Draft room

All 22 Football draft: snake order and pick strategy

Run an all 22 football draft: snake order, pick clock, generation and type restrictions, positional runs, plus a round-by-round cheat sheet for all 22 jobs.

The all 22 football draft turns the roster board into a contest. Two or more managers, one shared pool of 1,025 draftable Pokémon, 22 rounds, one pick at a time, and an order that reverses after every lap. There is no market and no salary cap — the only currency is the pool itself, and the pool is thinner at some jobs than anybody expects on their first draft.

22
Rounds per manager
44
Picks in a two-manager draft
30s
Standard pick clock
1,025
Bodies in the pool

How a snake draft works in All 22 Football

A snake draft is the fantasy football convention that keeps a shared pool fair. The pick order flips every round, so the manager who had the first pick of the draft has the last pick of the next round, then the first pick of the round after that. Over 22 rounds the reversal evens out the value of the pool without reshuffling the order between picks.

Snake order for a two-manager draft — 22 rounds, 44 picks
RoundPick orderRounds like thisTotal picks made
1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21Manager A, then Manager BOdd rounds1 to 11
2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22Manager B, then Manager AEven rounds12 to 22

Each manager fills one open job per pick, so a round is not tied to a position. Manager A can take a left tackle in round one and a receiver in round two while Manager B answers with two linemen. That freedom is what creates positional runs: the order is fixed, but the shortage in the pool is not.

The pick clock changes the draft

A clock is not decoration. With 22 picks each, every extra ten seconds of thinking time adds nearly four minutes to a two-manager draft, and the clock decides which mistakes are possible. Long clocks reward research; short clocks reward a prepared list.

Pick clocks and what they do to the draft
ClockTime for a 22-round draftDrafting style it rewards
60 secondsAbout 45 minutesFull pool browsing, generation filters, size checks on every pick
30 secondsAbout 22 minutesA written board with four target names per position group
15 secondsAbout 11 minutesInstinct and a memorized cheat sheet; runs happen before you can react

Running out of time surrenders the pick and hands the turn to the next manager, who can now take two bodies before you are back on the clock. In a 15-second draft that is fatal on linemen: the top end of the tackle pool is three players deep.

Restrictions: generation, region and typing

Most draft nights open with a rolled restriction, because a free draft rewards the strongest generational pool and a restricted draft rewards preparation. Generation restrictions are the most common, and the size of each generation matters more than the best card in it.

Draftable bodies per generation and what the restriction does to your board
GenerationDraftable bodiesEffect on a draft board
Gen 1151Snorlax and Rhydon carry the line, but the kicker market is the weakest in the game
Gen 2100Thin across the board, though Shuckle is a 61-grade kicker in a very small pool
Gen 3135Best line filter in the game: Aggron grades 66 at tackle and 71 at defensive tackle
Gen 4107Heavy boards with nine bodies over 300 kg, so interior runs start in round one
Gen 5156Deepest pool in the game, and no tackle grades above 57 — line picks get ugly fast
Gen 672Thinnest pool, and it also holds the best lineman in the game at 74 grade
Gen 788Light and fast: a 72-grade receiver and the best kicker in the dex, but no tackle above 58
Gen 896Eleven bodies at 110 speed or better; tackle value stops at 59
Gen 9120Seventeen bodies at 110 speed or better and eleven over 300 kg — the deepest speed market

Region restrictions work the same way with familiar groups: Kanto, Johto, Hoenn, Sinnoh, Unova, Kalos, Alola, Galar and Paldea. Typing restrictions are the hardest style, 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 grade. Lose that pick and the slot falls to Hawlucha at 54. When a typing restriction is rolled, take the kicker inside the first six rounds and accept a middling grade there.

Draft-order cheat sheet

Draft order should follow scarcity, not fame. The table below counts how many bodies in the entire pool reach 65 grade and 60 grade at each job. A job with two bodies above 65 cannot wait ten rounds; a job with twenty-four cannot be won in round one.

Scarcity by job — bodies graded 65+ and 60+ in the full pool
JobGraded 65+Graded 60+Draft urgency
LT310Round 1 to 3
LG39Round 1 to 4
C26Round 2 to 5
RG39Round 1 to 4
RT310Round 1 to 3
QB215Round 2 to 6
RB211Round 3 to 7
WR1724Round 4 to 8
WR2524Round 5 to 10
TE116Round 3 to 8
K02Last round
LE210Round 2 to 5
DT1413Round 1 to 4
DT2413Round 2 to 5
RE113Round 3 to 6
LOLB37Round 3 to 6
MLB39Round 2 to 5
ROLB36Round 3 to 6
CB107Round 5 to 10
CB206Round 6 to 11
FS211Round 4 to 8
SS116Round 4 to 9
  1. Rounds 1 to 3: take two offensive line jobs and one interior defender. The line ceiling is the highest in the pool and the tackle pool empties first.
  2. Rounds 4 to 8: quarterback, first receiver, first defensive tackle. Quarterback grades on sp. attack and speed, so elite bodies survive a few rounds longer than linemen.
  3. Rounds 9 to 14: middle linebacker, a safety, the second receiver and the tight end slot, which has exactly one body above 65 grade.
  4. Rounds 15 to 20: second cornerback, outside linebackers and the right edge job, where the pool is one deep at the top.
  5. Rounds 21 to 22: kicker and whichever job the run skipped. The kicker ceiling is 62, the lowest of the 22 jobs, which is why it goes last.

Two managers need ten offensive line jobs between them and only ten bodies in the pool grade 60 or better at left tackle. When a line run starts, join it on the next pick or accept a below-floor tackle. The full pick-by-pick plan lives in the snake draft strategy guide.

Surviving positional runs

A positional run is a shortage made visible. Runs start on the offensive line, move to defensive tackle, then swing to the speed positions once the heavy pool is gone. Because the pool is fixed and each manager fills their own board, a run is not a bluff: the bodies are actually leaving.

  • Line runs. The deepest ceiling, the shallowest pool. Two picks on tackles in a row usually means the next best tackle is about to go: the third-best left tackle in the pool grades 65 and the tenth-best is already down to 60.
  • Edge runs. Only one player grades 65 or better at right edge. When an edge rusher comes off the board early, the other manager should take the remaining edge body immediately.
  • Speed runs. Receivers and corners share the same stat band — speed, sp. attack, sp. defense. A run on receivers also strips the cornerback pool, so start taking secondary jobs while the run is happening.
  • Kicker runs do not exist. Nobody wins a draft by reaching for a kicker at 62 grade in round four. Let the slot sit empty until the end and spend the picks on jobs where grade is actually available.

Roster construction order matters more than any single pick. A board with an elite quarterback and a bottom-third offensive line tends to finish around .500 in the season simulator, while a board that clears the floor at all 22 jobs pushes into the teens. Once the draft ends, take the finished board to the 17-0 challenge and run the season.

Draft a board, then grade it

Fill all 22 jobs on the roster board, check the offense and defense ratings, and simulate the season. Every drafted board can be exported as a lineup card and compared with the rest of the wall.

All 22 Football draft FAQ

What is the all 22 football draft?

It is the same 22-slot roster build played as a contest instead of a sandbox. Managers take turns picking one Pokémon per pick from the shared 1,025-entry pool, and the order reverses every round exactly like a fantasy football snake draft. Each manager ends the night with 22 names filling quarterback through strong safety, and the best-graded board wins.

How does snake order work with 22 jobs?

There are 22 rounds and one pick per manager per round. The manager who picks first in round one picks last in round two, then first again in round three, and the pattern continues to round 22. With two managers that is 44 total picks; with four managers it is 88. The reversal exists so the pool stays fair without a randomized order every round.

How long is the pick clock?

The draft room supports three clocks: 60 seconds for a learning draft, 30 seconds for the standard game, and 15 seconds for a speed draft. A 30-second clock over 22 rounds takes roughly 22 minutes for two managers. Running out of time forfeits the pick and the next manager moves up, which is why a written cheat sheet beats a good memory.

Which restrictions can be rolled before a draft?

The usual roll is a generation restriction, a region restriction, or a typing restriction such as every pick needing a fire, fighting or steel type. Generation 5 is the deepest pool with 156 draftable bodies and Generation 6 is the thinnest with 72, yet the thin one holds the best lineman in the game. A Gen 6 roll still makes interior line a first-round priority, because exactly one body in that pool grades 60 or better at tackle or defensive tackle.

What is a positional run and how do I survive one?

A run is two or more picks in a row at the same position group, and it happens fastest on the offensive line. Only ten Pokémon in the entire pool grade 60 or better at left tackle, and two managers need ten line jobs between them. When a run starts on linemen, join it immediately instead of taking a receiver and hoping the pool holds.

Can a snake draft board still chase 17-0?

Yes, and a drafted board is usually better balanced than one built by browsing, because the pool forces you to fill thin jobs instead of stacking famous names. Once all 22 picks are in, the same season simulator runs the same 17-week schedule, so a drafted board can be judged against a free-built board week for week.

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.
  • The 17-0 challenge — The 17-0 challenge: fill all 22 slots, then survive a 17-week schedule that hardens every week. Rules, real win rates and the boards that last.
  • 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.
  • All 22 snake draft strategy, round by round — All 22 snake draft strategy: how the snake order works, pick clocks, region and type restrictions, positional runs and a 22-round cheat sheet for every job.
  • Pokemon fantasy football: value over replacement — Read the roster board like a pokemon fantasy football manager: value over replacement, positional scarcity, and why the kicker slot is the cheapest buy.