What the daily 22 challenge actually is
The daily is not a new game. It is the same 22-slot roster board, the same grading model and the same 1,025-body pool, played under one extra rule: the season is fixed before you touch a slot. The day's seed, the league order and a style restriction all come out of the date itself, so nothing has to be published for the challenge to open, and two players in different time zones are building against the same ledger.
- One board for everyone. The seed, the opponent order and the day's style restriction are derived from the date. You are not competing for bodies with anyone — you are competing on the board you assemble against a schedule they have too.
- One attempt per day. Fill the 22 slots, simulate once, and the record stands. There is no reroll button and no second shot until the clock rolls at 00:00 UTC.
- A fixed 17-game season. Opponent ratings run from 38 in week 1 up to 76 in week 17 and never move, so the schedule is a constant and the roster is the only variable.
- A comparable score. Because the schedule is shared, a 14-3 is a 14-3 wherever it was built. The ladder — not the raw number — is how you read it.
- No account, no cost. The daily runs on the same free browser builder and stores your result locally. Publishing a lineup card to the community wall is optional.
Why the seed is the whole point
Every season is generated from a seed. Feed the same seed and the same board into the simulator and you get the identical 17 games: the same home and road order, the same opponent ratings, the same game-day weather and the same coin flips. Feed a different seed into the same board and the record moves — that is the variance you feel when a great roster finishes 11-6. Free builds hash your board's fingerprint together with the current time, so every simulation in the sandbox is a new roll. The daily does the opposite: it pins the seed to the date, which turns the roll into a level playing field.
That difference is the entire format. In a free build you can simulate a board forty times and keep the 17-0, which tells you almost nothing — the best board, bad schedule, still stacked in your favour. On the daily, one seed, one board, one record: the question changes from can this roster ever win them all to does this roster win when the schedule lands where it lands. The board that optimises for the second question is a different board, and that is what makes the format worth playing.
Free build
New seed every simulation, unlimited attempts. You can reroll until the season is kind and grade a board by its best result, which rewards a spiky, high-ceiling roster.
Daily 22
One seed for the day, one attempt. You cannot reroll, so the record is the board's honest output against a schedule that every other player also faced. Consistency beats ceiling.
One attempt is a different strategy problem
If you take one number from this guide, take this one: on a single roll, the floor of the board matters more than the ceiling. Over many simulations a spiky board — a 74-grade tackle next to a 51-grade edge rusher — wins more total games, because its good days are very good. On one simulation the flat board produces the better score more often, because it does not depend on one favourable week arriving.
The numbers back that up. Take a legal 22-name board built from the best available fit at every slot — 66.2 overall, no duplicates, nothing below the low sixties — and run it through 5,000 different seeds. The record spread looks like this:
| Record | Runs out of 5,000 | What a single daily roll is likely to give you |
|---|---|---|
| 17-0 | 11 | Roughly one in 455. That is the badge. |
| 16-1 | 90 | One late road game went the wrong way. |
| 15-2 | 395 | A genuinely excellent board on an average day. |
| 14-3 | 793 | The standard outcome for a board with one soft slot. |
| 13-4 | 1,195 | The most common result in the whole distribution. |
| 12-5 | 1,161 | The second most common — the daily is decided by days like these. |
| 11-6 | 777 | Fine board, unkind ledger. |
| 10-7 or worse | 578 | About one run in nine. This is the band to build away from. |
Read the bottom rows as the real target. The same 66-rated board finishes 10-7 or worse almost 12% of the time, and 17-0 less than a quarter of a percent of the time. On the daily you only get one of those draws, so the grade you add to your weakest slots — not to your best ones — is what moves your expected record. Moving four slots from 45 to 60 is worth more than moving four slots from 68 to 74, because every slot pulls on the same team average, and the average is what the schedule reads every week.
How the daily record is compared
The ladder is what makes a daily score meaningful. Because everyone faces the same 17-game ledger, a record maps to a verdict about the board rather than to a rank you cannot verify. These are the bands:
| Record | Verdict |
|---|---|
| 17-0 | Perfect. No weak slot and the season cooperated. |
| 16-1 | One late road game went wrong. Usually a top-percentile board. |
| 14-3 to 15-2 | The standard for a board that cleared every thin position. |
| 11-6 to 13-4 | A strong board with one or two slots well below the rest. |
| 8-9 to 10-7 | Deep problems: a wrong body type in the interior, or a rush job at edge. |
| 7-10 or worse | Built from leftovers. Rebuild the floor before chasing the ceiling. |
Two honesty notes about comparison. First, the ladder assumes one body per slot — a stacked board that drops the same 505 kg wall into six jobs grades differently, so label a stacked lineup card as stacked when you post it. Second, points matter as a tiebreak: two 13-4 boards are not identical, and the one that put up more points while doing it is the better build. The season result screen shows both, so quote both.
The day's restriction changes the pool
The daily rolls a style restriction out of the date along with the seed. There are three families, and each one rewrites the scarcity map before you pick a single body. A generation roll is the most common; a region roll covers the familiar Kanto-to-Paldea groups; a typing roll is the hardest, because a rule such as every pick needing a fire, fighting or steel type cuts the pool to 142 bodies and leaves exactly one elite kicker, Marshadow at 62, with the next option down at 54.
| Restriction | Bodies | What it does to your plan |
|---|---|---|
| Gen 1 | 151 | Snorlax and Rhydon carry the line. The weakest kicker market in the game. |
| Gen 5 | 156 | Deepest pool in the game and no tackle above 57, so the heavy jobs become the risk. |
| Gen 6 | 72 | Thinnest pool, and it holds the best lineman alive at 74 grade. |
| Gen 7 | 88 | Light and fast: a 72-grade receiver, the best kicker in the dex, no tackle above 58. |
| Gen 9 | 120 | Seventeen bodies at 110 speed or better and eleven over 300 kg: the deepest speed market. |
The order of operations never changes, though: check the restriction first, then map scarcity, then build. A generation roll that removes the giants does not make the line optional — it makes the line the whole day, because you now have to find four 120 kg-plus bodies in a smaller pool.
A 17-0 daily in nine steps
- Read the restriction before you pick anything. Know which pool you are drafting from, because the same plan that wins an open board loses a Gen 7 roll.
- Fill the seven heavy jobs first: LT, LG, C, RG, RT, DT1, DT2. This is where grade lives. Avalugg alone grades 74 at left tackle, 74 at both guards, 74 at right tackle, 72 at center and 73 at defensive tackle; Aggron grades 71 at defensive tackle and 66 at tackle; Snorlax grades 67 at defensive tackle and 65 at left tackle; Iron Hands grades 65 at center and Metagross 64; Great Tusk 65 at defensive tackle and Hippowdon 64 at tackle.
- Clear both edge jobs before they thin out. Only one body in the pool grades 65 or better at right edge, Crabominable, with Volcanion at 67 on the left and Chien-Pao at 63 on either side. Two warm bodies here is the fastest way to lose the late weeks.
- Spend speed on the four coverage jobs and running back. Zeraora grades 72 at WR1 and 63 at CB1, Kilowattrel 67 at WR2, Ogerpon 64 at CB1 and Sneasler 63, Tornadus 65 at free safety, Genesect 66 at strong safety and Annihilape 66 at running back.
- Take the two elite kickers or accept the drop. Marshadow grades 62 and Shuckle 61; Toxapex is next at 58 and after that the job falls into the low fifties. There is no competition for these bodies on the daily, so treat it as a fixed cost and move on.
- Raise the floor, not the ceiling. Four slots improved from 45 to 60 beats four slots improved from 68 to 74 on a one-roll board, because the team rating is the average of the 22 grades.
- Use typing as the tiebreak. Between two bodies within a grade point, take the one whose types sit on the job's bonus list — worth two or three points, which is exactly what separates a 13-4 from a 15-2.
- Check the unit balance before you simulate. Offense and defense are averaged separately and then combined 50/50, so a loaded offense behind a weak front seven drags the whole board. Aim for both units inside two points of each other.
- Simulate once and post the card. One attempt is the rule, and the record is the compare-able score. Points for and against go on the card too, because they break ties in the 13-4 band.
The mistakes that cost a daily
- Rerolling in a free build and calling it a daily score. The daily is one seed. A record produced after six attempts is not comparable with anyone's, and the ladder assumes you knew that.
- Grading the famous names. A 20 m dragon with a 690 base stat total grades 50 at its best slot. The daily punishes recognition and rewards band fit.
- Stacking one body and posting it as a 22-name board. Avalugg across six jobs is a legal sandbox move and a different score. Say which one you played.
- Ignoring the day's restriction until pick twelve. By then the pool has already dictated your board, and the thin jobs are gone.
- Chasing 17-0 with a spiky roster. The badge is bought with a floor, not a ceiling: the flat board goes perfect roughly once in 455 rolls, and the spiky board spends its variance on weeks you cannot get back.
- Treating 11-6 as bad. The most common record for a strong board is 13-4 and about one roll in nine lands at 10-7 or worse. A 12-5 daily is a good board on a hostile ledger.
Tomorrow's board resets at 00:00 UTC with a new seed and a new restriction. If your record landed in the 11-6 band, the fix is almost always in the four slots you filled last — start from the position weights and check each slot against its size band before you rebuild.
Play today's daily board
One seed, one attempt, 22 slots and a fixed 17-game season. Fill the board, simulate once, and compare your record on the ladder.