NBA Basketball Terminology Reference Table
Explore common NBA lingo with clear explanations, abbreviations, and modern analytics.
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| Term | Abbreviation | Category | Description | Usage & Notes |
|---|---|---|---|---|
| And-One | — | Offensive Plays | Field goal made while being fouled, granting one extra free throw. | Often shouted after finishing through contact; recorded as a made basket plus one free throw. |
| Buzzer Beater | — | Offensive Plays | Shot released before the game or period buzzer that still counts if it goes in. | Counts as long as the ball leaves the hand in time and often becomes a game-winning highlight. |
| Fast Break | — | Offensive Plays | Quick offensive push in transition before the defense is set. | Sparked by steals or long rebounds to create high percentage looks at the rim. |
| Cut | — | Offensive Plays | Quick off-ball move toward the rim or open space to receive a pass. | Punishes defenders who overplay passing lanes; backdoor cuts generate easy layups. |
| Drive-and-Kick | — | Offensive Plays | Ball handler drives to collapse the defense then kicks the ball to an open teammate. | Creates rhythm catch-and-shoot chances around the arc and forces scramble rotations. |
| High-Low Action | — | Offensive Plays | High-post passer feeds a teammate sealing deep near the rim. | Punishes fronting defenses and highlights the size advantage of two-big lineups. |
| Crossover | — | Offensive Plays | Sharp dribble switching the ball from one hand to the other to shift the defender. | Creates driving lanes, especially when timed with hesitation moves or screens. |
| Dribble Handoff | DHO | Offensive Plays | Ball handler dribbles toward a teammate and hands the ball off while screening the defender. | Creates downhill momentum for shooters and keeps the defense chasing in motion offenses. |
| Staggered Screen | — | Offensive Plays | Two or more screens set sequentially to free a cutter or shooter. | Forces defenders to navigate traffic and is common in playbook entries for shooters. |
| Flare Screen | — | Offensive Plays | Screener angles a pick away from the ball so the receiver fades toward the wing for a shot. | Counters aggressive help on shooters and pairs well with pick-and-roll misdirection. |
| Elevator Doors | — | Offensive Plays | Two screeners start apart then close together after a cutter passes through, sealing the defender. | Designed to free shooters for quick catch-and-shoot looks at the top of the arc. |
| Box Out | — | Defensive Concepts | Using body positioning to seal an opponent away from the rim and secure rebounding space. | Initiated the instant a shot is released to gain inside leverage before pursuing the ball. |
| Closeout | — | Defensive Concepts | Sprinting from help position to challenge a shooter while slowing down into a balanced stance. | Used to contest perimeter attempts without giving up straight-line drives. |
| Help Defense | — | Defensive Concepts | Secondary defenders rotate from the weak side to stop dribble penetration or protect the rim. | Activated when the on-ball defender is beaten and relies on early communication to recover. |
| On-Ball Pressure | — | Defensive Concepts | Aggressively guarding the ball handler to disrupt dribble rhythm and vision. | Sets the tone at the point of attack, often used to burn clock or force turnovers. |
| Off-Ball Denial | — | Defensive Concepts | Positioning between an opponent and the ball to take away the passing lane before the catch. | Applied to star scorers or shooters to delay set actions and force backdoor cuts. |
| Rim Protection | — | Defensive Concepts | Defending the basket area through shot blocks, vertical contests, and deterring layups. | Anchors the back line of defense and allows perimeter players to pressure the ball. |
| Switch Defense | — | Defensive Concepts | Exchanging defensive assignments on screens or cuts to stay in front of the ball. | Common in switching lineups to neutralize pick-and-roll mismatches. |
| Hedge and Recover | — | Defensive Concepts | The screener’s defender steps out to impede the ball handler before retreating to their assignment. | Effective against elite pull-up guards while still protecting against rolls. |
| Drop Coverage | — | Defensive Concepts | Pick-and-roll scheme where the big retreats toward the paint to guard the rim and roller. | Concedes pull-up jumpers but limits lobs, drives, and foul trouble for bigs. |
| Blitz Coverage | — | Defensive Concepts | Sending two defenders aggressively at the ball handler off a screen to force the ball out. | Utilized versus elite creators, requiring quick rotations behind the trap. |
| Ice Coverage | — | Defensive Concepts | Side pick-and-roll tactic that angles the ball handler away from the middle and toward the baseline help. | Keeps the action on one side, allowing the weak side to stay home on shooters. |
| Top Lock | — | Defensive Concepts | Positioning above a shooter to take away coming off a screen and forcing backdoor cuts. | Ideal against pin-down actions for elite shooters when rim protection is ready behind. |
| Weak-Side Rotation | — | Defensive Concepts | Coordinated movement of backline defenders filling open spots after help is provided. | Prevents open threes and layups when the defense scrambles out of traps or help situations. |
| Stunt and Recover | — | Defensive Concepts | A quick jab step toward the ball to deter penetration before sprinting back to the shooter. | Used by wing defenders to buy time for help without abandoning perimeter threats. |
| Tag the Roller | — | Defensive Concepts | Weak-side defender momentarily checks the rolling screener to slow the pass until the big recovers. | Essential in pick-and-roll coverage that sends help from the weak side. |
| Dig | — | Defensive Concepts | Quick reach by a perimeter defender into the post or driving lane to knock the ball loose. | Timed to avoid fouls while bothering post-ups and slowing downhill attackers. |
| Nail Help | — | Defensive Concepts | A defender stationed at the free-throw line area ready to stop drives through the middle. | Critical in gap-heavy schemes like pack line to cut off straight-line drives. |
| Scram Switch | — | Defensive Concepts | A quick off-ball switch to remove a smaller defender from a post mismatch before the entry pass. | Allows switching teams to survive post-up hunting without giving up easy seals. |
| X-Out Rotation | — | Defensive Concepts | Two defenders cross paths like an “X” to cover corner and wing shooters after help. | Key scramble technique out of help situations in modern NBA spacing. |
| Pack Line Defense | — | Defensive Concepts | Man-to-man system with defenders sagging inside an imaginary arc to wall off drives. | Popular in college and adapted to slow heavy rim attacks while protecting against kick-out threes. |
| Full-Court Press | — | Defensive Concepts | Applying defensive pressure across the entire court immediately after a change of possession. | Used to speed up opponents, create turnovers, or shift momentum. |
| Trap Defense | — | Defensive Concepts | Coordinated double-team that cuts off escape routes to force turnovers or hurried decisions. | Common along sidelines or corners where the boundary acts as a third defender. |
| Take a Charge | — | Defensive Concepts | Establishing legal guarding position and absorbing contact to earn an offensive foul. | Momentum-changing play that flips possession and racks up fouls on attackers. |
| Verticality | — | Defensive Concepts | Defensive principle allowing shot blockers to jump straight up without fouling if arms stay vertical. | Teaches bigs to contest at the rim without swiping down or leaving their cylinder. |
| Shell Drill | — | Defensive Concepts | Practice drill that teaches positioning, help, and rotations in man-to-man defense. | Run daily to build communication habits and drill game-speed rotations. |
| Box Set | — | Game Strategy | Half-court alignment with four players at the lane lines forming a box to spring cutters or screens. | Creates misdirection on baseline out-of-bounds plays and quick hitters at the start of possessions. |
| Chicago Action | — | Game Strategy | Off-ball pin-down that flows directly into a dribble handoff for the same shooter. | Creates downhill momentum and stresses help defenders guarding the handoff. |
| Delay Series | — | Game Strategy | Five-out spacing where the trailing big initiates dribble handoffs and reads from the top of the floor. | Delays early actions to let guards use back cuts and split cuts once the defense relaxes. |
| Double Drag | — | Game Strategy | Transition ball screen sequence using two staggered screeners to free the handler. | Used early in the clock to attack drop coverage or switch defenses before they are set. |
| Dribble-Drive Motion | DDM | Game Strategy | Four-out offense emphasizing continuous dribble attacks and kick-out reads. | Punishes sagging defenders and builds drive-and-kick rhythm for attacking closeouts. |
| Elevator Screen | — | Game Strategy | Two screeners close together like elevator doors after a shooter cuts between them. | Freezes trail defenders and produces clean catch-and-shoot looks from the top. |
| Flex Offense | — | Game Strategy | Continuity offense built on baseline flex cuts and down screens exchanging roles. | Levels the floor for teams needing structure and constant movement to free cutters. |
| Floppy Action | — | Game Strategy | Shooter starts under the rim and chooses either side of staggered screens to pop free. | Provides variety in after-timeout plays and lets scorers read how defenders chase. |
| Ghost Screen | — | Game Strategy | Screen appears to be set before the screener slips out without contact to confuse switches. | Ideal versus switch-heavy defenses that pre-rotate to ball screens. |
| Hammer Action | — | Game Strategy | Baseline drive paired with a weak-side flare screen that frees a corner three. | Counters aggressive help defenders who tag the roller from the weak-side corner. |
| Horns Set | — | Game Strategy | Half-court alignment placing two bigs at the elbows with guards spaced on the wings. | Flows into pick-and-rolls, high-low looks, or handoffs based on the point guard's read. |
| Isolation | ISO | Game Strategy | Spacing the floor to give a creator room to attack one defender without help. | Called when a mismatch or foul target is identified late in the clock. |
| Iverson Cut | — | Game Strategy | Guard sprints across the free-throw line using parallel screens to receive the ball on the wing. | Sets up wing isolations, pick-and-rolls, or quick post entries out of baseline inbound plays. |
| Motion Offense | — | Game Strategy | Free-flowing system built on constant cuts, screens, and reads without set plays. | Maximizes ball movement for teams with multiple decision-makers and interchangeable roles. |
| 1-4 High Set | — | Game Strategy | Alignment with one guard up top and four teammates across the free-throw line extended. | Opens backdoor cuts, high-low entries, and quick ball screens from a symmetrical look. |
| Pick-and-Pop | PnP | Game Strategy | Screener steps into a ball screen then pops to perimeter space for a jumper. | Forces big defenders to chase shooters and opens driving lanes for guards. |
| Pick-and-Roll | PnR | Game Strategy | Ball handler uses a teammate's screen to pressure the defense before attacking or passing. | Core half-court action to create mismatches, collapse coverage, and trigger rotations. |
| Pistol Action | — | Game Strategy | Two-guard action combining a dribble handoff into an immediate ball screen at the wing. | Triggers quick-hitting pick-and-rolls in early offense before the defense is organized. |
| Princeton Offense | — | Game Strategy | Read-based system featuring high-post handoffs, backdoor cuts, and spacing discipline. | Controls tempo for teams that value patience and punishes overplays with timely cuts. |
| Short Roll | — | Game Strategy | Screener stops around the free-throw line to receive a pass instead of rolling to the rim. | Counters traps by letting bigs facilitate floaters, kick-outs, or high-low passes. |
| Spain Pick-and-Roll | Spain PnR | Game Strategy | Three-player pick-and-roll where a back screen is set on the roll defender after the initial screen. | Attacks drop coverage and miscommunication by stacking two screens at the point of attack. |
| Spread Pick-and-Roll | — | Game Strategy | Pick-and-roll run with four shooters spaced outside the arc to stretch help defenders. | Maximizes drive-and-kick lanes for ball handlers who thrive against collapsed coverage. |
| Split Cut | — | Game Strategy | Two perimeter players cross or screen each other after a post entry to shake their defenders. | Key trigger in post offenses to generate open threes or slips when defenders overhelp. |
| Stagger Screens | — | Game Strategy | Series of two or more screens set at slight angles so the cutter navigates a staggered path. | Popular in transition or after-timeout plays to shake free shooters curling or fading. |
| Triangle Offense | — | Game Strategy | Spacing concept forming a sideline triangle with a two-man game on the weak side. | Balances post touches, cuts, and spacing to read double teams against wing entries. |
| Two-for-One | — | Game Strategy | End-of-period strategy aiming for two offensive trips before the opponent gets one. | Requires a quick shot with around 35-40 seconds left to preserve the last possession. |
| Zipper Action | — | Game Strategy | Cutter starts on the block and runs vertically off a screen to the top to receive the ball. | Sets up entries into pick-and-roll, post touches, or secondary actions from the top. |
| Zoom Action | — | Game Strategy | Pin-down screen that flows into a dribble handoff on the wing, keeping the defender chasing. | Useful against switch or top-lock coverage to keep shooters in motion toward the rim. |
| Rim Protector | — | Roles & Personnel | Player who specializes in contesting shots at the basket. | Anchors the defense by blocking or altering attempts near the rim. |
| Three-and-D | 3&D | Roles & Personnel | Wing who combines reliable three-point shooting with perimeter defense. | Spaces the floor while guarding top perimeter threats. |
| Sharpshooter | — | Roles & Personnel | Player known for exceptional shooting accuracy, especially from distance. | Runs off screens or spots up to stretch defenses and punish rotations. |
| Slasher | — | Roles & Personnel | Player who excels at attacking the basket off the dribble. | Pressures the rim to collapse defenses and create kick-out looks. |
| Microwave Scorer | — | Roles & Personnel | Bench scorer who heats up quickly and produces points in bunches. | Enters to change momentum with aggressive shot-making. |
| Floor General | — | Roles & Personnel | Primary ball handler who directs teammates and controls tempo. | Calls sets, reads the defense, and ensures the offense flows smoothly. |
| Two-Way Player | — | Roles & Personnel | Contributor who impacts games on both offense and defense. | Trusted to stay on the floor late thanks to versatility and balance. |
| Lockdown Defender | — | Roles & Personnel | Specialist assigned to neutralize the opponent's best scorer. | Takes tough assignments, fights through screens, and dictates matchups. |
| Glue Guy | — | Roles & Personnel | Role player who ties units together with hustle, screening, and smart play. | Fills gaps, communicates on defense, and keeps possessions moving. |
| Rim Runner | — | Roles & Personnel | Big who sprints the floor and dives to the rim for lobs and finishes. | Rewards guards for push-ahead passes and pressures defenses in transition. |
| Pick-and-Roll Ball Handler | — | Roles & Personnel | Creator who initiates pick-and-roll actions and reads multiple coverages. | Manipulates screens to create advantages for scorers and roll partners. |
| Pick-and-Roll Roll Man | — | Roles & Personnel | Screener who dives toward the rim after setting picks to finish or make reads. | Forces rotations by rolling hard, freeing shooters and short-roll passes. |
| Post-Up Specialist | — | Roles & Personnel | Big who scores efficiently with back-to-the-basket moves on the block. | Draws double teams, slows tempo, and creates inside-out opportunities. |
| Glass Cleaner | — | Roles & Personnel | Player who dominates the rebounding battle on both ends of the floor. | Extends possessions with offensive boards and finishes stops with rebounds. |
| Enforcer | — | Roles & Personnel | Physical presence who deters cheap shots and protects teammates. | Sets tone with hard screens, quick fouls, and vocal leadership on toughness. |
| Sixth Man | — | Roles & Personnel | Top reserve who provides starter-level impact off the bench. | Often leads the second unit's scoring, pace, and closing minutes. |
| Closer | — | Roles & Personnel | Go-to option trusted to score or create in late-game situations. | Handles isolation sets, late-clock plays, and closing free throws. |
| Franchise Player | — | Roles & Personnel | Elite player around whom the organization builds its long-term identity. | Sets culture, anchors game plans, and carries primary production every night. |
| Points | PTS | Advanced Stats | Total points a player or team records through made field goals and free throws. | Primary measure of scoring output and foundation for per game averages. |
| Rebounds | REB | Advanced Stats | Missed shots that a player or team secures to control possession. | Split into offensive and defensive totals and tied directly to possession battles. |
| Offensive Rebound | OREB | Advanced Stats | Rebound secured by the shooting team to extend the same possession. | Generates second chance points and rewards activity on the glass. |
| Defensive Rebound | DREB | Advanced Stats | Rebound collected by the defending team to end the opponent possession. | Triggers transition chances and prevents second chance scoring. |
| Assist | AST | Advanced Stats | Pass ruled by the statistician to lead directly to a made basket. | Highlights playmaking value and feeds ratios such as assist to turnover. |
| Steal | STL | Advanced Stats | Legal takeaway by a defender that ends the opponent possession. | Often sparks transition offense and is tracked for individual and team pressure. |
| Block | BLK | Advanced Stats | Defender deflects a shot on its path to the rim without committing a foul. | Anchors rim protection and can ignite fast breaks after the stop. |
| Turnover | TOV | Advanced Stats | Possession lost before a shot because of an error or violation. | Reduces offensive efficiency and factors into assist to turnover analysis. |
| Field Goal Made | FGM | Advanced Stats | Any successful two or three point shot from the floor excluding free throws. | Paired with attempts to judge volume and forms the numerator of field goal percentage. |
| Field Goal Attempt | FGA | Advanced Stats | Shot taken from the floor that would count as a field goal if it goes in. | Shows shooting volume and provides the denominator for field goal percentage. |
| Field Goal Percentage | FG% | Advanced Stats | Ratio of made field goals to attempts showing overall shooting accuracy. | Allows quick comparison of efficiency among scorers regardless of volume. |
| Three Point Field Goal | 3PM | Advanced Stats | Made shot taken from beyond the three point arc worth three points. | Central to modern spacing strategies and charted separately from other makes. |
| Three Point Percentage | 3P% | Advanced Stats | Made three pointers divided by attempts showing long range accuracy. | Key gauge for floor spacing threats and shooting specialists. |
| Free Throw Made | FTM | Advanced Stats | Successful unguarded shot from the free throw line worth one point. | Indicates ability to capitalize on fouls drawn and close games late. |
| Free Throw Percentage | FT% | Advanced Stats | Share of made free throws out of attempts reflecting reliability at the line. | Critical late game indicator and part of true shooting calculations. |
| Minutes Played | MIN | Advanced Stats | Total time a player spends on the court during game action. | Indicates coaching trust load management and context for per minute metrics. |
| Games Played | GP | Advanced Stats | Number of games in which a player appears for any amount of time. | Baseline durability number and qualifier for rate based leaderboards. |
| Points Per Game | PPG | Advanced Stats | Average points scored divided by games played measuring consistent production. | Headline scoring metric for leaderboards awards and historical comparisons. |
| Rebounds Per Game | RPG | Advanced Stats | Average rebounds per contest calculated by dividing totals by games played. | Key indicator for rebound leaders and roster construction around interior play. |
| Assists Per Game | APG | Advanced Stats | Average assists a player distributes each game by dividing totals by appearances. | Benchmarks playmakers in award races and offensive scheme evaluation. |
| Double Double | — | Advanced Stats | Player posts double digits in two statistical categories within one game. | Typical combinations pair points with rebounds or assists to show balance. |
| Triple Double | — | Advanced Stats | Player records double digits in three statistical categories in a single game. | Most often involves points rebounds and assists highlighting all around impact. |
| Usage Rate | USG% | Advanced Stats | Estimate of possessions ending with a player via shots free throws or turnovers. | Shows how much of the offense flows through the player regardless of minutes. |
| True Shooting Percentage | TS% | Advanced Stats | Efficiency metric that blends field goals three pointers and free throws into one rate. | Adjusts for shot value to compare scorers on equal footing across roles. |
| Effective Field Goal Percentage | eFG% | Advanced Stats | Adjusts field goal percentage by giving made threes extra value for weighting. | Formula balances two and three point attempts to compare overall shooting efficiency. |
| Free Throw Rate | FTr | Advanced Stats | Compares free throw attempts to field goal attempts to capture rim pressure. | Higher rates signal relentless drives and help project foul drawing ability. |
| Player Efficiency Rating | PER | Advanced Stats | John Hollinger's per minute productivity metric normalized so league average equals fifteen. | Summarizes box score impact into one number for quick cross positional comparisons. |
| Plus Minus | +/- | Advanced Stats | Score differential while a player is on the floor tracking team impact. | Useful in lineup analysis though influenced by teammates and opponents. |
| Box Plus Minus | BPM | Advanced Stats | Estimates player impact per one hundred possessions relative to league average using box score data. | Positive BPM signals above average production after adjusting for position and pace. |
| Offensive Rating | ORtg | Advanced Stats | Points produced per one hundred possessions for a player or team on offense. | Higher numbers reflect efficient scoring and are compared against defensive rating for net value. |
| Defensive Rating | DRtg | Advanced Stats | Points allowed per one hundred possessions for a player or team. | Lower ratings indicate stronger defense and combine with offensive rating to form net rating. |
| Net Rating | NetRtg | Advanced Stats | Difference between offensive and defensive rating showing point margin per one hundred possessions. | Positive values mark lineups that outscore opponents after pace adjustments. |
| Pace | — | Advanced Stats | Number of possessions a team uses per forty eight minutes of play. | Higher pace implies faster tempo and more total possessions to generate stats. |
| Player Impact Estimate | PIE | Advanced Stats | NBA tracking metric that divides a player's positive contributions by total events in the game. | Provides quick context for single game performance especially on NBA.com dashboards. |
| Game Score | — | Advanced Stats | John Hollinger formula that summarizes a single game box score into one rating. | Useful for comparing standout performances quickly without advanced tracking. |
| Win Shares | WS | Advanced Stats | Basketball Reference metric estimating how many wins a player adds through offense and defense. | Useful for season long value discussions but dependent on team success and minutes. |
| Win Shares Per 48 Minutes | WS/48 | Advanced Stats | Rate version of win shares dividing by playing time to enable minute neutral comparisons. | Helps spotlight high impact reserves and allows cross era efficiency checks. |
| Value Over Replacement Player | VORP | Advanced Stats | Box plus minus based estimate of how many wins a player adds versus a replacement level option. | Supports MVP debates by translating overall impact into wins above replacement. |
| Hack-a | — | Rules & Situations | Intentional foul on a poor free throw shooter to send them to the line. | Used to disrupt rhythm or exploit a low percentage at the stripe. |
| Hand-Checking | — | Rules & Situations | Using hands or forearms to impede a ball handler's movement on the perimeter. | Once legal, now restricted by NBA rules to encourage freedom of movement. |
| Traveling Violation | — | Rules & Situations | Illegal movement of the pivot foot or taking extra steps without dribbling. | Called to prevent players from gaining an unfair advantage while holding the ball. |
| Double Dribble | — | Rules & Situations | Restarting the dribble after picking up the ball or dribbling with both hands simultaneously. | Ensures that once a player ends their dribble they must pass or shoot before moving again. |
| Carrying Violation | — | Rules & Situations | Illegally turning the hand under the ball or pausing it in the palm while dribbling. | Keeps dribblers from gaining extra control or hesitation advantages. |
| Goaltending | — | Rules & Situations | Touching a shot on its downward flight or after it contacts the backboard while above the rim. | Awards the basket to the offense to protect legitimate scoring attempts. |
| Basket Interference | — | Rules & Situations | Touching the ball while it is on the rim or contacting the basket or net in a way that affects the shot. | Prevents players from manipulating shots while the ball is in the cylinder. |
| Defensive Three-Second Violation | — | Rules & Situations | A defender stays in the paint without closely guarding an opponent for more than three seconds. | Results in a technical free throw and maintains offensive possession to preserve spacing. |
| Offensive Three-Second Violation | — | Rules & Situations | An offensive player stays in the lane for more than three seconds while their team controls the ball. | Keeps the lane unclogged to promote movement and balanced spacing on offense. |
| Eight-Second Violation | — | Rules & Situations | The offense fails to advance the ball across midcourt within eight seconds after gaining possession. | Forces teams to initiate offense promptly and discourages stalling in the backcourt. |
| Backcourt Violation | — | Rules & Situations | Occurs when the offense returns the ball to the backcourt after establishing frontcourt control. | Prevents teams from retreating to avoid pressure once they have advanced the ball. |
| Shot Clock Violation | — | Rules & Situations | The offense fails to attempt a shot that hits the rim before the shot clock expires. | Enforces tempo by requiring timely attempts during each possession. |
| Five-Second Inbound Violation | — | Rules & Situations | The inbounder fails to release the pass within five seconds of receiving the ball from the referee. | Ensures the ball is put in play quickly to avoid stalling on inbound situations. |
| Five-Second Closely Guarded Violation | — | Rules & Situations | A player holding the ball is closely guarded and fails to pass, shoot, or drive within five seconds. | Used primarily in frontcourt situations to prevent players from stalling under heavy pressure. |
| Kicked Ball Violation | — | Rules & Situations | Illegally kicking or striking the ball with the foot or leg to gain an advantage. | Stops play and resets the shot clock to prevent defensive disruptions with the leg. |
| Lane Violation | — | Rules & Situations | Occurs during a free throw when a player enters the lane too early or steps on the lane line illegally. | Ensures fair rebounding opportunities by timing entry into the lane correctly. |
| Point Guard | PG | Player Positions | Lead playmaker who directs offensive sets, handles the ball most, and keeps the tempo organized. | Brings the ball up, initiates pick-and-roll actions, and ensures teammates are in the right spots. |
| Shooting Guard | SG | Player Positions | Perimeter-oriented scorer relied on for outside shooting, slashing, and secondary playmaking. | Uses off-ball screens for jumpers, spaces the floor, and attacks closeouts to score. |
| Small Forward | SF | Player Positions | Versatile wing who balances scoring, perimeter defense, and secondary playmaking on both ends. | Attacks mismatches, defends multiple positions, and acts as a connector in transition and half court. |
| Power Forward | PF | Player Positions | Frontcourt player who mixes interior physicality with face-up scoring, screening, and rebounding duties. | Sets solid screens, seals defenders, crashes the glass, and finishes around the rim or mid-range. |
| Center | C | Player Positions | Tallest interior anchor who protects the rim, controls the glass, and scores through post play or rolls. | Patrols the paint, drops or switches in pick-and-roll coverage, and finishes lobs or post touches. |
| Combo Guard | CG | Player Positions | Guard capable of toggling between point guard playmaking and shooting guard scoring duties depending on lineup needs. | Shares ball-handling, initiates offense when needed, and slides off-ball to finish plays or space the floor. |
| Point Forward | PFwd | Player Positions | Forward who handles primary creation duties by initiating offense and setting up teammates despite frontcourt size. | Grabs rebounds to push the break, orchestrates half-court sets, and exploits mismatches with vision and size. |
| Swingman | SW | Player Positions | Perimeter player versatile enough to alternate between shooting guard and small forward responsibilities. | Guards multiple perimeter assignments, spaces the floor, and adapts to matchup-driven rotations. |
| Stretch Four | S4 | Player Positions | Power forward who extends beyond the arc to space the floor while still offering size for rebounding and defense. | Spots up beyond the arc, runs pick-and-pop actions, and drags rim protectors away from the paint. |
| Stretch Five | S5 | Player Positions | Center capable of reliable perimeter shooting, opening driving lanes while still protecting the rim and rebounding. | Trails in transition for threes, pops after screens, and alternates between perimeter spacing and paint defense. |
| Small-Ball Center | SBC | Player Positions | Undersized center used in smaller lineups to add speed, switching defense, and ball movement at the five spot. | Switches onto guards, pushes the pace after rebounds, and spaces the floor with short rolls or perimeter touch passes. |
| Two-Way Wing | TWW | Player Positions | Wing player trusted to both guard top perimeter assignments and provide consistent spacing or scoring. | Takes toughest wing assignments, rotates decisively, and spots up or cuts to finish plays offensively. |
| Rim-Running Big | RRB | Player Positions | Athletic center or power forward who sprints the floor, dives hard in pick-and-roll, and pressures the rim as a lob target. | Fills the lane in transition, sets high screens, finishes lobs, and collapses defenses with vertical spacing. |
| Stretch Wing | SWg | Player Positions | Wing player whose primary value is high-volume perimeter shooting that widens driving lanes and supports spacing. | Spots up in the corners or wings, relocates for catch-and-shoot looks, and punishes help defense. |
| Personal Foul | PF | Foul Types | Standard illegal contact against an opponent that is charged to the individual player. | Counts toward disqualification at six personals and toward the team foul limit each period。 |
| Team Foul | TFls | Foul Types | Accumulated personal fouls by a team within a period that determine when the opponent enters the bonus。 | After the fifth team foul in a quarter (second in overtime) most non-shooting fouls grant free throws。 |
| Double Foul | — | Foul Types | Personal fouls assessed to opponents on the same play for simultaneous illegal contact。 | No free throws are awarded and the ball is returned to the team in control or by jump ball if neither had possession。 |
| Shooting Foul | — | Foul Types | Defensive foul committed while the shooter is in the act of releasing a shot。 | Awards two or three free throws, or an and-one chance if the basket is made。 |
| Blocking Foul | — | Foul Types | Defender fails to establish legal guarding position before contact with the ball handler。 | Common block or charge judgment; adds free throws once the defense is in the bonus。 |
| Charging Foul | — | Foul Types | Offensive player barrels into a defender who has established legal guarding position。 | Results in an offensive turnover with no free throws unless the defense is already in the bonus。 |
| Offensive Foul | OF | Foul Types | Illegal contact by the team in control of the ball, such as charges, push-offs, or illegal screens。 | Always results in a turnover; free throws are only awarded if the defense is already in the bonus。 |
| Loose Ball Foul | — | Foul Types | Contact foul that occurs while both teams are scrambling for a free ball that neither controls。 | Frequently called during rebounding battles or long loose-ball chases and counts as a common foul。 |
| Over-the-Back Foul | — | Foul Types | Illegal contact when a player reaches over the back of an opponent to grab a rebound or loose ball。 | Whistled as a common foul that often puts the offending team closer to the bonus。 |
| Reach-In Foul | — | Foul Types | Personal foul called when a defender slaps or grabs at the ball handler’s arms or body from the side or behind。 | Usually assessed on perimeter defense and accumulates like any common foul。 |
| Hand-Check Foul | — | Foul Types | Illegal use of the hands to impede a ball handler’s movement on the perimeter after the first touch。 | Enforced tightly to promote offensive freedom and typically counts as a common foul。 |
| Illegal Screen | — | Foul Types | Offensive player sets a screen without giving space or while still moving into the defender’s path。 | Results in a turnover and is tracked as an offensive personal foul on the screener。 |
| Clear Path Foul | CPF | Foul Types | Personal foul from behind or the side in transition when no defender is ahead of the ball handler。 | Results in two free throws plus possession and can also erase a made basket by the offending team。 |
| Transition Take Foul | — | Foul Types | Stopping a fast break from behind or the side without making a legitimate play on the ball。 | Since 2022-23 it yields one free throw for any player plus retained possession to encourage transition play。 |
| Away-From-The-Play Foul | AFTP | Foul Types | Intentional foul committed away from the ball before the inbound pass is released。 | Awards one free throw to any player plus the ball, discouraging late-game grabbing on inbound plays。 |
| Flagrant 1 | FF1 | Foul Types | Unnecessary contact that the officials judge as non-excessive, allowing the player to remain in the game。 | Penalized with two free throws for the offended player plus team possession and counts toward flagrant totals。 |
| Flagrant 2 | FF2 | Foul Types | Unnecessary and excessive contact considered hostile or dangerous, triggering an automatic ejection。 | Results in two free throws plus possession for the opponent and the committing player is disqualified。 |
| Flagrant Foul | FF | Foul Types | Category for excessive or unnecessary contact that is classified by level as Flagrant 1 or Flagrant 2。 | Always awards free throws and possession to the opponent, with level two adding an automatic ejection。 |
| Technical Foul | TF | Foul Types | Administrative foul assessed for unsportsmanlike conduct, bench decorum issues, or procedural violations。 | Results in one free throw for the opponent and counts toward ejection if a player or coach accumulates two。 |
| Double Technical Foul | Double T | Foul Types | Simultaneous technical fouls called on opposing players, coaches, or benches stemming from the same incident。 | No free throws are taken and each technical counts toward the individual’s disqualification total。 |
| Punching Foul | — | Foul Types | Serious personal foul assessed when a player throws a punch, whether or not it makes contact。 | Results in immediate ejection, potential suspension, and free throws plus possession for the opponent。 |
| Paint | — | Court Zones | Rectangular lane in front of the hoop governed by three-second rules. | Post players operate here while defenses collapse to protect it. |
| Restricted Area | — | Court Zones | Semi-circle under the rim where defenders cannot draw charges. | Guides block/charge rulings on drives to the basket. |
| Nail | — | Court Zones | Midpoint on the free-throw line marked by a nail securing the court. | Common help-defense spot and reference for offensive spacing in NBA schemes. |
| Perimeter | — | Court Zones | Area outside the lane extending to and beyond the three-point arc. | Guards and wings space here for catch-and-shoot chances and drives. |
| Three-Point Line | 3PT Line | Court Zones | Arc that designates shots worth three points in NBA play. | Stepping on the line converts attempts into two points and impacts spacing. |
| Baseline | — | Court Zones | Endline running underneath each basket on the court. | Teams inbound from here after made baskets and run set plays along it. |
| Backboard | — | Court Zones | Rectangular board behind the rim that provides a surface for bank shots. | Holds the rim, supports the shot clock, and serves as a visual target for layups. |
| Free-Throw Line | — | Court Zones | Line 15 feet from the backboard where free throws are attempted. | Also called the charity stripe; dictates spacing for elbow sets and inbounds plays. |
| Half-Court Line | — | Court Zones | Divides the court into frontcourt and backcourt and determines over-and-back violations. | Used for eight-second violations and as the pressing line in defensive schemes. |
| Sideline | — | Court Zones | Boundary lines running the length of the court on each side. | Teams inbound from here, and players must stay inbounds while dribbling up the floor. |
| Dunker Spot | — | Court Zones | Baseline area beside the paint where cutters wait for dump-off passes. | Provides easy dump-offs when help rotates and keeps the rim defense honest. |
| Center Circle | — | Court Zones | Circular marking at midcourt where games start with the opening tip. | Officials and jumpers line up here for the opening tip and overtime restarts. |
| Free Throw Circle | — | Court Zones | Full circle around the free-throw line defining lane spaces during free throws. | Players must remain in their assigned lane spaces until the shooter releases the ball. |
| Elbow | — | Court Zones | Junction of the free-throw line and lane line on either side of the key. | Common spot for dribble handoffs, pick-and-pops, and zone flashes. |
| Low Block | — | Court Zones | Rectangular markers on each lane line near the basket used for positioning. | Post players seal here for entries and rebounders line up on free throws. |
| Low Post | — | Court Zones | Area along the lane close to the rim where bigs operate with their back to the basket. | Teams post up scorers here to draw doubles, collapse defenses, and create kick-outs. |
| High Post | — | Court Zones | Area around the free-throw line and nail where forwards face up to initiate offense. | Used in high-low actions, elbow series, and zone flashes to exploit midrange gaps. |
| Top of the Key | — | Court Zones | Perimeter spot centered above the free-throw arc where offenses initiate sets. | Ball-handlers call plays here, use high screens, and flow into pick-and-roll action. |
| Wing | — | Court Zones | Perimeter lanes between the top of the key and the corners on both sides of the floor. | Spot-up shooters space here while cutters attack from the slot into the lane. |
| Corner | — | Court Zones | Tight spaces where the baseline meets the sideline beyond the three-point arc. | Corner specialists stretch defenses and give drivers a short kick-out option. |
| Frontcourt | — | Court Zones | Half of the court where a team’s basket is located while it is on offense. | Offenses must establish control here within eight seconds to avoid a violation. |
| Backcourt | — | Court Zones | Half of the court opposite a team’s basket where possessions begin after securing the ball. | Teams inbound here after made baskets and must avoid backcourt violations once they cross midcourt. |
| Bank Shot | — | Signature Moves | Shot that strikes the backboard before dropping through the rim. | Common from the wings and on floaters; shooters may call “bank” to signal glass. |
| Eurostep | — | Signature Moves | Two-step gather that shifts laterally to evade rim protectors. | Popular finish popularized by Manu Ginóbili, now common on downhill drives. |
| Jump Shot | — | Signature Moves | Shooter elevates off the floor before releasing the ball. | Foundation of perimeter scoring, covering pull-ups and catch-and-shoot looks. |
| Set Shot | — | Signature Moves | Shooter releases the ball from a stationary stance without jumping. | Used on catch-and-shoot threes or free throws where balance matters more than elevation. |
| Floater | — | Signature Moves | High-arcing runner lofted over rim protectors from the lane. | Counters shot blockers when driving and is a staple for smaller guards. |
| Hook Shot | — | Signature Moves | One-handed sweeping release where the shooter’s body shields the defender. | Effective in the post against taller defenders; Kareem’s sky hook made it iconic. |
| Step-Back Jumper | — | Signature Moves | Shot created by hopping backward to create separation from the defender. | Favored by elite scorers like James Harden to launch open threes. |
| Fadeaway Jumper | — | Signature Moves | Shooter leans backward on release to keep the defender from contesting. | Signature of Dirk Nowitzki and Kobe Bryant, demanding balance and touch. |
| Give-and-Go | — | Signature Moves | Passer dishes to a teammate then cuts to receive a quick return pass. | Fundamental motion concept that punishes ball-watching defenses. |
| Dribble Hand-Off | DHO | Signature Moves | Ball handler hands the ball to a teammate while dribbling to ignite the play. | Sets up quick-hitting looks for shooters or rollers without stopping the dribble. |
| Layup | — | Signature Moves | Close-range finish where the shooter extends to place the ball softly off the glass or rim. | Bread-and-butter finish for drives, cuts, and transition chances. |
| Reverse Layup | — | Signature Moves | Finisher drives under the rim and scores on the far side using the rim as protection. | Counters shot blockers on baseline drives and reverse cuts. |
| Finger Roll | — | Signature Moves | Layup variation where the ball is rolled off the fingers to create extra touch and arc. | Useful to finish over length when the defender cannot reach the high release. |
| Dunk | — | Signature Moves | Forceful score where a player stuffs the ball directly through the rim with one or two hands. | High-percentage finish that energizes teams and punishes rotating defenses. |
| Alley-oop | — | Signature Moves | Lobbed pass caught midair for a layup or dunk before landing. | Highlights in transition or set plays when defenders overhelp on rollers. |
| Putback | — | Signature Moves | Immediate score following an offensive rebound by tipping or powering the ball back in. | Punishes defenses that fail to box out and rewards relentless crashers. |
| Spin Move | — | Signature Moves | Ball handler plants a foot and pirouettes to change directions around the defender. | Effective when defenders cut off the lane and allows protect-the-ball finishes. |
| Crossover Dribble | — | Signature Moves | Sudden switch of the dribble from one hand to the other to move past the defender. | Staples of ball handlers to create driving lanes or step-back space. |
| Behind-the-Back Dribble | — | Signature Moves | Dribble is wrapped behind the body to shift hands while protecting the ball from the defender. | Useful in traffic or transition when defenders reach for the ball. |
| Between-the-Legs Dribble | — | Signature Moves | Dribble is pushed through the legs to switch hands while keeping the body between the ball and defender. | Creates rhythm in isolation, setups combos, and keeps live dribble under control. |
| Hesitation Dribble | — | Signature Moves | Ball handler briefly pauses the dribble to sell a pull-up before exploding past the defender. | Weapon on the perimeter to freeze defenders and open downhill lanes. |
| In-and-Out Dribble | — | Signature Moves | Dribbler feints a crossover with a looping outside-in motion before continuing in the same direction. | Great for keeping the dribble live while baiting defenders into lunging. |
| Jab Step | — | Signature Moves | Offensive player quickly stabs a lead foot forward to test the defender before choosing to shoot or drive. | Key weapon from triple-threat to create space or draw the defender off balance. |
| Pump Fake | — | Signature Moves | Shooter sells a shot motion to provoke a defender’s contest before driving or drawing a foul. | Works best against aggressive closeouts and in late-clock situations. |
| Triple-Threat | — | Signature Moves | Stance after catching the ball where the player can credibly shoot, pass, or drive. | Establishes decision-making platform for perimeter players and sets up jabs or fakes. |
| Up-and-Under | — | Signature Moves | Post player fakes a shot, then ducks under the defender with a step-through finish. | Classic counter versus shot blockers on the block, especially for skilled bigs. |
| Post-Up | — | Signature Moves | Offensive player positions with back to the basket to leverage strength and footwork near the block. | Generates close shots, fouls, or kick-out threes when defenses collapse. |
| Drop-Step | — | Signature Moves | From the post, the player plants the inside foot then steps across the defender to gain a direct lane. | Creates easy layups once the defender overplays the top shoulder. |
| Catch-and-Shoot | — | Signature Moves | Player receives the pass and shoots immediately without taking a dribble. | Vital for floor spacers and late-clock kick-out looks. |
| Backdoor Cut | — | Signature Moves | Off-ball player fakes toward the ball then cuts behind the defender to the rim. | Ideal versus denial defense and for punishing overplays on the wing. |
| Curl Cut | — | Signature Moves | Cutter curls tightly around a screen toward the paint to receive the ball on the move. | Great counter when defenders chase shooters over the top of pindowns. |
| Flare Cut | — | Signature Moves | Cutter uses an angled screen to fade toward the perimeter away from the ball for a catch-and-shoot. | Creates clean looks when defenders sag into the lane or switch late. |
| Slip Screen | — | Signature Moves | Screener fakes setting the pick and quickly cuts to open space before contact is made. | Punishes switches and blitzes by catching defenses out of position. |
| Back-to-Back | — | Game & Season Context | Two games scheduled on consecutive days for the same team. | Coaches watch minutes and recovery closely to manage fatigue in back-to-backs. |
| Matinee Game | — | Game & Season Context | Game that tips off in the afternoon rather than the standard evening slot. | Teams adjust routines and shooting prep to the earlier start of a matinee game. |
| Road Trip | — | Game & Season Context | Series of consecutive away games that keeps a team traveling from city to city. | Coaches manage practice intensity and rest days carefully during a long road trip. |
| Homestand | — | Game & Season Context | Stretch of consecutive home games that lets a team remain in its home arena. | Teams target homestands to stack wins and reset travel-heavy stretches. |
| Preseason | — | Game & Season Context | Exhibition slate before the regular season that helps teams tune up systems and rosters. | Coaches experiment with rotations in preseason games without affecting the standings. |
| Regular Season | — | Game & Season Context | Official 82-game schedule that determines playoff qualification and seeding. | Teams manage rosters across the regular season to balance wins, rest, and development. |
| Play-In Tournament | — | Game & Season Context | Mini-bracket where seeds seven through ten compete for the final playoff berths. | The play-in adds win-or-go-home drama before the first round officially starts. |
| In-Season Tournament | IST | Game & Season Context | NBA midseason competition featuring group play and knockout rounds for the NBA Cup. | Group games count toward regular season records while knockout games crown the NBA Cup champion. |
| Group Play | — | Game & Season Context | Round-robin games within assigned pools that determine who advances in the In-Season Tournament. | Point differential and head-to-head records are key tiebreakers during group play. |
| Knockout Round | — | Game & Season Context | Single-elimination stage of the In-Season Tournament that leads to the championship game. | Knockout games are played at neutral sites with single-elimination stakes. |
| Championship Game | — | Game & Season Context | Final contest of a tournament or series that decides the champion. | The NBA Cup championship game is played at a neutral site to crown the in-season champion. |
| NBA Playoffs | — | Game & Season Context | Postseason tournament where sixteen teams compete through four rounds for the title. | Playoff intensity ramps up as scouting tightens and rotations shorten each round. |
| First Round | — | Game & Season Context | Opening playoff series that pits top seeds against lower seeds in each conference. | Matchups are best-of-seven with higher seeds holding home-court advantage in the first round. |
| Conference Semifinals | — | Game & Season Context | Second playoff round that determines which teams reach the conference finals. | Adjustments intensify in the conference semifinals as evenly matched teams trade counters. |
| Conference Finals | — | Game & Season Context | Penultimate playoff round that crowns conference champions. | Legacies are cemented in the conference finals where trips to the NBA Finals are on the line. |
| NBA Finals | — | Game & Season Context | Championship series between the Eastern and Western Conference winners. | The NBA Finals use a best-of-seven format with a 2-2-1-1-1 home schedule. |
| Best-of-Seven Series | — | Game & Season Context | Playoff matchup where the first team to four wins advances. | Later rounds use the 2-2-1-1-1 layout to balance travel in a best-of-seven series. |
| Elimination Game | — | Game & Season Context | Game where a loss ends a team’s season or series hopes. | Veterans emphasize composure and late-game execution in an elimination game. |
| Game Seven | — | Game & Season Context | Deciding contest in a best-of-seven series with both teams tied at three wins each. | Game Seven magnifies every possession as rotations shorten and stars play heavy minutes. |
| Load Management | — | Game & Season Context | Strategic rest plan that limits appearances to protect a player’s health over the season. | Medical and performance staffs collaborate on load management schedules around dense stretches. |
| Nationally Televised Game | — | Game & Season Context | Game broadcast across the entire country on a major network or platform. | Marquee stars often feature in nationally televised games scheduled for prime-time slots. |
| All-Star Game | — | Game & Season Context | Showcase exhibition featuring the league’s top players during All-Star Weekend. | The All-Star Game highlights entertainment and fan voting more than defensive intensity. |
| All-Star Weekend | — | Game & Season Context | Three-day festival including skills contests, Rising Stars, and the All-Star Game. | All-Star Weekend mixes community events with showcases that spotlight the league’s talent. |
| Christmas Day Game | — | Game & Season Context | Premier showcase games played on December 25 featuring marquee matchups. | Christmas Day games draw global audiences and often preview potential playoff rivals. |
| Season Opener | — | Game & Season Context | First game of the regular season for a team or for the entire league on opening night. | Ring ceremonies and banner raisings often headline the season opener for defending champions. |
| Rivalry Week | — | Game & Season Context | Regular-season slate highlighting historic and emerging rival matchups over a dedicated week. | Broadcast partners stack national windows during Rivalry Week to maximize storylines. |
| Starting Five | — | Team Building | Primary lineup that opens games and sets the team’s tone. | Usually blends playmaking, shooting, and size for balance. |
| Small-Ball Lineup | — | Team Building | Group built with quicker, shorter players to emphasize speed and spacing. | Sacrifices size to switch defensively and launch threes in transition. |
| Rotation | — | Team Building | Group of players a coach trusts for regular minutes in a game. | Tightens to eight or nine players in the playoffs to maximize cohesion. |
| Superteam | — | Team Building | Roster built around multiple All-Star or MVP-caliber players that form a powerhouse lineup. | Built via free agency or trades to chase titles by concentrating elite talent on one roster. |
| Dynasty | — | Team Building | Franchise that wins multiple championships within a short era. | Examples include the 1990s Bulls and the 2010s Warriors dynasties. |
| Expansion Team | — | Team Building | New franchise added to the league through expansion. | Builds a roster via expansion draft picks, trades, and future selections. |
| Atlanta Hawks | ATL | Team Building | NBA franchise based in Atlanta competing in the Eastern Conference Southeast Division. | Home court is State Farm Arena; joined the league in 1949 as the Tri-Cities Blackhawks. |
| Boston Celtics | BOS | Team Building | Historic Boston franchise with the most NBA championships, part of the Atlantic Division. | Plays at TD Garden and is renowned for the parquet floor and rivalries with the Lakers. |
| Brooklyn Nets | BKN | Team Building | Brooklyn-based Atlantic Division team playing home games at Barclays Center. | Originated as the New Jersey Americans; relocated to Brooklyn in 2012. |
| Charlotte Hornets | CHA | Team Building | Franchise in Charlotte, North Carolina competing in the Southeast Division. | Returned to the Hornets name in 2014 after a stint as the Bobcats. |
| Chicago Bulls | CHI | Team Building | Central Division franchise famed for the Michael Jordan era championships. | Plays at United Center and features the iconic charging bull logo. |
| Cleveland Cavaliers | CLE | Team Building | Cleveland franchise in the Central Division that won its first title in 2016. | Home arena is Rocket Mortgage FieldHouse; famed for LeBron James-led runs. |
| Detroit Pistons | DET | Team Building | Detroit-based Central Division franchise with a blue-collar identity. | Home venue is Little Caesars Arena; famed for the Bad Boys era titles. |
| Indiana Pacers | IND | Team Building | Indianapolis franchise rooted in ABA history, competing in the Central Division. | Home floor is Gainbridge Fieldhouse; famed for Reggie Miller’s clutch shooting. |
| Miami Heat | MIA | Team Building | Miami franchise in the Southeast Division known for its “Heat Culture.” | Plays at Kaseya Center and won titles in 2006, 2012, and 2013. |
| Milwaukee Bucks | MIL | Team Building | Central Division team powered by Giannis Antetokounmpo in recent seasons. | Home games are at Fiserv Forum; champions in 1971 and 2021. |
| New York Knicks | NYK | Team Building | Original NBA franchise playing at Madison Square Garden in Manhattan. | Known for passionate fan base and rivalries with fellow Atlantic Division teams. |
| Orlando Magic | ORL | Team Building | Southeast Division franchise based in Orlando, Florida. | Reached the NBA Finals in 1995 and 2009 with stars like Shaquille O’Neal and Dwight Howard. |
| Philadelphia 76ers | PHI | Team Building | Atlantic Division franchise known for “The Process” rebuild and rich history. | Play at Wells Fargo Center; champions in 1955, 1967, and 1983. |
| Toronto Raptors | TOR | Team Building | Canada’s lone NBA franchise competing in the Atlantic Division. | Home arena is Scotiabank Arena; captured their first title in 2019. |
| Washington Wizards | WAS | Team Building | Washington, D.C. franchise that plays in the Southeast Division. | Formerly known as the Bullets; home games at Capital One Arena. |
| Dallas Mavericks | DAL | Team Building | Western Conference franchise based in Dallas, Texas, playing in the Southwest Division. | Home arena is American Airlines Center; won the 2011 NBA title led by Dirk Nowitzki. |
| Denver Nuggets | DEN | Team Building | Rocky Mountain franchise competing in the Northwest Division of the Western Conference. | Captured their first championship in 2023 behind Nikola Jokić’s MVP play. |
| Golden State Warriors | GSW | Team Building | Bay Area dynasty team competing in the Pacific Division. | Play at Chase Center; Steph Curry-led groups won titles in 2015, 2017, 2018, and 2022. |
| Houston Rockets | HOU | Team Building | Southwest Division franchise with a rich history of star big men. | Play at Toyota Center; won back-to-back titles in 1994 and 1995 with Hakeem Olajuwon. |
| Los Angeles Clippers | LAC | Team Building | Pacific Division club sharing Los Angeles market with the Lakers. | Moving into the Intuit Dome in 2024; famed for the “Lob City” era. |
| Los Angeles Lakers | LAL | Team Building | Iconic Los Angeles franchise tied for most NBA championships, part of the Pacific Division. | Play at Crypto.com Arena; banner years include the Showtime 80s and Kobe-Shaq era. |
| Memphis Grizzlies | MEM | Team Building | Gritty Southwest Division club based in Memphis, Tennessee. | Home arena is FedExForum; the “Grit and Grind” era defined their identity. |
| Minnesota Timberwolves | MIN | Team Building | Minneapolis-based team in the Northwest Division known as the Wolves. | Target Center is their home; drafted Kevin Garnett first overall in 1995. |
| New Orleans Pelicans | NOP | Team Building | Southwest Division franchise representing New Orleans, Louisiana. | Home arena is Smoothie King Center; rebranded from the Hornets to Pelicans in 2013. |
| Oklahoma City Thunder | OKC | Team Building | Thunder franchise in Oklahoma City competing in the Northwest Division. | Relocated from Seattle in 2008; known for drafting Kevin Durant, Russell Westbrook, and James Harden. |
| Phoenix Suns | PHX | Team Building | Pacific Division franchise playing in the desert city of Phoenix, Arizona. | Home court is Footprint Center; featured runs to the Finals in 1976, 1993, and 2021. |
| Portland Trail Blazers | POR | Team Building | Northwest Division team from Portland, Oregon, nicknamed the Blazers. | Play at Moda Center; won the 1977 championship led by Bill Walton. |
| Sacramento Kings | SAC | Team Building | Pacific Division franchise based in California’s capital city of Sacramento. | Play at Golden 1 Center; ended a 16-year playoff drought in 2023 with a Beam-lit celebration. |
| San Antonio Spurs | SAS | Team Building | San Antonio dynasty team with five championships under coach Gregg Popovich. | Home is Frost Bank Center; famed core included Tim Duncan, Tony Parker, and Manu Ginóbili. |
| Utah Jazz | UTA | Team Building | Salt Lake City franchise in the Northwest Division with a passionate fan base. | Play at Delta Center; Malone and Stockton-led squads made back-to-back Finals in the 1990s. |