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.
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.
| Round | Pick order | Rounds like this | Total picks made |
|---|---|---|---|
| 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21 | Manager A, then Manager B | Odd rounds | 1 to 11 |
| 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22 | Manager B, then Manager A | Even rounds | 12 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.
| Clock | Time for a 22-round draft | Drafting style it rewards |
|---|---|---|
| 60 seconds | About 45 minutes | Full pool browsing, generation filters, size checks on every pick |
| 30 seconds | About 22 minutes | A written board with four target names per position group |
| 15 seconds | About 11 minutes | Instinct 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.
| Generation | Draftable bodies | Effect on a draft board |
|---|---|---|
| Gen 1 | 151 | Snorlax and Rhydon carry the line, but the kicker market is the weakest in the game |
| Gen 2 | 100 | Thin across the board, though Shuckle is a 61-grade kicker in a very small pool |
| Gen 3 | 135 | Best line filter in the game: Aggron grades 66 at tackle and 71 at defensive tackle |
| Gen 4 | 107 | Heavy boards with nine bodies over 300 kg, so interior runs start in round one |
| Gen 5 | 156 | Deepest pool in the game, and no tackle grades above 57 — line picks get ugly fast |
| Gen 6 | 72 | Thinnest pool, and it also holds the best lineman in the game at 74 grade |
| Gen 7 | 88 | Light and fast: a 72-grade receiver and the best kicker in the dex, but no tackle above 58 |
| Gen 8 | 96 | Eleven bodies at 110 speed or better; tackle value stops at 59 |
| Gen 9 | 120 | Seventeen 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.
| Job | Graded 65+ | Graded 60+ | Draft urgency |
|---|---|---|---|
| LT | 3 | 10 | Round 1 to 3 |
| LG | 3 | 9 | Round 1 to 4 |
| C | 2 | 6 | Round 2 to 5 |
| RG | 3 | 9 | Round 1 to 4 |
| RT | 3 | 10 | Round 1 to 3 |
| QB | 2 | 15 | Round 2 to 6 |
| RB | 2 | 11 | Round 3 to 7 |
| WR1 | 7 | 24 | Round 4 to 8 |
| WR2 | 5 | 24 | Round 5 to 10 |
| TE | 1 | 16 | Round 3 to 8 |
| K | 0 | 2 | Last round |
| LE | 2 | 10 | Round 2 to 5 |
| DT1 | 4 | 13 | Round 1 to 4 |
| DT2 | 4 | 13 | Round 2 to 5 |
| RE | 1 | 13 | Round 3 to 6 |
| LOLB | 3 | 7 | Round 3 to 6 |
| MLB | 3 | 9 | Round 2 to 5 |
| ROLB | 3 | 6 | Round 3 to 6 |
| CB1 | 0 | 7 | Round 5 to 10 |
| CB2 | 0 | 6 | Round 6 to 11 |
| FS | 2 | 11 | Round 4 to 8 |
| SS | 1 | 16 | Round 4 to 9 |
- 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.
- 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.
- Rounds 9 to 14: middle linebacker, a safety, the second receiver and the tight end slot, which has exactly one body above 65 grade.
- Rounds 15 to 20: second cornerback, outside linebackers and the right edge job, where the pool is one deep at the top.
- 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.