Strategy

All 22 snake draft strategy, round by round

The all 22 snake draft is a contest rather than a sandbox: two or more managers, one shared pool of 1,025 bodies, 22 rounds each, and a pick order that reverses after every lap. There is no salary cap and no trade market — the only currency is scarcity. This guide covers the mechanics, the pick clock, generation and typing restrictions, how positional runs actually start, and a round-by-round target sheet you can keep open while you draft.

Strategy · 11 min read · Updated 2026-10-13

Most snake drafts in All 22 Football are won and lost in twenty minutes of arithmetic. Twenty-two jobs have to be filled per manager, but the pool is not evenly deep across those jobs. Seven of them want heavy bodies, five of them share the same short list of linemen, and two of them have exactly one body in the entire dex above a 65 grade. The snake order decides who gets the first crack at each shortage; your cheat sheet decides whether you take it or reach past it.

22
Rounds per manager
30s
Standard pick clock
44
Picks in a two-manager draft
25
Bodies graded 65+ anywhere

How the snake order actually works

Round one runs in draft order, round two runs backwards, round three runs forwards again, and the pattern continues to round 22. The reversal keeps a shared pool fair without reshuffling the order between picks. Each manager fills one open job per pick, so a round is not tied to a position: the manager on the clock can take a left tackle in round one and a receiver in round two while the other manager answers with two linemen. That freedom is what creates runs — the order is fixed but the shortage in the pool is not.

Draft size, pick count and time on the clock
ManagersPicks per roundTotal picksDraft length at the 30-second clock
2244About 22 minutes
3366About 33 minutes
4488About 44 minutes

With an odd number of managers, the manager who picks first in a round also picks last in the same round once the order reverses, so track the position in the queue rather than the round number. The most useful thing to memorise is which picks are yours next: in a two-manager draft you are always picking twice within two picks of your opponent, and in a four-manager draft you have three picks between your turns, which is enough time for a line run to start and finish without you.

The pick clock decides which mistakes are possible

A clock is not decoration. Every extra ten seconds of thinking time adds nearly four minutes to a 22-round draft for each manager, and the length of the clock determines the kind of preparation that works. Long clocks reward browsing the pool; short clocks reward a written list with three names per position group. Running out of time forfeits the pick and hands the turn to the next manager, who can then take two bodies before you are back on the clock — which is fatal at jobs where the pool is two or three bodies deep.

Pick clocks and the preparation they demand
ClockTwo-manager draft lengthWhat you can afford to do
60 secondsAbout 45 minutesFilter by generation, check height and weight on every pick, and compare two candidates per slot
30 secondsAbout 22 minutesA written board of three target names per position group, plus one fallback each
15 secondsAbout 11 minutesA memorised queue only: line, interior, edge, linebacker, speed, kicker

Prepare for the clock you are playing, not the clock you wish you had. On a 15-second clock, the manager with four linemen listed in priority order beats the manager who knows more about the pool but has to read it live.

Restrictions: generation, region and typing

A rolled restriction is the single biggest variable in a draft, because it changes where the shortages are. Generation and region restrictions shrink the pool in the same way — Kanto is Generation 1, Johto is Generation 2 and so on — while a typing restriction keeps the pool large but hollows out entire position groups. The generation table below shows what each roll does to the two jobs that break drafts: the offensive line and the kicker.

Generation restrictions: pool size and the value at the jobs that matter
GenerationDraftable bodiesBest line bodyBest receiverKickerBodies grading 60+ at a line job
Gen 1151Snorlax — 65 at LTAlakazam — 65 at WR1Jolteon — 551
Gen 2100Tyranitar — 61 at LTHoundoom — 59 at WR1Shuckle — 611
Gen 3135Aggron — 66 at LTLatias — 65 at WR1Swellow — 544
Gen 4107Hippowdon — 64 at LTDarkrai — 65 at WR1Glaceon — 561
Gen 5156Cobalion — 57 at LTKeldeo Ordinary — 66 at WR1Meloetta Aria — 550
Gen 672Avalugg — 74 at LTGreninja — 62 at WR1Hawlucha — 541
Gen 788Melmetal — 58 at LTZeraora — 72 at WR1Marshadow — 620
Gen 896Stonjourner — 59 at LTSneasler — 64 at WR1Greedent — 510
Gen 9120Iron Hands — 62 at LTKilowattrel — 67 at WR1Grafaiai — 553

Read the last column carefully, because it changes the whole draft plan. In a Gen 1 roll there is exactly one body in the 151-entry pool that grades 60 or better at any of the five line jobs: Snorlax, at 65 at left tackle and 67 at defensive tackle. In Gen 5, Gen 7 and Gen 8 that number is zero, so the line floor is a 57, a 58 or a 59 and you cannot fix it — the win condition shifts to the speed jobs, where Gen 7 holds both the best receiver in the game at 72 and the best kicker in the dex at 62. Gen 9 is the opposite roll: 120 bodies, 17 of them at 110 speed or better and 11 over 300 kg, so both the heavy and the fast markets are open and you draft normally.

Typing restrictions work differently. A roll such as every pick needing a fire, fighting or steel primary type cuts the pool to 142 bodies while leaving the top of the board almost intact: Aggron still grades 66 at left tackle and 71 at defensive tackle, Annihilape 66 at running back, Machamp 65 at every linebacker job and Marshadow 62 at kicker. The damage is at the thin end. In that pool exactly one body clears 60 at each outside linebacker job, two at each corner job, one at kicker, and no free safety clears 60 at all — the best is Sawk at 58.

Fire / fighting / steel typing restriction: bodies grading 60+ by job
JobBodies at 60+Best optionWhat it means on draft night
LT, LG, RG, RT3 eachAggron — 66The top of the line survives, the floor does not
C4Iron Hands — 65Better than a free draft at this job
DT1, DT25 eachAggron — 71The deepest heavy pool under this restriction
K1Marshadow — 62Take him early or play the season with a 54
LOLB, ROLB1 eachMachamp — 65One body for two jobs: one of them is below 60
CB1, CB22 eachSneasler — 63Corners get thin fast, and they already cap at 64
FS0Sawk — 58There is no above-floor free safety in the pool at all
SS3Conkeldurr — 63Strong safety is the safe secondary job here

Under any restriction, re-run the scarcity math before the first pick instead of using your usual board. A good habit is to mark jobs with two or fewer bodies above 60 in the restricted pool and treat them as round one to six targets, then mark jobs with ten or more and let them fall. The full scarcity picture for the unrestricted pool lives in the snake draft page.

Plan the 22-pick budget

Every manager has 22 picks and 22 jobs, so the question is never how many picks to spend on a unit — it is when. Budget by scarcity: the units with the fewest above-floor bodies get your early picks, and the units with deep pools get the middle rounds. The column on the right is the number of bodies grading 60 or better at that unit's jobs in the unrestricted pool.

Pick budget by unit: when each group should come off your board
UnitJobsTarget roundsBodies at 60+Reach rule
Offensive lineLT, LG, C, RG, RT1 to 611 at any line jobReach immediately: the same dozen bodies serve all five jobs
Defensive interiorDT1, DT22 to 613Reach for the second body once one is gone — seven names overlap with the line
EdgeLE, RE4 to 910 at LE, 13 at REReach for right edge: one body clears 65
LinebackersLOLB, MLB, ROLB6 to 127, 9 and 6Reach for the third body: three jobs share one short list
SecondaryCB1, CB2, FS, SS9 to 167, 6, 11 and 16Never reach: no corner clears 65 in the whole pool
QuarterbackQB4 to 915Wait: fifteen bodies clear 60 and the tenth-best is still a 63
ReceiversWR1, WR27 to 1324 eachWait: the deepest premium group in the game
Tight endTE8 to 1416Wait for the middle, but take the 65 if it is sitting there
Running backRB10 to 1611Wait: the size band is wide and the top three are close
KickerK21 to 222Wait in a free draft, reach in a restriction draft

Positional runs, and the round-by-round target sheet

A run is two or more picks in a row at the same position group, and it is not a bluff: the bodies are genuinely leaving the pool. To see how a run resolves, take the priority order in the table below and draft it against one opponent who uses the same plan, alternating picks within each round. Neither manager reaches, both fill the scarcest job first, and the market clears like this — the two body names are what the first and second manager get at that job.

A scarcity-first two-manager draft: round, target job, and the two bodies it costs
RoundTargetFirst manager getsSecond manager getsDrop
1LTAvalugg — 74Aggron — 668
2RTSnorlax — 65Hippowdon — 641
3RGIron Hands — 64Roaring Moon — 622
4LGMetagross — 61Tyranitar — 610
5CRegisteel — 60Melmetal — 591
6DT1Great Tusk — 65Glastrier — 641
7DT2Stonjourner — 62Cobalion — 602
8LEVolcanion — 67Crabominable — 652
9REDracozolt — 64Hydreigon — 640
10MLBCloyster — 70Iron Leaves — 655
11LOLBMachamp — 65Slaking — 641
12ROLBSalamence — 63Rampardos — 612
13QBDeoxys Normal — 68Sharpedo — 662
14WR1Zeraora — 72Kilowattrel — 675
15TEDruddigon — 64Lickilicky — 640
16RBAnnihilape — 66Infernape — 651
17SSGenesect — 66Cresselia — 642
18FSLandorus Incarnate — 65Tornadus Incarnate — 650
19WR2Keldeo Ordinary — 66Darkrai — 651
20CB1Ogerpon — 64Sneasler — 631
21CB2Weavile — 62Iron Moth — 611
22KMarshadow — 62Shuckle — 611

Three things fall out of that table. First, the five line rounds are the whole draft: rounds one to five consume ten of the eleven bodies in the pool that grade 60 or better at any line job, which is why a manager who opens with a receiver is finished before the first timeout. Second, the biggest single drop is Avalugg at left tackle — eight points to the next body — and the next-largest are Cloyster at middle linebacker and Zeraora at receiver, both five-point cliffs. Third, the snake itself is fair: the manager picking first in every odd round ends up with a stronger board, but both managers clear the floor, with no slot below 60 for the first and 59 for the second.

Run that pair of boards through the season simulator over 40,000 seasons each and the difference is small in grade and large in ceiling. The first manager's board grades 65.2 overall, averages 12.2 wins and runs the table 50 times in 40,000. The second manager's board grades 63.5, averages 11.7 wins and runs it 14 times. Both are contenders; only one is a realistic 17-0 board. That is the honest reason to care about the snake: the order costs you about half a win, and the picks you waste cost the rest.

When to reach and when to wait

  1. Reach for the second heavy body, not the first. Avalugg is 8 points clear at left tackle and the next tier is Aggron at 66 and Snorlax at 65. If two linemen and one defensive tackle are gone before your pick, take the fourth heavy body rather than a receiver.
  2. Reach a round early at center. Only six bodies clear 60 there and the fourth-best is already a 61. A run at tackle drains center too, because the lists overlap.
  3. Reach for right edge in round four or five. One body clears 65 and the drop to the third-best is four points. Left edge can wait a round longer.
  4. Never reach for a corner or a kicker in a free draft. Corners cap at a 64 grade for the best body in the pool, and the kicker market loses one point between the best and second-best body. Spend those picks where grade actually exists.
  5. Wait on quarterback and receiver. Fifteen quarterbacks clear 60 and the tenth-best is a 63; twenty-four bodies clear 60 at each receiver job. Neither is worth a top-five pick.
  6. Reach when the pool count is two. If a job has two or fewer above-floor bodies left and you need it, the pick you save by waiting is worth less than the four grade points you lose.

Five signals to read on draft night

  • A kicker in the first ten rounds. Your opponent is not drafting scarcity. Let them — the market only drops one point from Marshadow to Shuckle.
  • Two linemen in a row. Join the run on your next pick. Ten of the eleven line bodies above 60 fit in five rounds, so once it starts there is no later tier to fall back on.
  • A receiver run. It strips cornerback too: four bodies grade 60+ at both WR1 and CB1 — Zeraora, Regieleki, Sneasler and Iron Moth. If receivers are flying off the board, take your corners before the overlap disappears.
  • Your opponent's board shape. Three skill picks in the first six rounds means their line is being funded by whatever is left, so you can wait a round on the heavy jobs you assumed you had to reach for.
  • The second-best body is the real price. When both managers need the same job, the grade you should compare against is not the best body but the next one — that is what you actually get by waiting, and at left tackle it costs eight points.

Draft the board, then run the season

A finished snake-draft board can be judged the same way as any other: 17 games against a schedule that is scaled to your own rating. Drafted boards tend to beat free-built ones on balance, because the pool forces you to fill the jobs nobody wants instead of stacking famous names. When the last pick is in, take the board to the <a href="/17-0-challenge/">17-0 challenge</a> and run the season — and if you want to know which slots will decide that run, read the <a href="/blog/how-to-go-17-0-all-22/">17-0 blueprint</a> before you simulate.

Set up the room and start the clock

Pick a clock, roll a restriction, and draft 22 rounds from the full 1,025-body pool against a friend or the clock.

All 22 snake draft FAQ

How does the snake order work in a 22-round draft?

Round one runs in draft order, round two runs backwards, round three forwards again, and the reversal continues through round 22. Each manager makes one pick per round and can fill any open job, so a round is not tied to a position. In a two-manager draft that is 44 total picks and about 22 minutes on the standard 30-second clock; in a four-manager draft it is 88 picks and about 44 minutes.

Why do positional runs start on the offensive line?

Because five jobs share almost the same short list. Only eleven bodies in the entire pool grade 60 or better at any line job, and the two interior defensive tackle jobs pull from the same names — seven bodies grade 60+ at both a line job and a defensive tackle job. Drafting the five line jobs first against one opponent consumes ten of those eleven bodies by round five, so the run is arithmetic, not psychology.

Should I take a kicker early in a snake draft?

Not in a free draft. Marshadow tops the kicker market at 62 and Shuckle is one point back at 61, so there is almost nothing to lose by waiting until rounds 21 or 22. The exception is a typing restriction: under a fire, fighting or steel roll, Marshadow is the only kicker in the pool above 60 and the third-best option is a 52, so he becomes a round-one-to-six target.

How much does the first pick advantage matter?

About half a win. Building the same scarcity-first plan for both managers in a two-manager draft produced a 65.2 board for the manager on the clock first and a 63.5 board for the second. Simulated over 40,000 seasons each, the first board averaged 12.2 wins with 50 perfect seasons and the second averaged 11.7 wins with 14. The snake evens out the value of the pool; the picks you waste are what actually decide the night.

Can a drafted board still go 17-0?

Yes, and it usually has a better floor than a board built by browsing, because the draft forces you to fill the jobs nobody wants — kicker, right edge, outside linebacker, second cornerback. The measured recipe does not change: clear a grade floor at all 22 jobs, keep no slot below 55, and spend your premium picks across different units rather than stacking them. A drafted board that clears the floor averages 11 to 12 wins and hits 17-0 on roughly the same odds as a hand-built board of equal grade.

Keep going

  • 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 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 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.
  • 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.
  • 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.