.

Every single skill your player improves in, they will take one step closer to achieving their potential. When they reach their potential, they can still train, but at 1/3 of the training speed, so you can still train a player that has reached their potential. Although personally I would say it won't be worth it unless you are training a HOF/NT player. That said, do bear in mind that different positions have different weightage for skills. I'll talk about that later on.

What is a good potential for training?
I'm sure everyone is hoping to hit a ATG (All-Time Great). Guess what, these people are very hard to come by. So should you "settle" for a HOF (Hall of Famer)? Well every potential has a value (you'll notice if you put your cursor on the potential, it will give you a numerical value. The value for ATG is 10+, while HOF is 10. Why is that so? Because each potential has subvalues (decimal points), so yes, in case you were wondering, not every HOF caps at the level. The value of HOF players are 10.00 to 10.94, while ATG is 10.95 and above (They will be the top 5% of HOFs). So a ATG can just be 0.01-0.05 levels higher than a HOF.

Here's a rule of thumb you can follow:
U21 - star (20k salary, 70-90 tsp) and above.
NT - MVP (100-130k salary, 140 tsp) and above.
Francise player: HOF (200k+ salary, 150 tsp)
SBBL PO contender starter: MVP (100-130k salary, 140 tsp)
SBBL PO contender sub: Superstar (60-70k salary, 130 tsp)

But it also depends on your trainer and youth trainer level. On average, it takes a level 6 coach and level 6 youth trainer (for players who start at 18) to cap a HOF at age 25. If you don't have that, don't bother training any HOFs. If you can only afford level 4 trainers, then go for Superstars. They will be decent enough for your team until you get enough funds to upgrade your coach. Remember, BB is a marathon, not a 100m sprint.

Tutorial to be continued at (326268.12)

Last edited by BuzzRBeater at 1/18/2025 10:23:28 AM

This Post:
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326268.10 in reply to 326268.1
Date: 1/4/2025 2:50:33 AM
Changi Muscle Ball
SBBL
Overall Posts Rated:
1414
This will be helpful , thank you!

From: LDS

This Post:
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326268.11 in reply to 326268.4
Date: 1/4/2025 8:18:25 AM
LionDash
SBBL
Overall Posts Rated:
143143
I didnt know need to empty starter.. that explain i cant get him train full 48 min even i put strict follow depth chart

This Post:
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326268.12 in reply to 326268.9
Date: 1/18/2025 10:51:51 AM
Tampines Fusion
SBBL
Overall Posts Rated:
440440
Second Team:
ActiveSG Basketball Academy
What are those salary range and tsps you listed in the last post?
So for every skill level your player has, you have to pay them salary, and they will eat up your potential cap space. But not all skills are paid equal/eat up the same amount of potential. I can't exactly quote a source for this, but I think the weightage for salary is similar to the weightage of potential space. So in short: if a skill costs more in salary, it will also take up more potential.

For example, for Cs, rebounds (and other 3 inside skills) are very expensive, while passing and OD are essentially free (means you can put in a lot of these on Cs without affecting salary and taking up much potential space. Here is an example of two capped centers with MVP potential (unmentioned skills are at 1/atrocious):
Player A: IS/ID/RB/SB at 17 (220k salary, 74 tsp)
Player B: IS/ID/SB at 17, RB at 16, OD at 21, PA at 20 (200k salary 112 tsp)

As you can see, by sacrificing 1 skill point of RB, you can squeeze in 39 more skill points in OD and PA (I put OD at 21 because it seems like OD has lower weightage than PA, although the difference is really really small).

The same goes for guards, although the "free" skills are IS and ID (although ID seems more heavily weighted than IS, and the difference is significant enough to notice). So lets say you have two guards, both of them have all their 6 guard skills (JS/JR/OD/HA/DR/PA) at 14 (wondrous). They will have the same salary (based on the calculator) even if Guard A has atrocious (1) IS while Guard B has legendary (20) IS. Although IS would take up salary cap, so if we are to have them both hit the salary cap, you will see something like this:
Based on Perennial Allstar potential:
Guard A: JS/JR/OD/HA at 15, DR/PA at 14
Guard B: JS/JR at 15, OD/HA/DR/PA at 14, IS at 20

So you traded 2 points (1 at OD and 1 at HA) for 19 points in IS, and made your guard very good at inside attacks. In fact, if you put the points into PA instead of OD/JR/HA, you'd have less tsp because PA is weighted heavier than those 3 skills (meaning Guard A will have JS/JR/PA or JS/OD/PA at 15 instead of 4 skills like above, due to PA being more "expensive").
Note: Guard B is also cheaper despite having more tsp, because like I said, IS is free on guards.

I won't get into the exact math of the salary/potential formula, but if you're a math geek, head on down to https://www.buzzer-manager.com/ and try out their salary estimation function. The amount of salary is a bit off, but it isn't too far off (rumours also say that the calculator says it caps players slightly early, but the data it uses is from the most reliable sources we have).

Listed Positions
So we were talking about what skills were free for what positions, but how are positions determined? Basically, listed position in this game doesn't affect a player's performance on court. However it can affect how fast your player hits their potential, and also how much salary they earn for a particular skill up.

Listed position is affected by the player's skills. A player with high all round guard skills but low inside skills will be listed as a PG. Those with low PA but the other 5 guard skills will be listed as a SG. High guard skills (except for PA) and high ID will put them as SF. High inside skills will have them listed as C, but if their JS is high enough, they will be listed as PF. At NT level, hardly anyone uses Cs, because they need their players to be versatile both outside and inside, so the player is very often listed as PF. If there are Cs, then it is usually a playmaking C which don't make a lot of shots (I've seen China build some). We'll talk more about this in the player builds section.

Again, if you're interested to see how skills affect listed position, go over to https://www.buzzer-manager.com/ and try out their salary estimation feature.

Last edited by BuzzRBeater at 1/19/2025 5:38:46 AM

From: LDS

This Post:
11
326268.13 in reply to 326268.12
Date: 1/18/2025 9:21:52 PM
LionDash
SBBL
Overall Posts Rated:
143143
i feel u bro. No matter what.. u r the bestšŸ«”

This Post:
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326268.14 in reply to 326268.12
Date: 1/19/2025 12:10:52 AM
Sinsinata Tigers
SBBL
Overall Posts Rated:
55
Second Team:
Sinsinata Tigers II
I know that pain, I sometimes save the text to notepad)) But yes, 100%, you're the man helping us all get better.

This Post:
00
326268.15 in reply to 326268.14
Date: 1/19/2025 5:39:38 AM
Tampines Fusion
SBBL
Overall Posts Rated:
440440
Second Team:
ActiveSG Basketball Academy
Hahaha thanks. Actually there's a workaround where you open a match replay in another tab and have it playing. The game will not log out as long as the match is ongoing. But I totally forgot to do it last night xD

This Post:
00
326268.16 in reply to 326268.12
Date: 1/19/2025 5:40:33 AM
Tampines Fusion
SBBL
Overall Posts Rated:
440440
Second Team:
ActiveSG Basketball Academy
Player Build 1: Point Guard
1. OD is the most important skill for a PG. At NT/B3 level, you want it optimally at least at legendary, or beyond that (21). 2. Next is HA and DR. HA is very important due to elastics for OD, and DR is heavily weighted in driving layups (driving is a skill which helps your player get into a good position. High DR players tend to take more shots. But since Look Inside utilizes guards to drive inside, you will want this skill at a high level so that you have an extra offensive tactic at your disposal.
3. After that comes JS and IS (since IS is free). Top tier NTs usually have them around 20, but 18 and above would be acceptable as well.
4. Then comes PA. While it does come as a surprise, but we don't train PA really high because of 2 reasons: 1) It's very expensive, and the cost you have to pay doesn't justify its effect at higher levels, and 2) Top NTs and BB teams usually have good passing on all other positions, so that lessens the playmaking burden on the PG. In that case, you will probably only need around 15 passing on your PG.

Suitable height for a PG
Unlike the NBA, where length is everything, and people want tall PGs like Stephon Castle, Luka Doncic, DeJounte Murray, and Ben Simmons, you want shorter players for PG because the most important skill is OD, and shorter players train OD the fastest. That said, other than OD and HA, the other essential skills for PG aren't height related (JS/PA), so there is more leeway in building a PG. I would still go for a player that is around 6'1" or 6'2" at most, but you can still turn a 6'4" or 6'5" player into a PG.

So how do you train a PG to that level?
1. 1 on 1 forwards
1 on 1 forwards mainly trains HA/DR. HA has positive elastic effects on 2 important PG skills - OD and PA. It also has a positive effect on DR as well but since DR is trained, so you won't see any effect. The best part of 1 on 1 forwards, is that it trains IS as well. You won't get that in 1 on 1 guards. Since our target OD is 21, it would be great to train it up to 19 HA at least since OD training will also give you handling pops. You might also want to watch out if he has much higher DR than HA, or if they are taller (hence DR will pop faster than HA since DR is not affected by height). In that case, I would stop at 19 or 20 DR and make up the rest with HA training later on.

2. IS for C
This step is usually done if you plan to forgo U21 eligibility, or if they are still 20 years old when you start training them. Training IS gives elastics to ID, which will be trained secondarily when you train OD. So you should aim as high as possible. It would be good if it's around 17, as you can round it up with JS training later. Do note that you'll have to play your player out of position at C for this, but don't worry, you can try reverse patient.

3. JS for forwards
So you've got IS until 17, you can boost it further with JS for forwards. JS for guards and wings will not give you IS pops. But this training is essentially just to improve your player's JS. Try to hit around 19? JS is already trained by 1 on 1, so it will just be the finishing touch.

4. OD training for PG
If you're aiming for U21, then you can start this training at the season they turn 21, IF their OD is average and above. If it's lower, then just aim for the senior NT and only start after you hit 17 or more in IS. This is because with elastic effects, you're likely to get 1 OD pop a week for the first couple of weeks. Plus ID will also train pretty fast thanks to the elastic effects from IS. Feel free to go all the way up to 21 OD without changing your training.

5. PA for PG
All the way to 15 PA. After that, if you still have cap space, go for Outside shooting for SG to train JR.

The final product should look something like
JS 20
JR 11
OD 21
HA/DR 20
PA 15
IS 19
Salary: 200k

Extra notes:
Try to get one with low RB, because RB eats

Last edited by BuzzRBeater at 1/19/2025 10:54:10 AM

This Post:
00
326268.17 in reply to 326268.16
Date: 1/19/2025 10:53:22 AM
Tampines Fusion
SBBL
Overall Posts Rated:
440440
Second Team:
ActiveSG Basketball Academy
Player Build 2: Shooting Guard
SG and PG are pretty similar, probably the biggest difference being the importance of PA and JR.
1. Similarly to PG, OD is the most important skill. However unlike PG, JS is also very important here, so we can try pushing it to 21 if we can.
2. Similarly to PG, HA and DR comes next, for the same reasons.
3. IS comes third, for the same reasons.
4. Instead of PA, we have JR here. In case you didn't know yet, JR is not a 3 point shooting stat. All jumpers (midrange or threes) are calculated using JS. But the further away your player shoots from the basket, the "lower" their JS will be. So let's say they have 20 JS. Their JS might work like 10 JS if they're shooting a 3. So JR will reduce the "penalty" imposed by the distance. So if they have high JR, they might be shooting from the arc like someone with 15 JS instead of 10 JS. So it's useless to have high JR but low JS.
5. PA comes at the lowest priority, but you need to train it to around 10-11.

Suitable height for a SG
Unlike PG, where PA is not affected by height, JR trains better with shorter players. So it's best to get players as short as possible. I won't go for players above 6'2". If they're 6'2" or more, I'll probably train them into PGs.

Training Program
1. 1 on 1 forwards
Just like PG training, jack up their HA and DR with 1 on 1 forwards. Do note go for 1 on 1 guards, because 1 on 1 forwards give you a boost in IS. Go all the way until 19 HA, or if your DR hits 20.

2. JS for forwards
Unlike PG training, we're going with JS first, as JS is a very important skill. Going up to 19 would be fine, since JS will pop with IS and JR training which is what we will be doing later. But remember, it is JS for forwards, because it will also improve IS. JS for wings and guards do not give IS pops.

3. IS for C
You'll have to play your trainee off position at C. The good thing is, with 20 JS, your trainee will definitely be torching opposite Cs with reverse patient. You can go all the way to 20 if you like, since your player's IS would already be considerably high at this point. Stopping anywhere between 18-20 is okay (but ideally you'd want 20 IS).

4. OD for PG
All the way to 21 OD. The high IS would also give elastics to ID, which will pop from this training.

5. PA for PG
Push it up to 10 or 11. Nothing less. After that you can go for outside shooting for SG to train JR, all the way until he caps.

The final product should look something like
JS 21
JR 13
OD 21
HA/DR 20
PA 11
IS 20
Salary: 160k

Extra notes:
Similarly to PG, get a player with low RB because RB eats up a lot of potential.

SGs are very much cheaper than PGs because PA is soooo expensive. Alternatively, if you don't hit 21 JS after all that IS and JR training, you can bump JR one level higher to 14.

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