Combine board

The fastest Pokemon, ranked for football

Speed is the first number a coach circles, and it is the most misused number on the roster board. This is the combine sheet: who is fastest in the pool, which slot each burner actually grades best in, and why 160 speed can still be a bench body.

Every draft starts the same way: somebody takes the fastest body on the board and puts it at wide receiver. Half the time it works, and half the time the commissioner gets a 45. Speed is the most visible trait in the pool, and the 22 position formulas treat it in very different ways depending on the job. This is the combine sheet for All 22 Football: the fastest Pokemon in the game, the slot each one actually grades best in, and the bands that separate a starter from a wasted pick.

200
Top speed (Regieleki)
44
Bodies at 120+
5
Of those grade 65+
8
Slots that ignore speed

Speed as a football trait

There is no stopwatch in All 22 Football, so the Speed stat is the combine number. Read it the way a scout reads a 40-yard time: it tells you whether a body can separate, close on a ball carrier, or turn the corner, and it tells you nothing about whether the body can hold up at the point of attack. A receiver who runs 4.2 but weighs 12 kg does not get off press coverage in this model, because the size band does not care how fast the legs are.

The grading formula makes that explicit. Every base stat is divided by 180 first, so the scale runs out at 180 and anything above it is capped. Speed then enters the position formula at a weight decided by the slot: 50% at the four receiver and cornerback jobs, 45% at running back, down to 15% at kicker and middle linebacker, and zero at eight slots that never read it. That is the whole trait. Speed is a big multiplier on four or five jobs, a useful add-on at six more, and irrelevant everywhere else.

The fastest Pokemon in the pool

The combine board below lists every body that runs 135 or better, with the slot where the grader likes it most. Position shown in the last column is the highest grade that body reaches anywhere on the 22-slot board — not a projection, the actual best fit.

Combine board: the fastest bodies and the slot they grade best in
FastestSpeed statBest position
Regieleki200WR1 (62)
Ninjask160WR1 (45)
Pheromosa151QB (58)
Deoxys Normal150QB (68)
Electrode150FS (59)
Accelgor145K (53)
Zeraora143WR1 (72)
Dragapult142RB (61)
Zacian138LOLB (55)
Zamazenta138LE (61)
Barraskewda136WR1 (59)
Iron Bundle136K (52)
Chien-Pao135LE (63)
Flutter Mane135WR1 (56)
Koraidon135LG (53)
Miraidon135QB (50)

Read down the third column and the pattern jumps out. The two fastest bodies in the game grade 62 and 45 — good and bad — while the fifth-fastest, Zeraora at 143, grades 72 and is the best receiver in the entire pool. Speed order is not grade order. Zeraora wins because it is 1.5 m and 44.5 kg, almost exactly the middle of the receiver band, with electric typing on the bonus list. Regieleki's size term stops at 26 out of 100 for carrying 145 kg into a 20-70 kg band, and Ninjask's is exactly zero at 0.8 m and 12 kg.

Two rows also show how speed can carry a body into a slot nobody expects. Chien-Pao runs 135 at 152 kg, which is edge-rusher size, and it grades 63 at left end — a speed rusher rather than a receiver. Pheromosa runs 151 at 25 kg and grades 58 at quarterback, because the QB formula weights speed at 20% behind sp. attack and a 25 kg body fits nothing else. Fast does not mean receiver. Fast means the grader has to find the job where the rest of the body fits.

Speed tiers: where the pool really sits

Median speed in the pool is 65. Half of the 1,025 bodies run 65 or slower, and the elite burners are a small group at the very top of the distribution.

Speed distribution across all 1,025 draftable bodies
Speed bandBodies in the poolWhat it buys
180 and up1The cap. Nothing scores higher, so extra speed here is cosmetic.
150-1794True burner territory: three of the four are usable, one is a body problem.
130-14918Starter speed for receivers, corners and backs if the size band fits.
110-12959Good separation speed, but the band and the typing do the deciding.
90-109173Enough for safety, linebacker and running back jobs with the right bulk.
70-89213Depth speed. Fine for interior defense and most offensive line work.
50-69262Below the pool median. Line, tackle and tight end bodies mostly live here.
Under 50295The heaviest wall bodies. Speed is not part of their grade on any slot.

The stack at the bottom is the point of this table. Nearly 300 bodies run under 50, and almost none of them are hurt by it, because the slots that want mass — both defensive tackles and all five offensive line jobs — weight speed at zero. A 28-speed Avalugg is a 74 at left tackle. Meanwhile the group above 130 speed holds only 23 bodies, and the entire league is competing for them because the receiver, corner, running back and safety jobs all pull from that tier.

Fast bodies that do not grade — and the five that do

This is the part of the combine sheet that saves drafts. Of the 44 bodies running 120 or better, only five reach a 65 in any slot: Zeraora (72 at WR1), Deoxys Normal (68 at QB), Kilowattrel (67 at WR1), Alakazam (65 at WR1) and Darkrai (65 at WR1). Every other fast body in the pool tops out at 64 or lower, and fourteen of the 44 never get past 55.

  • Ninjask, 160 speed, 45 at WR1. The size term is exactly zero: 0.8 m is under the 1.0 m floor of the receiver band and 12 kg is under the 20 kg floor.
  • Ribombee, 124 speed, 40 at WR1. 0.2 m and 0.5 kg — the single smallest body in the pool, and no slot's band accepts it.
  • Eternatus, 130 speed, 50 at WR1. 20 m tall and 950 kg. A record-setting speed score wrapped around a body that belongs on no field.
  • Miraidon, 135 speed, 50 at QB. 3.5 m and 240 kg misses the quarterback band on both measurements despite 135 speed.
  • Iron Bundle, 136 speed, 52 at K. 0.6 m and 11 kg is close to the kicker profile, but the hp and defense terms are not there.
  • Koraidon, 135 speed, 53 at LG. 2.5 m and 303 kg is a guard's mass with the wrong height, so the size term stops at 45.

Alakazam is the counter-example that makes the rule. It runs 120, the slowest number on that list, yet it grades 65 at WR1, because 1.5 m and 48 kg sits inside the band and psychic is on the WR1 bonus list. The combine sheet rewards the body that can use the speed, not the number itself. Building a full board around the fastest bodies and nothing else is one of the most common all-22 mistakes.

How the speed weight works, slot by slot

Speed weight by starting slot
SlotSpeed weightWhy it is weighted that way
WR1, WR250%Receivers live on separating from coverage, so speed is half the grade.
CB1, CB250%Corners have to run with those receivers. Same weight, same reason.
RB45%Hitting the gap and winning the edge are speed jobs first.
FS40%The deep safety covers the most ground on the field.
SS35%Close to the line, but still expected to run with tight ends.
LE, RE25%Edge rushers need a first step; the attack term still carries 40%.
QB, LOLB, ROLB20%A mobility bonus rather than a defining trait.
K, MLB15%A small component; both jobs are graded on sturdiness first.
TE, LT, LG, C, RG, RT, DT1, DT20%Eight slots never read speed — mass and power decide them.

Eight slots ignoring speed is the single most useful fact on this page. If you are drafting a tight end, an interior lineman or a defensive tackle, speed points are dead weight — a 150-speed tight end is a worse pick than a 20-speed body with 140 attack, because the tight end formula reads attack, sp. defense, hp and defense. The position reference lists the full weight set for every job, and the four line slots that read defense and hp first are where most drafts are won.

The four-question combine checklist

  1. Speed stat, capped at 180. Anything above 180 is a perfect mark, so do not pay extra for 200 when 180 scores the same.
  2. Height and weight against the slot's band. The size term is worth 28% of the grade and peaks in the middle of the band, not at either edge.
  3. Typing against the slot's bonus list. A primary type on the list is worth 22 points of the typing term, which is roughly two or three grade points overall.
  4. The secondary stat the slot reads. Wide receiver also wants sp. attack at 25%; safety wants attack at 25-30%; running back wants attack at 30%.

Run the checklist on any fast body and you get a decision in seconds. Zeraora passes all four. Regieleki fails question two. Ninjask fails question two badly enough that no other answer matters. Electrode passes three and grades 59 at free safety, which is a starting-quality body if the safety jobs are the last ones on your board. If you want to test more fast bodies, filter the pool by generation: the Gen 1 format holds the shallowest speed well in the game, with only 151 bodies and one true burner above 140.

Run the combine on your own board

Search the pool, sort by fit, and watch the speed grades update live. Fill 22 slots and simulate a 17-game season for free.

Fastest Pokemon FAQ

What is the fastest Pokemon in the pool?

Regieleki, at 200 speed — the only body in the 1,025-entry pool above 180. It grades best at wide receiver, but only at 62, because it stands 1.2 m and weighs 145 kg against a 20-70 kg receiver band. Four more bodies crack 150 speed: Ninjask at 160, Pheromosa at 151, and Deoxys Normal and Electrode at 150.

Does speed alone make a good player?

No. Speed is a weight inside the position formula, never the whole grade, and it is always paired with a size band the body has to hit. Of the 44 bodies in the pool with 120 speed or more, only five grade 65 or higher at any position. Ninjask's 160 speed produces a 45 at wide receiver because its size term is zero.

What is the base stat cap?

Every base stat is divided by 180 before it enters the grading formula, so any stat above 180 counts as a perfect mark. That means Regieleki's 200 speed and a hypothetical 180 speed score identically. Once a body passes the cap, extra speed buys nothing — the remaining points have to come from the size band and typing bonuses.

Which positions care most about speed?

The four coverage and receiver slots care most: WR1, WR2, CB1 and CB2 all put a 50% weight on speed. Running back is next at 45%, then free safety at 40% and strong safety at 35%. Eight slots ignore speed completely — tight end, all five offensive line jobs, and both defensive tackle jobs — so a burner in one of those slots is wasted.

How should I test a fast body before drafting it?

Run the combine checklist: the speed stat, the body's height and weight against the slot's band, the two types against the slot's bonus list, and the secondary stat the job reads. A body that passes speed and fails the band is a special-teams pick, not a starter. The scoreboard will confirm it in one swap.

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