Reference board

The best all 22 lineup, built pick by pick

This is the strongest 22-name board the grader accepts: 66.4 overall, not a single starter below a 62, and the highest grade in the pool at left tackle. Here is the roster, the rules that produced it, and the swap to make when one of these bodies is already gone.

Building the best all 22 lineup is a math problem before it is a football problem. Every one of the 22 slots reads its own mix of base stats, body type and typing, and the ceiling of the board is set by the pool's scarcest resource: heavy bodies that fit a line or defensive tackle job. This page shows the strongest 22-name board that can be assembled from all 1,025 draftable Pokémon, why every pick wins its job, and which replacement to take when somebody else has already drafted your starter.

66.4
Overall grade
74
Best starter (LT)
62
Lowest starter (K)
22
Different names

The rules behind the reference board

  1. One Pokémon per job. Twenty-two different names. The builder will let you stack Avalugg in all six heavy slots, but a roster is 22 players, so the board plays by the draft rule.
  2. Take the best grade, not the biggest name. A legendary with the wrong body type loses to a common body with the right weight class every time — Melmetal stands 2.5 m and weighs 800 kg, and it grades 26 at cornerback.
  3. Spend the giants first. Seven jobs (LT, LG, C, RG, RT, DT1, DT2) want 120 kg or more, and only a few dozen bodies in the pool qualify. If you leave the line until last, you are filling it with 60 kg defenders.
  4. Never let one unit fall apart. The scoreboard averages your 11 offensive and 11 defensive grades, so a 74 next to a 40 is worth less than two 65s.
  5. Use typing as the tiebreaker. When two bodies grade within a point or two, the one whose types sit on the position's bonus list is the better long-term starter.
  6. Re-check the grade after every swap. Grades are live, so a five-second experiment beats an hour of theory.

The Ceiling 22: the strongest board in the pool

Twenty-two slots, twenty-two names, 66.4 overall. The grades below are the exact numbers the roster board shows when you drop each player into each slot.

The Ceiling 22 — highest-grading 22-name board
PositionPickGradeWhy it wins the job
QBDeoxys Normal68Sp. attack 150 and speed 150 both sit at the stat cap, so the QB stat term hits 72; psychic is on the bonus list. Undersized at 60.8 kg, which is the only reason it is a 68 and not a 75.
RBAnnihilape66Speed 90 with attack 115, hp 110 and defense 80 — no wasted stats. At 1.2 m and 56 kg it sits almost exactly in the middle of the RB size band.
WR1Zeraora72143 speed at 44.5 kg and 1.5 m is the best receiver build in the game, and electric typing adds 22 to the typing term.
WR2Kilowattrel67125 speed without losing the weight class, and electric plus flying are both on the WR2 bonus list — the highest typing score of any receiver.
TESlaking65Attack 160 and hp 150 with 130.5 kg on a 2.0 m frame: the only body that blocks like a tackle and still holds the tight end stat term.
LTAvalugg74The best pick on the board. Defense 184, 505 kg, 2.0 m — the size term lands at 95 and the stat term at 68, giving the highest grade in the pool.
LGIron Hands64Hp 154 with attack 140 and 380.7 kg. Fighting typing is on the guard bonus list, which is what separates it from the other big bodies.
CMetagross64Defense 130 at 550 kg, and steel plus psychic both score on the center's bonus list. The heaviest body left after Avalugg and Iron Hands.
RGSnorlax65Hp 160 and 460 kg on a 2.1 m frame. The size term lands at 78, which is why a 30-speed body still grades in the mid-60s at guard.
RTHippowdon64Defense 118 with 300 kg, and ground typing is on the right tackle bonus list. The cheapest way to keep the line from falling off a cliff.
KMarshadow620.7 m and 22.2 kg with sp. defense 90: the size term scores 89, which is what the kicker formula rewards. No other small body gets close.
LEVolcanion67Attack 110 and defense 120 at 195 kg, with fire on the edge bonus list. A true two-way end rather than a pure speed rusher.
DT1Aggron71Defense 180 at 360 kg with steel and rock typing — an 82 typing term, the highest of any down lineman.
DT2Great Tusk65Defense 131 and hp 115 at 320 kg, with ground typing on the bonus list. The second interior job needs mass, not speed.
RECrabominable65Attack 132 on a 180 kg body with fighting typing. The strongest right edge in the pool and a 1.7 m frame that fits the end band.
LOLBIron Leaves68Speed 104 and attack 130 at 125 kg: the size term lands at 94, the best of any linebacker, and it still runs well enough to cover the edge.
MLBCloyster70Defense 180 at 132.5 kg. The middle linebacker formula reads defense first at 35%, so this is the highest-graded inside linebacker on the board.
ROLBMachamp65Attack 130 with fighting typing on the ROLB bonus list, on a 1.6 m, 130 kg frame that sits in the middle of the band.
CB1Ogerpon64Speed 110 with attack 120 on a 1.2 m, 39.8 kg frame. The size term lands at 82, the best fit of any fast body in the secondary.
CB2Sneasler63Speed 120 and attack 130 at 43 kg. The right corner grades poison and fighting bodies differently, and this is the best body left for the job.
FSTornadus Incarnate65Speed 111 with attack 115, and flying typing scores on the free safety bonus list. Reads the deep ball better than any pure burner.
SSGenesect66Attack 120 at 82.5 kg gives the size term a 92. Strong safeties want mass in the box, and this is the heaviest elite fit available.

How the board grades out by unit

The offense averages 66.5 and the defense 66.3, which is about as balanced as the pool allows. The offensive line is where the board separates from a normal draft: Avalugg at 74, Snorlax at 65, Iron Hands at 64, Metagross at 64 and Hippowdon at 64. Most boards lose three or four points a slot on the right side of the line because the giants run out; this one never drops below 64. The offense's weakest link is Deoxys Normal's weight — 60.8 kg against a quarterback band that peaks near 85 kg — but its twin 150s in sp. attack and speed more than cover for it.

On defense, the middle of the field is the strength. Cloyster's 180 defense at Mike grades 70, Aggron's 180 defense at the three-technique grades 71, and Iron Leaves covers the left edge at 68. The two soft spots are the corners, where the speed-heavy formula caps out in the mid-60s for every fast body in the pool, and the right outside linebacker slot, where Machamp wins at 65 on typing rather than raw numbers. If you want to understand why those jobs grade lower everywhere, the full position reference breaks down each formula weight by weight.

The board below is the same tool the rest of the site runs. Load it, search each name, and watch the scoreboard land on 66 offense and 66 defense. Then start experimenting: the fastest way to learn the grading model is to break this board one slot at a time and see how many points it costs.

Ready

The closest calls: your replacement list

In a snake draft you will not get all 22 of these names. Most jobs have a one-point fallback that costs almost nothing; a few positions have a cliff. This is the gap at each of the tight spots.

Starter, best available replacement, and the cost of the swap
PositionStarterGradeBest replacementGrade
QBDeoxys Normal68Sharpedo66
RBAnnihilape66Infernape65
WR2Kilowattrel67Keldeo Ordinary66
TESlaking65Druddigon64
KMarshadow62Shuckle61
LEVolcanion67Chien-Pao63
DT2Great Tusk65Glastrier64
RECrabominable65Dracozolt64
LOLBIron Leaves68Salamence63
MLBCloyster70Druddigon62
CB2Sneasler63Weavile62
SSGenesect66Cresselia64

Two warnings hide in that table. First, the fallbacks are not independent — Keldeo is also the third-best WR1, and Druddigon is the backup at both tight end and middle linebacker, so a run on one position can drain another. Second, the cliff is at Avalugg: no other body grades within eight points of it at left tackle, so if it is gone before your pick, the line has to be rebuilt around Aggron and Snorlax.

What the season simulation does with this board

Press simulate and the board plays a 17-game season against the site's fictional franchises. Opponent ratings are fixed — 38 in week 1 rising to 76 in week 17 — so the rating you build is edge you keep for the whole calendar. This board rates 69 overall and averages 27.3 points for and 13.4 against across 12,000 simulated seasons, finishing with about 13.2 wins and going undefeated roughly once in 130 runs. A board built from the top sixty of every list rates about 51 and averages 7.5 wins against the same schedule, which is the clearest demonstration that the ceiling board is a real upgrade rather than a cosmetic one.

That is also why 17-0 is a run rather than a guarantee: the schedule tilts upward through the season, and the last five opponents are rated above your board. Winning the first half is routine. Winning the whole thing means winning every late-week coin flip, which is why perfect boards are worth posting on the wall. If that is the goal, pair this board with the 17-0 construction guide before you start swapping names.

How to rebuild this board in five minutes

  1. Step 1

    Fill the seven heavy jobs first

    LT, LG, C, RG, RT, DT1 and DT2. Use Avalugg, Iron Hands, Metagross, Snorlax, Hippowdon, Aggron and Great Tusk — in that order if you can, since the 460 kg-plus bodies disappear first.

  2. Step 2

    Lock the two edge jobs

    Volcanion on the left and Crabominable on the right. Both read attack and speed on a 1.4-2.1 m frame, so a light, fast body is a wasted pick here.

  3. Step 3

    Spend the speed on the outside

    Zeraora at WR1, Kilowattrel at WR2, Ogerpon and Sneasler at the corners, Tornadus at free safety. Every one of these jobs reads speed at 35-50%.

  4. Step 4

    Finish with the specialists

    Marshadow at kicker, Genesect at strong safety, Iron Leaves and Cloyster and Machamp across the linebackers, Slaking at tight end, Annihilape at running back, Deoxys Normal at quarterback.

  5. Step 5

    Simulate and compare

    Run the season, then change one variable at a time — swap the kicker, swap the right guard — and see which swap moves the scoreboard. That is how the position weights stop being abstract.

A balanced board beats a top-heavy one because the scoreboard averages your filled slots. If you want a harder test, build this same 22 out of the original 151 with the Gen 1 format — the pool has one 460 kg body and the line collapses fast.

Load the Ceiling 22 and run the season

Search the names, fill the 22 slots, and simulate 17 games. Free, no account, no download — the whole game runs in your browser.

Best all 22 lineup FAQ

What is the best all 22 lineup?

The reference board on this page — The Ceiling 22 — grades 66.4 overall across all 1,025 draftable bodies: 66.5 on offense and 66.3 on defense. Its best starter is Avalugg at left tackle at 74, its weakest is Marshadow at kicker at 62, and no slot falls below 62. Every position is filled by a different Pokémon, which is the rule the draft formats use.

How is a board like this graded?

Each of the 22 slots runs its own formula: 62% base stats, 28% body type and 10% typing. Base stats are divided by 180 first, so anything above 180 counts as a perfect mark. Height and weight are compared against the position's sweet spot and peak in the middle of the range. The 22 individual grades are then averaged into offense and defense ratings.

Can the same Pokémon fill two positions?

The free builder lets you place any body in any slot, including two slots at once, because it is a sandbox. This reference board follows the draft rule instead: 22 different Pokémon, one per job. That rule is what makes the board a real test, since the pool only holds a handful of bodies that can anchor an interior line slot.

Why is Avalugg the first pick?

Avalugg stands 2.0 m and weighs 505 kg with 184 defense, which is close to the middle of every offensive line size band and the top of the defensive tackle band. It grades 74 at left tackle, 72 at center and 73 at defensive tackle — the highest grade anywhere in the pool. No other body covers three premium jobs at that level.

Does this board guarantee a 17-0 season?

No board does. The simulator builds a 17-game schedule scaled to your overall grade, so opponents get harder as the season runs and the last five weeks are rated above you. A maxed board plays in the mid-20s every week and wins the games that land its way; a perfect season means winning every one of those late coin flips.

Keep going

  • All 22 roster builder — Build your all-22 roster free: 22 football positions, all 1,025 Pokémon, live position grades and a 17-game season simulation. No account needed.
  • All 22 football positions, slot by slot — Football positions explained for the all-22 board: what all 22 slots do on a real snap, and the exact stats, size and typing each job grades.
  • Gen 1 only: the original 150 built into 22 jobs — Original 150 Pokemon only: how the Gen 1 all-22 format works, the 151 challenge rules, the fastest Kanto bodies and a full graded 22-man board.
  • The fastest Pokemon, ranked for football — The fastest pokemon in the pool, ranked by speed stat with the slot each one grades best in — plus the combine bands that decide a real starter.
  • How to go 17-0 in All 22 Football — How to go 17-0 in All 22 Football: clear a grade floor at all 22 jobs, balance both lines, budget premium picks and survive a schedule that hardens weekly.