RH2 The Journey Point guards and shooting guards
Playmaking Shot Creator and 2-Way Sharpshooter templates for Season 5.
Guards are the two rows that touch the ball first. In RH2 The Journey Season 5 that means point guard as the Playmaking Shot Creator and shooting guard as the 2-Way Sharpshooter, with room for steal-heavy PGs and lock SGs if you know why you are making them. This page is PG + SG only. Wings and paint sit on bigs. Position theory sits on the positions hub. Attribute numbers sit on builds. Letter grades sit on the tier list.
The creator is the same for both rows: appearance, recommended versus custom, then Finishing / Shooting / Playmaking / Defense / Physicals (rebounding called out in official Season 5 videos), then wingspan, weight, height, body type, upbringing, and frame. Custom is required if you want HOF Quick Draw and a steal floor on one body. Recommended will hand you a pretty name from the 1300+ pool and a pie that cannot iso.
Point guard — Playmaking Shot Creator and the steal variant
The every-position tester template many people copy:
- 3PT 82, mid 88, driving layup 80, close shot 85
- pass accuracy 95, ball handle 90, speed with ball 87
- interior 45, perimeter 60, steal 70
- speed 85, acceleration 91, strength 40, stamina 86
- badge mix from that video: shooting 26 / finishing 10 / playmaking 40 / defense 6
That is a passer who can still green. Rec and RHC want this version. 95 pass accuracy is the difference between a skip pass and a turnover on the first trap. Takeovers: Lone Ranger plus Run as One. Frame: some PGs pick Anchor and live with the block-attempt drawback because they never jump anyway.
Older templates used 6’5” 170. Season 5 99 OVR clips mention 6’6” 180 with HOF Quick Draw and gold Range Extender on a two-way 3-level scoring PG. Taller than 6’6” starts to tax speed with ball. Use the attribute planner before you lock a 6’8” “mismatch PG” that cannot outrun a Matador SG.
A second Season 5 PG (earlier overview clip) trades passing for steal and handle:
- layup 77, close 70, 3PT 80, mid 82
- steal ball 85, ball handle 92, pass 70
- interior 40, perimeter 70, steal 77
- speed 85, accel 88, strength 30, vertical 74, stamina 90
That is a Park 3s menace and a Rec liability if you are the only inbounder. 70 pass accuracy on a primary handler is how random 5s die. Run it when you queue with friends who already shoot; do not run it as your only character.
Playmaking badges that actually fund this row: Unpluckable, Space Creator, Handle for Days, Ankle Breaker, Quick Chain. Shooting: Quick Draw first, then Range Extender, then Fearless Shooter. Details and HOF order are on the badge ranks. Dribble combos belong in the dribbling guide, not in extra finishing points.
Shooting guard — 2-Way Sharpshooter and the lock
The older 6’7” 185 sharp template still plays if you accept that the free-throw glitch is patched:
- 80 driving dunk and driving layup, shooting maxed
- pass 60, speed with ball 70
- interior 40, perimeter 90, steal 76, block 70
- max speed and acceleration, strength 60, vertical 73, stamina 85
- silver Contact, Giant Slayer, Relentless, Consistent Finisher; HOF Range Extender and HOF Quick Draw
This is the beginner-friendly S-tier. You catch, you green, you swipe at the passing lane, you dunk a closeout. You do not need 95 pass. You do need a jumper you can repeat — use the shooting guide and Plaza before Park. Takeover: Matador if you hunt the ball, Lone Ranger if you get switched onto a four who cannot stay in front.
A lock SG (max perimeter, empty three) is an RHC toy. Random Rec will not throw you the ball, and Park 3s will leave you open on purpose. If you want defense on a guard, keep the 2-Way Sharpshooter three and fund steal, not a zero-shooting experiment.
Height trade for both rows: 6’5” PGs turn the corner; 6’7” SGs contest more catch-and-shoots. Wingspan is the hidden cap. A max wing on a 6’5” can steal your speed with ball and your jumper animation. A snug wing on a 6’7” can make the 90 perimeter feel like 80. Tune it, take the jumper into Plaza, then queue Park and Rec.
Beginners who insist on PG should still finish getting started and learn to pass before they copy the 99 OVR two-way clip. Beginners who want to win tonight should make the sharp SG, put Run as One or Matador on the meter, and let a teammate be the Playmaking Shot Creator. Season 5 is live, still BETA, still online only. If a hotfix nicks Quick Draw, spend the Reset Token on the shooting pie, not on a new hair and voice pack. Compare letter grades on the tier list hub after every patch that mentions guards.
Frequently Asked Questions
Quick answers for codes, builds, shooting, and Park play.
PG or SG for a first character?
SG, unless you already handle in other basketball games. The 2-Way Sharpshooter greens without running every Rec set. PG notes stay on this page; role choice starts on the positions hub.
Why is pass accuracy 95 on one PG and 70 on another?
95 is the Rec creator. 70 is a Park steal build. If you inbound in random 5s, take 95. Templates are listed on builds.
Which takeovers do guards use?
PGs: Lone Ranger plus Run as One. SGs: Matador or Lone Ranger depending on hunt versus create. Full pairings on the takeover ranks.
Is 6'7" too tall for a point guard?
Usually yes if you want 87+ speed with ball. 6'7" belongs to the sharp SG. Check the attribute planner before you lock it.
Do I need HOF Quick Draw on both rows?
Yes if you shoot for a living. Gold Range Extender is the usual second piece when the pie cannot afford two HOFs. See badge ranks.