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How to shoot a basketball youtube


How to Shoot a Basketball Perfectly (10-Step Guide)

Every young basketball player grows up wanting to learn how to shoot a basketball at a world-class level.

This is obvious to anyone who steps foot into a gym.

The first thing you'll look around and see are players as young as 5-years-old throwing up shots from behind the three-point line.

With the rise of players like Steph Curry and Damian Lillard, as well as the game of basketball developing to take more advantage of the three-point shot, learning how to shoot a basketball at a high level has never been more important.

There's only one issue with this...

Becoming a great shooter isn't an easy thing to do!

When I was a lot younger, I remember spending hundreds of hours in the backyard of our family home trying to perfect my shooting form.

I would sit in front of the TV and memorize the shooting techniques of my favorite player and then sprint outside and try to recreate it.

I would watch instructional shooting videos trying to diagnose the problems with my jump shot and then fix them.

Over time, I was able to improve a lot.

But as I started getting older and playing for different coaches, I kept running into obstacles in regards to my basketball shooting form...

Every coach wanted me to shoot the basketball a different way!

  • Some coaches wanted me to dip the basketball. Some didn't.
  • Some coaches wanted me to focus on the front of the rim. Some didn't.
  • Some coaches wanted me to completely face the rim. Some didn't.

As soon as I'd become comfortable with one variation, another coach would step in and demand I change it.

It's nearly impossible to become a consistently good shooter when you're constantly making these changes.

And that's why I created this 10-step guide...

My goal with this article is to clear up all confusion when it comes to learning how to shoot a basketball at a high level.

I'm going to give you detailed, step-by-step instructions on exactly how players should be shooting the basketball.

This article will be broken up into 9 sections...

Quick Navigation

3 Important Shooting Facts

The BEEF Method (and who shouldn't use it)

How to Shoot a Basketball Perfectly in 10 Steps

Why Becoming a Great Shooter is Important

5 Basketball Shooting Form Mistakes (and how to fix them)

3 Basketball Shooting Drills For Perfect Form

6 Common Shooting Technique Questions

11 Basketball Shooting Tips

A Special Note for Basketball Coaches...

Conclusion

3 Important Shooting Facts

Before we get into the details on exactly how to shoot a basketball, there are three important things I want you to always keep in mind...

Fact #1 - Shooting is the Most Important Skill in Basketball

Let's not kid ourselves...

There is no skill more important in the game of basketball than shooting.

  • Rebounding isn't more important.
  • Footwork isn't more important.
  • Passing isn't more important.

All those skills are still important, sure... but they're not as important as being able to shoot the basketball at a high level.

The sooner we can all admit this, the sooner we'll start creating better shooters at all levels of basketball.

Being a great shooter will result in not only more points for yourself, but more points for your teammates, too (we'll talk more about this later).

Fact #2 - Shooters are NOT born. They ARE developed

Not a single person on Earth was born with the ability to shoot a basketball at a high level.

  • Not Steph Curry.
  • Not Ray Allen.
  • Not Reggie Miller.
  • Not Kevin Durant.

All of these players began their lives with the same shooting ability as you, me, and all others players did…None.

"So, what separates them from the rest of us?"

They became some of the greatest shooters to ever step foot on a basketball court through hours and hours and hours of smart shooting repetitions in the gym.

Any basketball player who wants to become a great shooter one day must be willing to put in years of hard work to develop a great shot.

Fact #3 - There Are Very Few Players Willing to Put in the Work Required to Become a Great Shooter

I've been around the game of basketball for many years...

During all that time, I've seen very few truly great shooters.

"Why is that?"

Because 99.999% of players aren't willing to put in the work to become great.

But don't worry...

This is a good thing for you!

If you are one of the select few who is willing to put in the work (and I hope you are), then with a lot of hard work and dedication you can become one of the very few great shooters we have in the game today.

Now, let's get started!

The BEEF Method (and who shouldn't use it)

When kids first start learning how to shoot, one of the first acronyms a coach will teach them is the BEEF shooting method.

This is a super simple teaching tool created to help kids focus on four important aspects of shooting a basketball.

Here's what the acronym stands for...

  • (B) - Balance
  • (E) - Elbow
  • (E) - Eyes
  • (F) - Follow-Through

Simple, right?

To be clear, I do believe all of these points are important...

The problem with the BEEF method is that it's too simple.

Can it be used to teach absolute beginners or young athletes learning how to shoot a basketball for the first time?

Sure.

But once a player has learned the basics, it's time to move on to something more advanced.

I still see way too many coaches using the simple BEEF method with older and more experienced players.

We're letting the players down if our shooting advice doesn't get more advanced as they improve.

Let's go through the more advanced method I recommend...

How to Shoot a Basketball Perfectly in 10 Steps

Step #1 - Shot Preparation

Being a great shooter starts before you receive the basketball.

This step is often overlooked by most players and coaches but can be the difference between having enough time to take a good shot or getting your shot blocked by a defender closing out.

"You don't shoot fast. You get ready to shoot fast" - Don Meyer

Here are the three rules to make sure you're prepared to shoot when you catch the basketball...

a. Start with your knees and hips slightly bent

If you catch the basketball with straight legs, it will take extra time to bend your legs before raising up for your shot.

This is too slow.

b. Show target hands

Showing target hands to the player with the basketball shows them exactly where to pass to your shot pocket (we'll talk about this later).

c. Be mentally prepared to shoot

You'll never be more open than when you first catch the basketball.

As long as you're within your comfortable shooting range, you must be mentally prepared to shoot on the catch.

Step #2 - Hand Placement on the Ball

Upon catching the basketball or raising up into a shot, players must be able to quickly adjust their hands to the correct positions on the basketball.

The shooting hand must be under/behind the basketball and the balance hand should be on the side of the basketball.

The thumb of your shooting hand and the base of the thumb on your balance hand should form a 'T' (as pictured).

All finger pads and hand pads should be touching the basketball.

The only area of your shooting hand not touching the basketball is the small gap in the middle of your hand.

Another important but overlooked detail is that the fingers should be spread comfortably wide on the basketball.

These adjustments must happen immediately upon receiving the basketball.

Step #3 - Balanced Base

"The key to being a good shooter is balance. Everything follows balance" - Larry Bird

Most players and coaches believe that shooting success is mostly to do with the movements of the upper body...

This is far from the truth. Great shooting always starts with the base.

If a player can't get the base of their shot correct, then it's very hard to become a consistent shooter.

A balanced base involves three important factors...

a. Feet slightly narrower than shoulder-width apart

If your feet are too narrow, it's very difficult to stay on balance when raising up for the shot.

If your feet are too wide, you won't get enough lift in your shot.

(Have a photo showing too close, perfect, too wide.)

b. Dominant foot slightly in front

When combined with the next step (the turn), this will improve the balance of your shot and release tension in your shoulder.

For right-handed shooters, this means sliding the right foot forward slightly. The opposite for left-handed shooters.

c. Weight equally distributed on each foot

For obvious reasons, a player should not be leaning to either side when taking a shot.

Your weight should be equally distributed on both feet.

Step #4 - Feet Direction (The Turn)

I could have included this in the 'balanced base' section above, but I feel that this is so important it deserved its own step.

When shooting the basketball, a player's feet should be turned slightly.

For right-handed shooters, their feet should be turned slightly to the left (11 o'clock).

For left-handed shooters, their feet should be turned slightly to the right (1 o'clock).

To understand why this is important, stand at the free-throw line with all 10 toes pointing towards the rim.

If you attempt to keep your elbow lined up with the rim while shooting with this base, you'll notice that tension is required in the chest.

To relieve the body of this tension, players should turn their feet slightly which will allow their elbow and shoulder to line up with the rim more comfortably.

Step #5 - Consistent Shot Pocket

The 'shot pocket' is the area a player is most comfortable starting the basketball from when beginning their shot.

This will usually be around the lower chest or stomach area of a player and will either be usually be in the middle of their body or slightly to the shooting hand side.

All players must find what feels comfortable for them.

Each time a player catches the basketball to shoot, they should be bringing the basketball back to their shot pocket before raising up into their shot.

There are two main reasons for this. ..

  1. Keeping a consistent shot pocket ensures players are shooting the basketball the same way every time they shoot.
  2. Since the shot pocket is often low, this will give player much better rhythm as they go up for their shot.

Will there be time when players don't have time to return the basketball to their shot pocket? Sure...

But they'll shoot better when they do.

Step #6 - Eyes on the Target

A while ago I asked 15 shooting coaches which part of the rim they encouraged players to focus on when shooting.

The answers were surprising...

Many of the shooting coaches were teaching their players to aim for different targets on the rim... Yet all of them were able to develop great shooters.

"What does this tell us?"

There isn't one 'correct' target to focus on when shooting.

Players have a number of options...

  • The center of the front of the rim.
  • The center of the back of the rim.
  • The first loop in the net.
  • The entire hoop.
  • etc.

Whichever target you decide to use, this is the most important thing you must keep in mind at all times...

Once you find a target you're comfortable with, be consistent.

'Front-rim shooters' and 'back-rim shooters' are focusing on targets which are 17 inches (45cm) apart aiming to achieve the same goal.

If you're constantly changing the target you're aiming at, it's nearly impossible for you to become a consistent shooter.

You have to pick one and then allow your shot to develop using that target.

Step #7 - Wrinkle the Wrist

Shooting with a straight wrist is another one of the most common problems for youth players.

Players who do this will often push the basketball towards the rim (flat shot) instead of shooting the basketball up and through the rim.

Fortunately, it's a simple fix with a visual cue.

The aim of this step is to get the wrist of the shooting hand bent back as far as possible (usually a little before 90 degrees).

This will give extra power to the shot and will also create the necessary backspin required to be a good shooter.

When bent back correctly, there will be small wrinkles in the skin on the back of the shooting wrist.

This provides a convenient visual cue for players to know if they're bending their wrist back correctly before shooting.

Step #8 - Elbow Under the Basketball

When you're raising up for the shot, the elbow of your shooting arm should be directly under the basketball.

This requires players to have their upper and lower arm forming an 'L' shape and also have their wrist bent back to 90 degrees (step 7).

Doing this will ensure that the basketball will be shot in a straight line to the rim and also have good backspin.

Players who flare their elbow out while shooting will often miss to the left or right because they're not shooting the basketball straight.

A player will often flare out their elbow when they don't turn their feet correctly (step 4).

This is because the chest requires uncomfortable tension to pull in the elbow when 10 toes are pointing towards the rim.

Step #9 - Balance Hand

The 'balance hand' is what we call the non-shooting hand.

As the name implies, its only role during the shooting motion is helping to balance the basketball on the shooting hand up until the release point.

For right-handed shooters, this is the left hand.

For left-handed shooters, this is the right hand.

If you've been around basketball long enough, you'll often hear this hand referred to as the 'guide hand'.

I don't like this terminology as this hand should never 'guide' the basketball anywhere during the shooting motion.

There should be no force from the balance hand when a shot is taken.

As the elbow starts to extend in the shooting motion, the balance hand releases flat off the side of the basketball.

If the balance hand isn't flat on release, this means that a player has pushed the basketball with their balance hand (most often with their thumb) while in the shooting motion and the shot will usually end up missing left or right.

Step #10 - Rhythm Shot + Follow Through

The final step is where it all comes together...

Shooting with rhythm involves many parts occurring simultaneously:

  • The basketball is lifted up from the shot pocket.
  • The knees and hips straighten out as the player raises themselves into the air for power.
  • The elbow of the shooting arm straightens up in the air once the basketball has been lifted past shoulder height. (To check if you're shooting the basketball up into the air at the correct angle, make sure that the elbow of your shooting arm finishes next to your eyebrow on the follow through).
  • Near the peak of the shot, the wrist is snapped in the direction of the rim so that they fingers are pointing towards the ground. This will ensure the basketball has good backspin resulting in a 'soft' shot.
  • Also at the peak of the shot, the balance hand will release from the basketball keeping perfectly flat. This ensures the balance hand isn't pushing the basketball.
  • The final two fingers to touch the basketball should be the index and middle fingers at the same time.
  • When you return to the ground, the rhythm of your jump shot will have guided your body forward slightly of where you took off from.When practicing, I encourage players to hold this form until the basketball has hit the rim so that they can look up and evaluate their technique.

Video:

Why Becoming a Great Shooter is Important

Hesitant about whether you want to spend the hours it takes to become a great shooter?

Here's why it's important that you do...

1. Increases Your Scoring Opportunities

Being a great shooter will increase your scoring from all areas of the court.

Not only will you make more shots from the perimeter, you'll also be able to drive to the basket and score much easier than before.

"Why is this?"

When you're a great shooter, the defense is forced to defend close to you on-ball and off-ball in order to prevent you shooting an outside shot.

This gives the defender a lot less time to react to a cut to the rim or a drive to the basket if you have the basketball.

2. Increases Your Teammate's Scoring Opportunities

Great shooters don't need to touch the basketball to help their team score.

By simply being a scoring threat from the perimeter, you will help your team's offense by creating space on the floor.

Since a shooter’s defender is forced to play close to them to prevent the quick shot, it's difficult for them to play help defense on the other offensive players.

This means that there will be more space inside to finish at the rim, more open cutters, more open driving lanes, etc.

3. More Points on the Scoreboard

At the end of the day, to win more basketball games, you need to put points on the scoreboard.

And improved shooting does that!

If a player is able to make 35% of their three-point shots, they'll be more efficient than a player who makes 50% of their two-point shots.

This is the reason why we're seeing more and more teams at all levels attempt more three-point shots as players become better shooters.

4. Proves You Work on Your Game

There's one rule that will always be true when it comes to shooting...

Shooters aren't born. They're developed.

It's impossible to become a great shooter without a championship-level work ethic and dedication to improve your game.

All coaches and recruiters know this.

Being a great shooter immediately proves to all watching that you have great attention to detail, you work hard, and that you’re disciplined.

These are all traits that recruiters are on the lookout for.

5 Basketball Shooting Form Mistakes (and how to fix them)

Here are the 5 main shooting technique mistakes that I commonly see in players at all levels.

Once you understand what to look for, many of them are simple to fix.

1. Not Shooting With Enough Arc

It's incredibly difficult to become a great shooter if you have a flat shot.

The flatter your shot, the less area of the hoop the basketball has to go through the rim.

In 99% of cases, this occurs because a player pushes the basketball out towards the rim from their chest instead of shooting the basketball up into the air.

To make sure this doesn't happen, ensure players are wrinkling their wrist, have their elbow under the basketball, and their elbow finishes next to their eyebrow on the shot release.

2. Pushing With the Balance Hand Thumb

The traditional basketball shooting motion is a one-handed shot.

The balance hand stabilises the basketball until near the point of release, and then the dominant hand should be doing 100% of the shooting.

But that's not always what happens...

A lot of players fall into a bad habit of using their balance hand thumb to provide extra power on the shot.

This is necessary when a player is young and doesn't have the strength to shoot with the traditional one-handed method. Instead, they compensate for this lack of strength by shooting with two hands.

As players grow older and develop more strength, they must transition away from the two-handed shot and learn to shoot without using the thumb of their balance hand.

3. Not Dipping the Basketball

Nearly every great shooter in basketball history dips the basketball.

  • Steph Curry dips.
  • Ray Allen dips.
  • Dirk Nowitzki dips.
  • Steve Nash dips.
  • Kevin Durant dips.
  • You get the point...

So, why do we have so many coaches pushing players not to dip after they catch the basketball? (yes, I had this happen to me).

I have no idea.

There are three main reasons why it's important to dip the basketball...

  1. To ensure a consistent starting point (shot pocket).
  2. For rhythm on the shot.
  3. To prevent the upper body from being too tense.

Players: Dip the basketball.

4. Encouraging Players to Follow Their Shot

'Follow your shot' is one of the worst pieces of advice a coach can give to one of their players.

Doing so will negatively affect a player's shot in two ways...

a. It will ruin their shooting technique

Due to the rhythm of a jump shot, the motion will naturally take the shooter's upper body back and their lower body forward slightly.

This moves them away from the rim.

Players will be forced to shoot with bad technique to ensure they can sprint in and challenge for the rebound.

b. It will put them in the wrong mindset

When you tell a player to follow their shot, you're telling them that they're probably going to miss.

I think we can all agree that this is a terrible mindset to have before taking a shot.

Unless you know for certain a shot is off (players can always feel the bad ones), then you should never follow your shot.

Players should be putting 100% focus into completing the full shot routine with the best form possible each time they shoot.

5. Fingers Not Spread Wide Enough

Another important teaching point is making sure that players are shooting with their fingers spread comfortably wide on the basketball.

Many young athletes will catch and shoot with their fingers too close together.

The closer the fingers are, the less control players will have when they put up a shot.

The best time to address this point is when you're practicing form shooting with your team.

Get each player to hold the basketball in their shooting pocket and check to make sure each player is spreading their fingers wide enough.

3 Basketball Shooting Drills For Perfect Form

1. Perfects

'Perfects' involve a player beginning in a stationary position with the basketball in their shot pocket and focusing solely on shooting each shot with perfect form.

The goal is to make a specific number of perfect swishes from 4 different positions in front of the rim.

For example:

  • 3-feet - 10 perfect swishes.
  • 5-feet - 7 perfect swishes.
  • 7-feet - 5 perfect swishes.
  • 10-feet (free-throws) - 5 perfect swishes.

This is a great drill to begin individual shooting workouts with.

2. Spin Outs

The 'Spin Outs' drill works on catch-and-shoot situations.

This is a great drill for practicing shooting off the 'hop' or shooting off a '1-2 step'. As I said in a previous section, I always encourage players to practice both.

The drill involves players spinning the basketball out in front of themselves, catching the basketball with a hop or 1-2 step, and then rising up into the shot with perfect form.

These can be performed from midrange or from beyond the three-point line depending on the age and skill level of the player.

3. Off-Dribble Form Shooting

The final drill allows players to practice shooting with correct form off the dribble.

This is often the most difficult shot for young players.

To perform this drill, players start several metres behind where they plan to shoot the basketball from.

From there, the player takes 2 - 3 hard dribbles and then practices pulling up for the jump shot on balance.

After each shot, the player collects their own rebound (if they don't have a rebounder), and then returns to the starting position.

The biggest focus of this drill is to stay on balance throughout the entire shot.

6 Common Shooting Technique Questions

Here are the answers to 6 of the most common basketball shooting questions I receive...

1. "Should I shoot using a hop or the 1-2?"

Players must learn how to shoot off both.

I'm 100% against any coach demanding that their players use either the hop or the 1-2 step exclusively.

There are times throughout a game where the hop is better to use and there are times throughout a game where the 1-2 step is better to use.

Eventually, players will develop a preference and I recommend allowing them to make that choice on their own.

But players must be able to shoot off both.

2. "How many shots should I make every week?"

This is how many shots I recommend you make each week depending on the level of shooter you want to become...

  • Elite Shooter = 1,500 made shots per week
  • Great Shooter = 1,000 made shots per week
  • Poor Shooter = 500 made shots per week

This might seem like a low number to some, but I promise you if you're taking all shots from game spots at game speed it won't be easy.

With the amount of distractions we have today, it's crucial all players are scheduling time to get in the gym and work on their shot.

3. "What part of the rim should I look at when I shoot?"

There isn't a 'correct' target every player should be looking at.

Read 'Step 6' and check out this article where 18 shooting experts give their advice.

4. "Should the index or middle finger be last to touch the basketball?"

This is another one of those questions there isn't a 'correct' answer to.

I've always taught the fork (index and middle release at the same time), but there are many great shooting coaches with differing opinions.

I ran a poll on Twitter (follow me!) which received 1,115 votes and 49% of people believe the middle finger should be last to touch the basketball.

I know of very few shooting coaches who recommend this, but it shows that all finger releases should be tested by players.

I believe any of the three can work.

5. "Why is backspin so important?"

Backspin is important while shooting because it creates a 'soft' shot.

When a shot is soft (or has touch), the basketball has more chance of bouncing on the rim and then falling through the hoop.

If a shot is taken without backspin, the ball is going to hit the rim and bounce away with very little chance of a score.

6. "Which direction should my feet be pointing?"

Read 'Step 4'.

Brief answer: Feet should have a slight turn. This allows players to open up their shoulder and get their elbow under the basketball without putting tension on the chest.

11 Basketball Shooting Tips

1. Repetition, Repetition, Repetition

The great shooters separate themselves from the rest of the pack by spending thousands of hours shooting focused repetitions in the gym.

If you want to learn how to shoot a basketball at a high level, you must be prepared to put in the work to achieve it.

This might seem easy to commit to at first, but I promise you that there will be days when the last thing you feel like doing is going to the gym.

  • Cold mornings (and even colder in the gym).
  • You didn't sleep well the night before.
  • You feel like having a 'lazy day' at home.

The players who can cut through the excuses and get in the gym even when they're not feeling motivated to do so are the ones who separate themselves from the competition.

It's not about the number of hours you practice, it's about the number of hours your mind is present during the practice.

Kobe Bryant

2. Schedule Time for Shooting Practice

If all you do is stumble through each week and fit in shooting practice when it's convenient, I promise you that you'll never become a great shooter.

You must schedule your shooting workouts ahead of time.

Decide how many shots you want to make each week, work out roughly how long it will take, and then schedule your shooting workouts.

Once they're schedule, treat these blocks of time as non-negotiable.

  • A friend calls you and wants to hang out? Sorry, you're busy.
  • Feel like sleeping in late one day? Sorry, you're busy.

You must make shooting a priority.

3. Always Start Close to The Rim

It's never a good sign to see young players arrive at the gym and immediately start throwing up three-point shots.

Never underestimate the importance of starting close to the rim and making a lot of easy form shots to begin your shooting practice.

This allows you to get into a good rhythm, focus on your shooting technique, and build confidence by making shots.

Don't let your ego get in the way.

If you want to be a great shooter from 25 feet, you better be a great shooter from 4 feet first.

Steve Kerr

4. You Can't Rely on Team Practices for Shooting

Here's a little fact you probably didn't realize...

On average, a player will only shoot 25 - 30 shots in a team practice.

Doesn't sound like much, does it?

Of course, this will depend on the coach's priorities...

But with all the other skills, offenses, and defenses that need to be worked on, coaches simply don't have the time to schedule long blocks of shooting.

What does this mean?

90% of becoming a great shooter occurs outside of team practices.

You must be prepared to put in thousands of repetitions in the gym by yourself or with a teammate.

5. Always Have a Plan

If you simply go to the gym and throw up random shots while laughing with your friends, the rate at which you improve is going to be incredibly slow.

You must have a plan if you want to see quick results.

Ask yourself questions like...

  • Where do most of my shots come from during games?
  • At the next level where will most of my shots come from?
  • What shot do I need to make consistently to become a better player?
  • Which areas of the court do I struggle to make shots from?
  • etc.

Once you know the answer to these, create a workout.

This will ensure you're taking game shots, from game spots, at game speed.

Then when you get in the gym, you'll know exactly what you need to do.

I hate casual shooting. Every shot is preceded by working to get open and catch and shoot under game-like conditions.

Bobby Knight

6. Track your shooting workouts

I first started advising players to start tracking their made shots after reading a terrific article on shooting coach Dave Hopla.

Dave tracks every single shot he takes… and regularly shoots 98%.

Incredible, right?

In fact, you'll find it hard to find any great shooter that doesn’t meticulously track their makes and misses when working on their shooting.

So, why don’t more youth and high school players do it?

I have absolutely no idea!

It’s an absolute must if a player plans on improving their shot.

Here are 5 quick reasons why tracking shots will make you a great shooter:

  1. You cannot improve what you don't measure.
  2. It makes every single shot important.
  3. Players can set shooting goals and commitments.
  4. Players will see improvements.
  5. Players will find out their weak shooting areas.

7. Analyze Your Missed Shots

You're going to miss a lot of shots...

Hell, even the best shooters on the planet make less than half of their shots during competitive play.

If you're going to become a great shooter, you must be able to analyze your missed shots and learn from them.

Here's something I want you to keep in mind...

Great shooters miss front and back. Poor shooters miss left and right.

"Why is this?"

In most cases, when a shot is missed due to hitting the front or back of the rim, it's because the players didn't judge the distance correctly or due to fatigue in the arms and legs.

When a player misses left or right, it's often due to a shooting technique issue.

While practicing, form the habit of looking up after each shot and evaluating the placement of both of your hands.

8. Incorporate Conditioning into Your Shooting Workouts

You're going to be fatigued while you're taking shots during games.

If you want to be a great in-game shooter, it's incredibly important that you replicate this feeling during your shooting workouts.

For players wondering why they can always shoot great while chucking up shots before practice but never in games...

This is likely reason why.

Being able to shoot the ball when you've expended so much energy at the defensive end of the floor is an amazing skill.

Steve Kerr

Here are a few ways you can add conditioning to your shooting practices:

1. Run the floor

After a specific amount of made shots, sprint a full length of the floor before continuing.

Once you've completed a few up-and-backs, you'll definitely feel yourself needing to put more focus into every shot.

2. Rebound for yourself

Rebound your own shots instead of getting a parent or teammate to rebound for you.

This will add a quick sprint after every missed or made shot.

9. Work on Your Inside Game, Too!

Want to know what's better than a player who can consistently knock down an outside shot?

A player who can consistently knock down and outside shot AND finish strong at the rim.

Understand this...

When you do become a great shooter, the opposition is going to start defending you differently than your teammates.

The opposition will be forced to player closer to you, they'll jump at more of your shot fakes, and they'll fight over screens instead of slipping under them.

All of this will lead to many more drive opportunities that wouldn't usually be there for a player who struggles shooting from outside.

Make sure you're able to take advantage of these opportunities by having a great shot fake and being able to finish strong around the rim!

10. Know the Shots You Should be Taking During Games

As you move from practices to games, it's important for all players to understand which areas of the floor are good shots for them.

The unwritten rule is that a players should be able to make 6-7/10 from a spot unguarded during practice before they start taking a shot from that spot during games (HS level).

Unfortunately for some, shooting the basketball is not an equal opportunity decision.

If you can't shoot well from certain areas of the court, you don't get to take those shots.

The players who spend thousands of hours in the gym are rewarded during games by shooting more than some of their teammates.

If you want to shoot more, practice more.

Shooting percentage is just as much about decision making as it is about technique.

Jeff Van Gundy

11. Don't Expect Instant Results

There is one thing I can promise you...

You're not going to become a great shooter overnight.

  • You'll feel like you're not making progress at all...
  • You'll feel like it's pointless to continue...
  • You'll feel like you want to give up...

But if you're consistent, the results will come.

This means being consistent with multiple weeks and months of working hard on your shot, not multiple days of practice.

I've had many players come to me upset because they've been making 200 shots a day for five days in a row and they haven't seen any progress.

It doesn't happen that quickly!

The process takes time.

A Special Note for Basketball Coaches...

If a youth player is shooting with bad technique, it's our fault.

Yep, you read that correctly...

Not any one coach specifically, but all of us as a whole.

Players fall into certain shooting habits early and we can't expect 5 - 12 year old kids to know the correct way to shoot a basketball.

It’s our responsibility as coaches to ensure that our players are shooting with great technique by teaching them correct form and using shooting technique drills in practice.

I once wrote an article explaining that there are only two steps to becoming a great shooter…

1. Master the Mechanics (Coach’s responsibility)

The first step to becoming a great shooter is mastering shooting technique.

It’s the coach’s responsibility to learn what great shooting technique is and teach it to their players.

It’s one of our most important roles in assisting players to develop their shot.

2. Lots of Smart Repetitions (Player’s responsibility)

The responsibility of the second step rests solely on the shoulders of each individual player…

Putting in the time to shoot the amount of shots it takes to be a great shooter (I recommend 1,500 makes a week).

There simply isn’t enough time during practice for players to get many shots up during team practice.

The bulk of these makes must come during the player’s own time.

Photo and Video Credit:

A big thank you to Ryan Razooky for providing this blog post with images and videos of the different steps on how to shoot a basketball.

Conclusion

Even after 6,000+ words on how to shoot a basketball, it's important to understand that there is not one 'correct' way to shoot.

  • Steph Curry
  • Dirk Nowitzki
  • Reggie Miller
  • Ray Allen
  • Klay Thompson
  • Peja Stojakovic

All of these players are world-class shooters with very different shooting techniques.

Use the 10-steps I've outlined above as a guide to develop your own shot and then make subtle changes to find what works best for you.

Joel Embiid First Learned How to Shoot a Basketball by Searching 'White People Shooting 3-Pointers' on YouTube

Joel Embiid is a near-impossible player to guard in today’s NBA. He can use his 7-foot-0, 280-pound frame to back defenders under the basket and dunk them into middle earth. He can sense a double team coming from either side and spin the opposite way to sink a Hakeem Olajuwon-esque hook shot. And when opposing players sag off too far, he can step out and drain threes with his silky smooth jumper.

It’s almost unfair for a man of Embiid‘s size and strength to possess a jump shot that pretty. He must’ve learned it while working with a famous trainer growing up, or picked up tips from his sharpshooter teammates in high school and college.

But that couldn’t be further from the truth.

Embiid actually learned how to shoot simply by searching “white people shooting 3-pointers” on YouTube and studying their forms.

Yeah, seriously.

Joel Embiid is an elite shooting center

Joel Embiid of the Philadelphia 76ers shoots a jumper over Domantas Sabonis of the Indiana Pacers | Tim Nwachukwu/Getty Images

NBA centers nowadays typically have one area of expertise. They’re either skilled rebounders, shot blockers, and finishers around the rim, or they like to stretch the floor and shoot threes. Embiid can do all of that and more.

Even though he’s usually bigger and stronger than anyone on the floor at any given time, Embiid is more than capable of stepping out and hitting outside shots. And his midrange game? A true thing of beauty.

Over the course of his NBA career, Embiid is shooting 48.7% from the field and 32.9% from three, and he’s only getting better. Embiid is shooting 51.3% overall and 37.7% from deep this season, which are both career highs for the big man.

His elite touch that stretches from the paint to the 3-point line is what makes him one of the most unguardable forces in the league.

Embiid was bullied by his high school teammates because he couldn’t shoot

Embiid might be arguably the best center in the NBA today, but the game of basketball didn’t always come this easy for him. When he moved from Cameroon to America to pursue an NBA career, his high school teammates at Montverde Academy constantly made fun of him because he couldn’t shoot.

Embiid explained the struggle of dealing with bullies in his 2018 Players’ Tribune piece, ‘It’s Story Time.’ He said at one point he contemplated giving up on basketball and going back home, but he decided to keep at it.

“I got better and better, especially around the rim, but I still couldn’t shoot,” Embiid writes. “So I started working out with one of my teammates, Michael Frazier II. Remember him? This dude was a shooter. Like, killing it. He hit 11 threes in a game once for Florida. So after practice, I’d do these three-point drills with him, and of course, he’s smashing me. I have no form, no fundamentals. I’m jacking sh*t up. But I just can’t take losing to this dude every day. I’m so competitive that I’m like, I gotta beat this guy. I gotta find a way.

So what did he turn to? YouTube, of course.

Embiid learned how to shoot by searching “white people shooting 3-pointers” on YouTube

When Embiid set a goal to improve his shooting in high school, all he could think to do was pull up a YouTube browser and get to studying. He told the hilarious story in ‘It’s Story Time.’

“So I’m chilling one night, and I go on YouTube, and I’m thinking I’m about to figure this shooting thing out.

I go to the search box like….

HOW TO SHOOT 3 POINTERS.

Nah.

HOW TO SHOOT GOOD FORM

Nah.

Then the light bulb went off, man. I typed in the magic words.

WHITE PEOPLE SHOOTING 3 POINTERS.

Listen, I know it’s a stereotype, but have you ever seen a normal, 30-year-old white guy shoot a three-pointer? That elbow is tucked, man. The knees are bent. The follow-through is perfect. Always. You know how in America, there’s always an older guy wearing like EVERLAST sweat-shorts at the court? That guy is always a problem. His J is always wet.

Those are the guys I learned from on YouTube. Just random people shooting threes with perfect form. Me and Michael would play after practice for hours, and I’d just try to imitate how they shot the ball, and I started being able to compete. It was crazy, because getting some range changed my whole game. Teams couldn’t play off me anymore, and I started doing a lot better.

Joel Embiid

Fast forward to today and Embiid has one of the smoothest jumpers of any 7-footer in the world.

RELATED: Allen Iverson’s Ruthless Competitiveness Forced the Sixers to Go to Extreme Lengths to Ensure He Couldn’t Play Injured

Version 5.0 Description

  • Jump to

    Battle Royale

  • Jump to

    Battle the World

Viking ships, desert outposts and ancient statues have appeared all over the island. Ride on the VHC (all-terrain vehicle) with friends, uncover new secrets and explore the uncharted corners of the map!

Will we be lucky, partner? Try your luck with the new flintlock weapon in the Horde Showdown from the Journey event, which has already started in Save the World.

New season, new battle pass with 100 levels and over 100 rewards. It can be purchased in-game right now for 950 V-Bucks.


Rover Car (Battle Royale)
Race into battle and drift with the new Rover Car (VHC)! Grab your friends and hit the road.

Rifts (Battle Royale)
Take courage and step into the rift. A cool adventure awaits you!

Clash with the Horde (Save the World)
Assemble a squad and prepare for the ultimate test of your survival and teamwork skills.

Heroes from the Wild West (Save the World)
Get on horseback with the new Heroes from the Wild West available in the Ride event.

Flintlock (Save the World)
Let the sparks fly! Fight off hordes of husks using a variety of new flintlock weapons.


  • When a message appears on the screen stating that you have been invited to a group, you can now immediately accept the invitation without opening the "Group Search" menu.
  • Improved the news widget so that it can do without the scrollbar in most cases.
    • Added the ability to scroll for users with controllers in case the need arises.
  • Console versions now use less space for shaders. This allowed us to reduce the size of updates and speed up downloads.
  • Optimized file placement for faster loading on all platforms.
  • The Friends in Epic button now appears in the main menu when using a controller on Windows and Mac.

Bug fixes

  • Fixed an issue that caused Push-To-Talk (walkie-talkie mode) to not work as intended.
  • Blocked players no longer appear in the recommended friends list.

Known issues

  • Do you want to know what issues players care about the most? Visit our Trello Fortnite forum | Community Issues, which is located here.

Weapons and Items

  • Shotguns now have the number of pellets hit, which is displayed in the scope.
  • Shotgun shot spread has been changed to be similar to the non-random variant.
  • The Heavy Shotgun now fires 10 pellets instead of 5.
    • Heavy shotgun maximum damage has not changed.
  • After firing a shotgun, you will be unable to fire another shotgun for a very short period of time.
  • Hunting Rifle Aim Assist has been loosened to match other sniper rifles that use bullets.
  • Reduced knockback force (vehicle) for grenades, sticky grenades, grenade launchers and rocket launchers.
  • Tactical SMG and silenced SMG damage to objects now matches the player's damage.
  • Silenced submachine gun damage reduction is now calculated as for other SMGs.
    • Damage reduction starts at 24m (was 28m).
    • Damage reduced to 80% at 35m (was 85% at 47.5m).
    • Damage reduced to 65% at 50+m (was 75% at 70+m).

Game process

  • All-terrain vehicle (VHC)
    • The new all-terrain vehicle (VHC) has enough space for all the fighters in your squad.
    • Drift increases speed.
    • The roof acts as a kick pad.
    • Passengers sitting in the back seat help the all-terrain vehicle (VHC) to jump over obstacles. Lean back together, and then simultaneously release the button to make the ATV jump higher.
      • To lean back, hold down the S key on the keyboard or tilt the controller joystick towards you.
  • Map update
    • New terrain type: desert
    • New Area: Lush Palms
    • New Area: Lazy Holes
    • Several unnamed landmarks have also appeared on the island.
    • Minimap update
  • The centers of the 7th, 8th and 9th Storm circles now move in a random direction (instead of just shrinking). When approaching, the Tempest moves to a new area and compresses the ring.
  • Starting with Season 5, Consecutive Challenges will no longer be limited to a single Season. Now you can complete consecutive challenges at your own pace.
  • Completing a Sequential Challenge now requires earning a certain amount of XP. It no longer depends on your level in the season.
  • Gyro Motion Control added for Nintendo Switch. You can change the corresponding settings in the options menu.
  • Weekly Challenges are now divided into two parts: Free and for Battle Pass owners. The first 3 trials will be available for free; the last 4 are only with the battle pass. As before, every week you need to open 4 challenges from a set to receive a reward.
  • The size of the model for calculating collisions has been reduced for seriously injured players. It used to be the height of a standing player, which prevented badly injured players from crawling under doors and, in some cases, interfered with the calculation of collisions with buildings.
    • Players who are badly injured while crouching are resurrected immediately while crouched.
  • Sprinting is now interrupted when using emotes.
  • You can now gain experience for resurrecting teammates in the 50v50 and Teams of 20 LTMs, up to a maximum of three times per match (30xp, 10xxp, and 10xxp).
  • Weapon crosshairs now dim slightly when reloading, running out of ammo, and switching weapons.
  • When walking in a lake, it is now possible to see what is happening from the water through the player's camera.

Bug fixes

  • Launchers and cozy campfires now destroy overlapping small objects when placed.
  • Reduced the activation volume for the floor damage trap to better match its appearance and prevent the trap from being activated while standing on a ledge above it.
  • Supply Llamas now fall to the ground when the object they are standing on is destroyed.
  • Autorun is no longer canceled when you release the gamepad stick and it leans forward slightly.
  • Fixed a bug that allowed auto-running when using a cart.
  • Storm's first circle now always deals 1 damage. damage.
  • Players no longer get stuck in a doorway if they were there when the door closed.
  • Fixed a bug due to which the animation of some weapons was not played.
  • Autorun can no longer be enabled while backing away.
  • Textures now always display correctly in edit mode.
  • Fixed a critical error that sometimes occurred when disconnecting from the server.

Performance

  • Cart performance has been improved both on the game client and on the server.

Sound

  • Added unique environmental sounds for the new desert area. In the next updates, we will make background sounds even more diverse!
  • Reduced the volume of the effect on a successful Battle Pass challenge.
  • Interface sound effects have been reworked. Updated sounds for all buttons and interface elements.

Bug fixes

  • The dual pistol sound no longer breaks when you switch weapons immediately after firing.
  • The "True Love" emote sound no longer overlaps with itself when heard by multiple nearby players at once.
  • On mobile devices and Switch, the peppy electronic track that accompanies the Dancing emote has been restored.

Interface

  • We have allowed players to use the sound effects visualizer we created for the mobile version on all platforms. Please note that when you turn on the visualizer, the sound of the effects is turned off. This restriction does not apply to the mobile version - there the effects sound even when the visualizer is running. This new setting can be enabled from the Accessibility tab in the options menu.
  • Player names are no longer displayed in the format "Player###" in Live mode. Now, when creating a name, the player’s equipment is taken into account in the format “Character[###]”. Thus, instead of the message “…player100 is destroying the player”, you will see “…Rust Lord[100] is destroying the player”. The one who killed the player who is in live mode will see the name "Broadcast[###]".
  • Added audio and visual decorations to the victory royal scene at the end of a match.
  • Removed Dialogue, General Chat, and Use Best Items options as they are not used in Battle Royale.
  • Zooming in and out of the map is now twice as fast when using a gamepad.
  • By clicking on the "Play Again" button, players will be able to experience the visual and sound effects of the pickaxe in the item shop, on the battle pass screen and in the locker.
  • The post-match statistics screen now uses a new, faster animation to show the sources of experience earned.

Fixed bugs

  • Map markers are now restored if they are deleted and placed again at the same point.
  • Post-match statistics are now displayed on all platforms in the correct numerical format.
  • Keys used for weapons and buildings are now displayed correctly in the UI.
  • Fixed a typo in the description of the Apotheosis tool.
  • Gamepad button presses are now handled correctly in the main menu.
  • Fixed UI inconsistencies that sometimes appeared when setting a trap.
  • "Distance traveled" is now displayed correctly on the post-match stats screen.

Graphics and Animation

Bug Fixes

  • The resurrection animation is no longer skipped if the player is reloading while heavily wounded.
  • When jumping with the Pot of Gold tool, the effects will now display correctly.
  • Sprays no longer affect emote props (such as the Streetball Star basketball).

Replay feature

  • View options header now uses localized option for Camera Type.

Bug fixes

  • Gamepads no longer constantly vibrate when paused during replay.
  • The main menu no longer stops responding to button presses when opening the friends list during a paused replay.
  • Name tags no longer interfere with pressing buttons in the camera options.
  • Name tags no longer disappear when the camera is directly over the player.
  • The bottom of the name tag is no longer cut off.
  • Name tags now display team name and weapons on PS4.
  • Weapon animations now play during replay after fast-forwarding.
  • Timeline markers no longer disappear when viewing saved replays on PS4 and Xbox One.
  • Cart audio and visual effects are no longer distorted when viewing replays.
  • The "Resurrect" and "Driving" tooltips no longer remain stuck when viewing a replay if the player is killed while being resurrected or while near a cart.

Mobile version

  • Added automatic shooting for mobile platforms. When this option is selected, the weapon will automatically fire if the scope is aimed at an enemy in range.
  • Players will be able to select their preferred shooting mode after starting the game. To change the shooting mode, go to the options menu, then open the user interface settings, select the "Select shooting mode" item and confirm the choice.
    • Touch to shoot.
    • Dedicated firing button.
    • Auto shooting.

Bug fixes

  • The thermal gun now uses the correct visual effects on all devices.
  • Passengers sitting in vehicles can now detonate guided explosives.
  • Entering build mode while holding down the fire button no longer reduces your building ability in the future.
  • Health and shield numbers no longer appear as your own in spectator mode.

General changes

  • Killer Movie is over. Meet the new event "Trip"! Movie tickets have become killer llamas: you'll get one llama for every 500 tickets, plus another llama for any remaining tickets under 500.
  • The revamped weekly shop now has a replacement item, as well as an uncommon and rare upgrade item.
  • Save the World will be available for a limited time on Xbox One, PS4 and PC starting July 17th. The Super Deluxe and Limited Founder's Packs will return to the store during this sale.
    • We removed the friend codes from the Founder's Packs and exchanged them for llama tokens with the legendary troll stash.
    • With the release of version 5.0, all active Founders will receive tokens as a token of gratitude for their support, depending on their Founder level.

Missions and Mechanics

  • Horde Fight is back!
    • "Clash with the Horde" is now in the desert! This is a more compact card than the previous ones. You will have to run less from base to base between waves, and you can spend this time building fortifications and assembling items.
    • The Tempest behaves in a new way in "Clash with the Horde". Reflect waves of enemies and watch out for the approaching Storm.
      • Players caught in Storm take damage.
      • The storm starts anew with every wave.
    • "Clash with the Horde" missions now become available based on the number of Storm Shield missions completed or progress on the "Horde" mission in the campaign. Thus, players who make it to Lynch Peaks will have the entire Horde Skirmish map at their disposal. However, individual challenges in each mission of "Strife with the Horde" will have to be opened in order.
    • The total number of "Horde Skirmish" missions available on the map has been reduced from 16 to 9.
    • Horde Skirmish missions now have 5 challenges. Previously, this number varied from 3 to 8.
    • Reduced the number of waves in the Horde Fight mission from 10 to 8.
    • Maximum wave length reduced from 6 minutes to 4 minutes.
    • Disabled item storage and loot drop from slain enemies in Horde Blast.
    • Access to various resources has changed in Horde Blast:
      • In the early "Horde Showdown" missions, players are now given a level 1 Unusual Assault Rifle and Sword to make it easier to fight.
      • The starting amount of ammo has been increased to match the increased difficulty level of the first mission "Strife with the Horde".
      • Players are now given less building materials, ammo, and crafting materials based on the upgrades they have unlocked in the Horde Skirmish skill tree.
    • "Clash with the Horde" Urgent Missions added
      • Completion gives Trip tickets, which can be used to buy Trip event llamas.
      • Completion grants Horde skill points to unlock items on the Horde Skirmish skill tree.
      • Limit: 10 missions per day.
    • Horde Skirmish missions appear in the journal under the Trip Event category. They receive the following awards:
      • "Trips" tickets;
      • V-bucks;
      • property resources;
      • epic and legendary heroes from the Wild West to choose from;
      • exclusive Horde flags.
    • Repeatable Horde Strike quests reward experience for Heroes, Blueprints, and Survivors of your choice.
    • In Deathmatch the Horde now has resources for the modifier recombiner. Complete Horde Missions and earn more Refills or Upgrades than you would from campaign missions.
    • Horde Skirmish missions are active.
    • Elemental Storm Urgent Missions are also available.
  • The trip llama has appeared. Price per llama: 500 Journey tickets. Contains at least one epic (or better) Wild West hero or flintlock weapon. Available for a limited time.
  • Increased rewards for urgent missions:
    • fireman, lightning gun, ice gunner — by 100%;
    • replacements - by 50%;
    • Upgrade — by 30-33%.
  • Tempest mission rewards include a replacement and an upgrade.

Heroes

  • Ability balance has changed!
    • We've rebalanced the effectiveness of abilities for ranged weapons, traps, and other sources of damage. Along the way, we increased the power of healing properties. Here are the changes we've made to the game.
  • Soldier
    • Paratrooper
      • Base health regeneration increased from 3 to 5.
    • Battle Cry
      • Damage bonus increased from 30% to 45%.
      • Ranged weapon attack speed bonus reduced from 40% to 30%.
      • Melee attack speed bonus increased from 16% to 20%.
    • Fighting Power
      • Warcry energy cost reduction increased from 15 to 20.
    • Fight or flight
      • Fight or Flight now grants a 10% movement speed bonus.
    • Shockwave
      • Base damage increased from 75 to 91 unit
      • Reload time reduced from 30 to 25.
    • Powerful push
      • Increased range bonus from 38% to 50%.
    • Shock and awe
      • Slow increased from 30% to 50%.
    • Left-Right
      • Reload time reduced from 150 to 100 seconds.
    • Bdysch and pew
      • Base damage increased from 16 to 20.
    • Acid stores
      • Base damage increased from 83 to 120.
    • Weapon of Victory!
      • Reload time reduced from 150 to 100 seconds.
    • That's not all!
      • Duration bonus increased from 2 to 5 seconds.
    • Easy handling
      • Energy cost reduction increased from 15 to 20.
  • Ninja
    • Smoke bomb
      • Base reload time reduced from 60 to 45 seconds.
    • Life-giving couples
      • Base health regen increased from 3 to 19.
    • Intense smoke
      • Movement speed bonus increased from 30% to 50%.
    • Dragon tail
      • Damage increased from 10 to 12 per second.
    • Shurikens
      • Shuriken base flight speed increased by 70%.
      • Base damage increased from 35 to 52
    • Poisoned Shurikens
      • Now triggers every second like other sources of traumatic effects. Damage adjusted accordingly.
    • Invigorating Blade
      • Base health regen increased from 12 to 30.
    • Energizing blows
      • Base health regeneration increased from 10 to 24.
  • Traveler
    • Phase shift
      • The ability "Phase Shift" is designed to speed up movement. We've made a number of changes to make it more effective against other movement abilities that deal damage along the way.
        • Movement distance increased from 1.5625 to 1.75 cells.
        • Energy cost reduced from 20 to 10.
        • Reload time reduced from 15 to 8.
        • Number of charges increased from 2 to 3.
        • Now increases movement speed by 30% for 3 seconds.
    • Phase overtake
      • Movement range increased from 1.75 to 2.5 cells.
    • Phase shift
      • Extra charges increased from 1 to 2.
    • Antiphase
      • Reduced reload time reduction from 5 to 3 to reflect the new base reload time.
    • Phase Shield
      • Duration reduced from 4 to 2 to reflect the new base cooldown.
    • Phase Runner
      • Now increases Phase Shift bonus to movement speed by 50%.
    • bear
      • Base damage reduced from 10 to 16. for the shot.
      • Energy cost reduced from 50 to 30.
    • Bear Look
      • Base damage increased from 22 to 26.
    • Long arm
      • Range bonus increased from 2 tiles to 4 tiles.
    • Electric tower
      • The Electric Tower is supposed to be an excellent tool for wiping out crowds of weak Husks, but it doesn't do its job well. To address the issue, we increased the damage dealt by the tower and drastically reduced the cooldown. The duration of the action is slightly reduced, but you can call it more often. We've also slightly reduced the duration of the stun to offset the improvements.
        • Reload time reduced from 60 to 20 seconds.
        • Energy cost reduced from 50 to 30.
        • Base damage increased from 9 to 12.
        • Stun duration reduced from 1 to 0.75 seconds.
        • Duration reduced from 6 to 3 seconds.
    • Electroshock
      • Push bonus increased from 133% to 160%.
    • Capacitor
      • Duration increase reduced from 2 to 1 second. taking into account the new base duration.
    • Supercapacitor
      • Duration increase reduced from 2 to 1 second. taking into account the new base duration.
    • Shocking hugs
      • Duration increase reduced from 3 to 2 seconds. taking into account the new base duration.
    • Residual charge
      • Damage over time increased from 50% to 110%.
      • Damage over time duration reduced from 6 to 3 seconds.
    • Armor Piercing Attack
      • We've noticed that Armor Piercing Attack allows you to deal too much damage when harvesting resources. Therefore, we increased the base damage while reducing the energy cost and cooldown to make this ability effective not only for resource gathering, but also in combat.
        • Width increased by 100%.
        • Base damage increased from 39 to 90.
        • Reload time reduced from 30 to 12 seconds.
        • Energy consumption reduced from 35 to 30 units.
    • Impact energy consumption
      • Reduced energy cost from 15 to 10. with the new base cost.
    • Fist of the South Moon
      • Cooldown reduction reduced from 13 to 5 seconds. with the new base reload time.
    • Building strike
      • Reduced cooldown reduction from 7 to 3 seconds and reduced energy cost from 7 to 5. taking into account the new base values.
    • Kinetic Strike (non-support variant)
      • The knockback power of large enemies has been increased.
    • Charged Fist
      • This property now requires 2 stars instead of 3.
      • Max damage increase reduced from 200% to 150% based on the new base damage.
        • Thus, the maximum base damage increased from 117 to 225. relative to standard base damage.
    • Iron knuckles
      • The vulnerability effect has been removed.
      • Damage increase reduced from 500% to 150% based on the new base damage.
        • Fixed an inaccuracy in the tooltip.
          • The tooltip used to state that the damage was increased by 500% instead of UP TO 500%.
          • Updated tooltip still uses "increases by" but is now correct as base damage is increased by 150% (250% of base damage).
          • With the increase in standard base damage, the base damage increased from 195 to 225.
          • This property increased damage using the rules of its previous version.
  • Constructor
    • Onslaught
      • Base damage increased from 60 to 156.
      • Reload time reduced from 30 to 15 seconds.
      • Energy consumption reduced from 30 to 20 units.
      • Shield collision width increased by 43%.
    • Tableware shop
      • Base environmental damage increased from 282 to 688.
    • Crushing Onslaught
      • Tool damage increased from 45% to 55%.
    • Long Onslaught
      • Added a new feature: Immediately after Rush, movement speed is increased by 30% for 10 seconds.
    • Police Shield
      • A new feature has been added: the scatter constructor takes 60% less damage.
        • The previous Police Shield feature has been removed.
    • Plasma Pulse
      • Base damage increased from 14 to 18.
      • Duration reduced from 10 to 6 seconds.
    • Wave Plasma Pulse
      • Base damage increased from 125 to 145.
    • Friend or foe
      • Shield regeneration increased from 15% to 20% of shield strength.
    • Self-taught doctor
      • Health regeneration increased from 2% to 4% of maximum health.
    • LAYOUT
      • The size of the hitbox has been reduced to match the size of the lure.
      • Reload time reduced from 45 to 30 seconds.
    • Everything on the ointment
      • Reload time reduced from 15 to 10 seconds.
    • Kinetic overload
      • Base damage increased from 50 to 140.
      • Reload removed.
    • Take your time
      • Slow increased from 30% to 40%.
    • Energizing Swing
      • Base health regen increased from 12 to 49.
  • Heroes from the Wild West have appeared in the Journey Llama!
    • Soldier is a new Marksman subclass that includes the new Rio character.
      • Reload gives high initial damage followed by a heavy burst.
      • New skills
        • Combat Readiness: After reloading, the rate of fire is increased by 25% for 5 seconds.
        • Combat Over Ready: Increases the rate of fire from Combat Ready to 50%.
        • First assault: the first shot from the assault rifle after reloading inflicts critical damage on the enemy. The effect disappears when changing weapons.
      • New tactical skill:
        • Combat training (tactical version).
    • Ninja is a new subclass of the Explosive Assassin that includes the character Ken.
      • Description: ninja with a sword. Emits a wave of energy at the cost of a stack of Assassin's Mastery. Uses a smoke bomb to build up charges.
      • New skills:
        • Assassin's Acrid Smoke: Smoke Bomb now generates stacks of Assassin's Mastery every second while the Ninja is in its area of ​​effect.
        • Infinite Smoke: Increases the range of the smoke bomb by 45%.
        • Assassin's Mastery Discharge: When Assassin's Mastery reaches 5 charges, it explodes, dealing energy damage in a 0.5 cell radius. Charges disappear.
      • New tactical skill:
        • Assassin Mastery (tactical variant).
    • Constructor is a new "Vintage" subclass that includes Penny.
      • Constructor that uses "Plasma Pulse" to create zones with plasma bombs.
      • New skills:
        • Supercharged Plasma: Increases the damage radius of Plasma Pulse's orbs by 60%.
        • Problem: Plasma Pulse now spawns 8 plasma balls, dealing 550% more damage. All bubbles appear at the same time and explode on activation or 10 seconds later.
    • Traveler is a new subclass of the Unpredictable, which includes the character Sharpeye.
      • Description: A nimble traveler, eager to collect fragments and place enhanced BEARS.
      • New skills:
        • Look what I found: there are 3 charge fragments at the beginning of the mission.
        • Carrying Heavy: BED's damage is increased by 50% when placed with a fragment.
        • Double Down: 50% chance of receiving an additional Charge Fragment when receiving a Fragment.

Corrected errors

  • Fixed a bug due to which the "Electric Tower" did 1 shot less than expected.
  • Fixed an issue that caused the Electric Tower's push to scale incorrectly.
  • The "Phase Shift" tooltip now indicates the maximum charges.

Weapons and Items

  • The Buzzer Hammer has been added to the Weekly Shop.
    • Slow swing hammer.
    • Lunge: A powerful jumping attack towards the target, damaging nearby enemies and knocking them back.
  • Flintlock weapons can now be found in Journey llamas.
    • "Old Betsy": A powerful, accurate sniper weapon with strong recoil and a single magazine capacity.
    • "Duelist": a revolver with a low rate of fire. Its charges deal high damage on headshots and knock back enemies.
    • Strongman: A short range heavy shotgun that hits and knocks back enemies in a cone in front of it.
    • Angling Hook: A heavy scythe with a slow, wide swing and Hurricane Attack.
    • "Sir Mahach": a heavy club with a home run attack and a slow swing that allows you to knock enemies far.
  • Adrenaline Rush
    • Health regen increased from 180 to 215.
  • Bombing
    • Reload time reduced from 300 to 215 seconds.
  • Turret
    • The base rate of fire of the turret has been reduced from 6 to 4 per second. Improved Turret rate of fire reduced from 10 to 6 per second
    • The turret now deals energy damage instead of kinetic damage.
    • Turret explosion base damage increased from 114 to 162.
  • Proximity mine
    • Damage increased from 225 to 230.
    • Reload time reduced from 240 to 200 seconds.

Bug fixes

  • Weapons are now removed when the player is badly wounded.
  • Fixed a bug due to which the sticky remained hanging in the air on the destroyed fragments of the anomaly.
  • Fixed an issue where the Dark Krypton Sword had incorrect stats.
  • Fixed explosion radius for all proximity mine levels. Correct values ​​are 1 cell, 1.25 cells and 1.5 cells.

Gameplay

  • Energy damage dealt to elemental husks increased from 67% to 75%.
  • Base run speed increased from 365 to 410. Sprint speed has not changed.
  • Badly injured players can now move.
  • The display of severe wounds has been improved for clarity.
  • The "Trollolo" and "Trolling Back" quests now require only 1 troll to be swatted.
  • Duplicate tasks have appeared for which resources for properties are issued:
    • Danger in the fog
    • Light up the world
    • Forces of nature
    • Raw Grave
  • There is a recurring quest "Killer Storm" that awards gold.

Interface

  • Loot Llamas no longer automatically open when entering the Loot tab. Press the llama counter button or the bar at the bottom to open the llamas. Llamas purchased from the loot screen still unlock automatically.

Bug fixes

  • BEAR's voice module has been updated to properly pronounce "Fortnite" when parsing player messages.
  • Players blocked during a match are now notified.
  • The "Log in again" window is now automatically closed for a blocked player.
  • Players you've only recently interacted with in the main menu now appear in the Report Player list.
  • The daily quest panel now refreshes when you abandon a quest.
  • Fixed gamepad usage for outpost.
  • Fixed bugs that occurred when quickly switching building types, which could cause players to place the wrong building, especially when there is high network latency.
  • Master Builder control scheme no longer allows you to place the wrong building if the player misses the button and is holding a building whose type is different from the previously selected one.
    • These fixes affect weapon and building type switching during high network latency for all control methods (including keyboard and mouse).
  • Master Builder's control scheme now selects paths correctly when pressing the Trap Select button when the player is not looking at a building. It also correctly places paths on pressing the X or square button.
  • Fixed an issue that caused the upgrade popup menu to stop working when the gamepad was disabled.
  • Fixed an issue where the joystick icon would only appear when there was only one tab in the resource menu.

Graphics and Animation

  • Badly wounded players no longer display Storm visuals.
  • Removed purple traces from resurrection visual effects.
  • Improved the camera animation when the player picks up the Weapon of Victory!
  • The muzzle of the rapid-fire machine gun "Weapon of Victory!" now glows when firing.
  • At the "Weapons of Victory!" there are new visual effects when activated.
  • Fireworks visual effects have been removed from the grenade launcher.
  • Stars and Stripes Heroes headwear and backpacks have been added to the game.

Bug fixes

  • The neon sniper rifle now only highlights enemies within range of the bullet.
    • The effect of hitting at very long distances may not be visible even with a telescopic sight.
  • Neon weapon HDR effect intensity reduced by 20% to avoid overexposure issues at some levels.
  • Fixed a bug due to which the flames of throwers appeared and disappeared at medium graphics quality settings.

Audio

  • Improved audio mixing: weapon volume is slightly increased and background noises are slightly quieter.
  • Interface sound effects have been reworked. Updated sounds for all buttons and interface elements.
  • Updated sounds for the Plasma Pulse property.
  • Updated smoke bomb sounds.
  • Updated Weapons of Victory sounds to include unique sounds for Thunder Stick!
    • Including:
      • promotion;
      • gradual stop;
      • shooting;
      • stop firing;
      • activation.

Fixed bugs

  • Fixed a bug related to the volume and attenuation of the sounds of the teddy bear laser beam.
  • Fixed a bug due to which the SEES-bot started with very loud sounds.

Having problems logging into Fortnite, installing updates, or playing the game itself? Contact our support team.

Top 30 Games of 2022

Here are the most important and notable games of 2022. This is not a rating - the games are in random order.

Elden Ring

Platforms: PlayStation 4, Xbox Series X|S, Xbox One, PlayStation 5, Windows

Story from George Martin + gameplay from the creators of Dark Souls. It turned out to be an expectedly difficult game, where the main feature is unusual and strong bosses. Swordswoman Malenia is a new character hated by gamers.

Nobody Saves the World

Platforms: Windows, Xbox One

Unusual RPG, where 15 characters and you can constantly change role (unlike most games of the genre) for the protagonist Nobody. Therefore, it is interesting to experiment here and realize that the starting choice in the game will not lead to a rollback to the beginning when the character is not liked.

Horizon Forbidden West

Platforms: PlayStation 4, PlayStation 5

Continuation of the adventures of a warrior in a post-apocalyptic world where wildlife and dangerous robots are combined. It turned out more colorful and plot interesting than in the first part.

Neon White

Platforms: Nintendo Switch, Windows

Action-packed anime platform game where you have to run fast and shoot accurately. And between races, a visual novel unfolds.

Bear and Breakfast

Platforms: Windows, Nintendo Switch

You are a bear. And you need to repair all the huts in the forest so that human tourists return there. A game of collecting items and the economy.

Platforms: Mac, Windows, Xbox One, Xbox Series X.

Cute platformer about ladder adventures. But do not flatter yourself - the riddles here will make you stop and think.

The Quarry

Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Windows

An interactive movie where friends go to summer camp but encounter paranormal events. It depends on your decisions which heroes will survive or even all will die.

Immortality

Platforms: iOS, macOS, Android, Windows, Xbox Series X|S, Mac OS

Another interactive movie, only now it's a real movie, not computer graphics. We explore the life of an actress who starred in three films - and all of them mysteriously disappeared.

The Last of Us Part I

Platforms: PlayStation 5, Windows (in the near future)

Yes, this is not a new game, but The Last of Us was again discussed as a fresh release. Because it was globally refreshed for the new generation of consoles. Now both parts of the main game about the world of post-apocalypse look like a single whole.

Final Fantasy 14: Endwalker

Platforms: PlayStation 4, PlayStation 5, PlayStation 3, macOS, Windows, Mac

An addition to the 2013 game that is perceived by fans of the series as a complete game. Keep in mind that this combat RPG will take you at least a hundred hours. But through the latest version, it is easiest to immerse yourself in a world that is huge and interesting.

Weird West

Platforms: PlayStation 4, Xbox One, Xbox Cloud Gaming, Windows

Abnormal phenomena are happening in the Wild West. You play as five bounty hunters in an immersive role-playing simulation. That is, you can interact with almost every item and solve situations that have arisen in the game in different ways.

Return to Monkey Island

Platforms: macOS, Microsoft Windows, Nintendo Switch

The sixth game in the pirate series. And again the familiar atmosphere of warmth, and again the story in the spirit of "Pirates of the Caribbean".

Dying Light 2: Stay Human

Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Windows

A game with many storylines. We live in a city that has been hit by a zombie virus. And the key skill of the protagonist is parkour. It is on this mixture that the uniqueness of the continuation of Dying Light is built.

Eternal Threads

Platforms: Windows

You are a detective and a time traveler. Your task is to unravel the death of six people who were burned in a fire in a boarding house.

GhostWire: Tokyo

Platforms: PlayStation 5, Windows

First-person view, gloomy and rainy Tokyo. There are no people nearby, only monsters and our hero with the ability to destroy them. Japanese horror that will appeal to fans of the genre.

The Stanley Parable: Ultra Deluxe

Platforms: Nintendo Switch, PlayStation 4, Xbox One, Windows, Linux, macOS

The great game of 2013 didn't even get a sequel, but an updated version. The Stanley Parable is a simulation of an office worker who is caught in a time loop. Or rather, you got it. The game constantly addresses you and breaks the fourth wall. And you have to start it many times - and there is always a new unusual ending. In the new version, the game makes fun of projects that pump money out of the players by re-releases (that is, they troll themselves).

Cuphead – The Delicious Last Course

Platforms: Nintendo Switch, PlayStation 4, Xbox One, Windows

Another expansion that could be mistaken for Cuphead 2. Again, enraging monsters from cartoons of the first half of the twentieth century, the recognizable style of the first part and the opportunity to play for a mug girl.

Dune: Spice Wars

Platforms: Windows

A game for those who love strategy and Dune. After the release of the film in 2021, the universe is replenished with content.

Rollerdrome

Platforms: PlayStation 4, Windows, PlayStation 5

The authors combined a skateboarding simulator and a shooter. The result is a dynamic game in a dystopia, where more cool tricks = more bullets and weapons.

Olli Olli World

Platforms: Nintendo Switch, PlayStation 4, Xbox One, Windows, Xbox Series X|S, PlayStation 5

Another skateboard game, but with a nice summer vibe and no violence at all. You just need to get better on the tracks.

Tinykin

Platforms: Nintendo Switch, PlayStation 4, Xbox One, Xbox Cloud Gaming, Windows, Xbox Series X|S, PlayStation 5

This game is about a tiny person who collects things around the house to build a spaceship. No need to fight with anyone, just find the right items to fly.

Platforms: PlayStation 4, PlayStation 5, Windows

Oriental fighting game with unique mechanics - each character ages after death. At some point, you can die, and you have to start over. In general, for those who like to sweat with a gamepad or keyboard.

Cult of the Lamb

Platforms: Nintendo Switch, PlayStation 4, Xbox One, PlayStation 5, macOS, Xbox Series X|S, Windows, Mac OS

We play as an evil lamb who has created a cult around himself. We lead the fighting flock forward and expand the influence of our sect.

Platforms: Mac, Windows PC

A story about a girl in a dying oil town. You solve simple puzzles, drift through history and wonder what mysteries the city holds.

Platforms: PlayStation 4, PlayStation 5, Windows

An unexpected hit. We play as a cat and behave like a cat: we meow, scratch ourselves and knock down pots. And all this in the setting of a cyberpunk city, where we need to help robots solve problems.

Platforms: Windows

Survival game where you have to sail on a small boat: make it more powerful out of garbage. And most importantly - do not stay hungry and survive the storm.

Teenage Mutant Ninja Turtles: Shredder's Revenge

Platforms: Nintendo Switch, PlayStation 4, Xbox One, Linux, Xbox Cloud Gaming, Windows

90s console game. These are the same "Turtles" that remained in their time: both in graphics and in gameplay. The perfect gift for lovers of nostalgia.

Strange Horticulture

Platforms: Windows

Play as an occult gardener and sell plants. Some increase courage, while others neutralize the opponent. A good adventure for one or two evenings.

Card Shark

Platforms: macOS, Nintendo Switch, Windows PC

A cozy retro-styled card game where you can cheat and color your cards, for example.

As Dusk Falls

Platforms: Xbox One, Xbox Series X/S, Windows

An interactive movie for those who don't play games much. Explore the stories of a small desert town that is steeped in the spirit of Breaking Bad.


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