'18 Derrick Jones Jr. sapphire card
85 Overall
  • 75 INS
  • 82 OUT
  • 67 PLY
  • 73 ATH
  • 71 DEF
  • 74 REB

Budget Beast

Written by JLegend

Short paragraph summarizing the review and how you used the player DJJ is a absolute beast when you evolve him, and takes no time to evolve. Crazy dunk animations and a solid perimeter game. Always can count on him to lock up great forwards.

Bought for: Free

Strengths:

  • Inside scoring: Great at finishing near the rim with crazy animations, dunks on most guards and forwards with a 50/50 over a center.
  • Outside: Solid three ball with a good jumper if you practice. Can’t make contested shots but will knock down wide open ones.
  • Defence: Legendary. He can guard any non-center who is Amethyst or under. Blocks and snatch blocks shots at a constant rate and is pesky and gets steals.

Weaknesses:

  • Shooting: If your not good at jumper timing, he will not be the move. On of the slower jumpers, I recommend putting shooting badges if your shooting and practice in freestyle before playing.
  • Rebounding: Average stats but can be harmful if your playing a non-rebounding big next to him. Doesn’t grab offensive boards.
  • Shot Creating: Opponents can capitalise on his slow release by sagging of slightly, if he doesn’t get a blow by animation can’t create.

Recommended Strategy: Use as a screener and a lob threat, but keep opponents on their toes with some fades as well. In transition try to set him up.

Other Comments: Sapphire is below average. Evolve him in triple threats after you claim him before going online or grinding offline.

Use if: You want a good two way player who can do a bit of shot creating and can time your shots.

Don't use if: You get early or late releases or rely on your forwards to shot create and rebound.

Bottom Line: Permanent feature on my NMS squad, easy to get, probably not for money spent players or play runners.


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