Position reference

All 22 football positions, slot by slot

Eleven offense jobs, eleven defense jobs, and a different grading formula for every one of them. Here is what each slot does on a real snap, and what All 22 Football reads when it grades a body for the job.

Football positions are the whole game here. All 22 Football puts 22 starting jobs on one board — 11 offense, 11 defense — and grades a different set of traits for each one. The quarterback slot wants sp. attack and speed. Left tackle wants defense, hp and a body measured in hundreds of kilograms. The kicker slot wants almost nothing that a wide receiver wants. Learn which slot reads which numbers, and the draft stops being a guessing game.

22
Starting jobs
11 + 11
Offense and defense
1,025
Draftable players
1-99
Grade scale

How the 22 starting jobs break down

A starting offense is a quarterback, a running back, two receivers, a tight end and five offensive linemen, plus a kicker for the kicking game. A starting defense is four down linemen, three linebackers and four defensive backs. That is 22 jobs, and the board gives each one its own slot, its own label and its own grade.

  • Offense (11): QB, RB, WR1, WR2, TE, LT, LG, C, RG, RT, K.
  • Defense (11): LE, DT1, DT2, RE, LOLB, MLB, ROLB, CB1, CB2, FS, SS.
  • Why five line jobs: a real pocket is built from five bodies with different leverage — two tackles on the edge, two guards inside them, one center making the calls.
  • Why four defensive back jobs: two corners on the outside receivers and two safeties over the top, one free, one strong.

Every football position, slot by slot

This is the full board. The fourth column is the short version of the grading formula — the exact weights for every job follow further down the page.

All 22 starting positions, what they do on a snap, and what the grader reads
PositionAlso calledWhat they doWhat All 22 Football grades
QBQuarterback, the pocket passerTakes the snap, reads the defense, throws to the open receiver or hands the ball off.Sp. attack 45%, speed 20%, attack 15%, sp. defense 10%, hp 10%.
RBHalfback (the hb football position), tailbackTakes the handoff, hits the gap, and blocks on passing downs.Speed 45%, attack 30%, hp 15%, defense 10%.
WR1Split end, X receiverThe primary outside receiver: beats press coverage and wins the contested catch.Speed 50%, sp. attack 25%, attack 15%, hp 10%.
WR2Flanker, Z receiver, slot receiverWorks the other side of the formation and the slot, on quick throws and crossers.Speed 50%, sp. attack 25%, attack 15%, hp 10%, with ice typing rewarded.
TETight end, Y, H-backBlocks the edge on runs and releases into the middle of the field on passes.Attack 35%, sp. defense 25%, hp 20%, defense 20%.
LTLeft tackle, blind-side tackleProtects the quarterback's blind side against the best edge rusher.Defense 35%, hp 30%, attack 20%, sp. defense 15%.
LGLeft guardBlocks inside on power runs and picks up the three-technique tackle.Defense 35%, hp 30%, attack 20%, sp. defense 15%.
CCenterSnaps the ball, makes the protection calls, and anchors against the nose tackle.Defense 40%, hp 30%, sp. attack 15%, attack 15%.
RGRight guardMirrors the left guard on the other side of the center, in the run game's strong side.Defense 35%, hp 30%, attack 20%, sp. defense 15%.
RTRight tackleSets the edge on the right side and seals the backside of runs.Defense 35%, hp 30%, attack 20%, sp. defense 15%.
KKicker, placekickerKicks field goals, extra points and kickoffs, usually the last line of defense on returns.Hp 35%, defense 30%, sp. defense 20%, speed 15%.
LELeft edge, defensive end, edge rusherRushes the passer from the left edge and sets the edge against outside runs.Attack 40%, speed 25%, defense 20%, hp 15%.
DT1Defensive tackle, three-technique, the nt football position in a 3-4Lines up over the guard, holds the double team, and collapses the pocket inside.Defense 40%, hp 30%, attack 20%, sp. defense 10%.
DT2Nose tackle, shade tackle, 0-techniqueTakes on the center and the double team so the linebackers run free.Defense 40%, hp 30%, attack 20%, sp. defense 10%.
RERight edge, defensive end, rush endThe other edge rusher, attacking from the right side of the defense.Attack 40%, speed 25%, defense 20%, hp 15%.
LOLBLeft outside linebacker (olb football), SamSets the edge on the strong side, blitzes, and covers the tight end.Attack 35%, defense 30%, speed 20%, hp 15%.
MLBMiddle linebacker, MikeMakes the defensive calls, fills the inside run, and covers the middle in zone.Defense 35%, attack 30%, hp 20%, speed 15%.
ROLBRight outside linebacker (olb football), WillRuns the weak side: chases from the backside and rushes on passing downs.Attack 35%, defense 30%, speed 20%, hp 15%.
CB1Cornerback, lockdown cornerTravels with the offense's best receiver and plays press coverage.Speed 50%, sp. defense 25%, hp 15%, attack 10%.
CB2Cornerback, field corner, nickel cornerTakes the second receiver and the slot in nickel packages.Speed 50%, sp. defense 25%, hp 15%, attack 10%.
FSFree safety, center fielderPlays deep, reads the quarterback, and breaks on the ball over the top.Speed 40%, attack 25%, sp. defense 20%, hp 15%.
SSStrong safety, box safetyPlays closer to the line: run support, blitzing, and hitting the tight end.Speed 35%, attack 30%, sp. defense 20%, hp 15%.

The offense, unit by unit

Quarterback and the skill spots

The quarterback slot is the only job on the board that puts sp. attack first. It reads sp. attack at 45%, which makes a strong special attacker with decent speed the natural pocket passer; Deoxys Normal grades 68 there, the highest quarterback grade in the pool, and Sharpedo and Incineroar follow at 66 and 64. Speed is the second lever because a scrambler who can break contain is worth more than a statue with the same arm. The hb football position — what most fans call the running back, still listed as halfback on old depth charts — flips the formula: speed 45% and attack 30%, with hp and defense filling out the short-yardage and pass-protection duties. Annihilape (66) and Infernape (65) sit at the top.

The two receiver jobs are the fastest slots on the roster. Speed carries a full 50% weight at WR1 and WR2, and the body type sweet spot is 1.0-1.7 m and 20-70 kg, which rules out the pool's heavyweights no matter how fast they are. Zeraora is the perfect fit: 143 speed, 1.5 m, 44.5 kg, electric typing, and a 72 grade at WR1 that no other receiver matches. The tight end slot is the opposite build — attack 35% and sp. defense 25% on a 1.4-2.1 m, 60-220 kg frame. Slaking takes it at 65, and Druddigon and Lickilicky are one point back, because a tight end has to block like a lineman and run like a receiver on the same snap.

The offensive line: five jobs, one philosophy

The line slots read defense and hp ahead of everything else, and the size range runs from 120 kg to 960 kg. This is where the pool's giants get paid: Avalugg is 2.0 m and 505 kg with 184 defense, and it grades 74 at left tackle, the single highest grade on the board. Aggron (66), Snorlax (65) and Hippowdon (64) are the next bodies up. Because every line slot pulls from the same weight class, the trick is not finding a big body — it is finding the second, third and fourth big body after the obvious ones are gone. Center is the one line job that shifts 40% onto defense and 15% onto sp. attack, so a smart, balanced anchor beats a pure mauler at C. There is no separate fullback slot: the fb football position in the modern game is short-yardage and pass protection, and those snaps land with TE or RB on this board.

Kicker

Kicker is the strangest formula on the board: hp 35%, defense 30%, sp. defense 20% and speed 15%, on a body between 0.3 m and 1.0 m and 3-45 kg. It rewards the small, sturdy, high-defense body that every other job rejects. Marshadow grades 62 there, Shuckle 61, Toxapex 58. Size is the whole story in this slot: Melmetal stands 2.5 m and weighs 800 kg, which makes it a 62 at defensive tackle and a 40 at kicker, while Cosmoem's 0.1 m, 999.9 kg frame grades 37 at kicker and only 35 even in the middle of the defensive line.

The defense, unit by unit

The front: LE, DT1, DT2, RE

The two edge jobs are the speed-and-power slots of the defense: attack 40% and speed 25% on a 1.4-2.1 m, 80-300 kg frame. Volcanion (67) tops the left edge and Crabominable (65) tops the right, with Chien-Pao — 135 speed at 152 kg — grading 63 on either side as a speed rusher. The two interior jobs are pure mass: defense 40%, hp 30%, on a 150-960 kg range. Aggron grades 71 at DT1 and Great Tusk 65 at DT2. This is where the nt football position lives: a nose tackle is the heaviest body you can find, aligned over the center, and the board expresses that by making DT1 and DT2 the two heaviest slots in the game.

The linebackers: LOLB, MLB, ROLB

Linebacker slots blend everything. The olb football job — outside linebacker — reads attack 35%, defense 30% and speed 20% on a 1.2-1.9 m frame, which is the classic edge-chaser profile: big enough to set the edge, fast enough to run down a ball carrier. Iron Leaves (68) takes the left job, Machamp (65) the right. The middle linebacker flips the order to defense 35% and attack 30% with 20% hp, and Cloyster's 180 defense at 132.5 kg makes it the best Mike in the pool at 70. Note the typing split: LOLB wants fighting, ground or poison; ROLB wants dark, poison or fighting. Two similar jobs, two different bonus lists, so the same player can grade two or three points differently on either side.

The secondary: CB1, CB2, FS, SS

Cornerback is the speed position of the defense: 50% speed, 25% sp. defense, on a 0.8-1.5 m, 20-70 kg body. Ogerpon (64) and Sneasler (63) lead CB1 and CB2, with Zeraora grading 63 at either corner and Weavile a point back at 62 in the CB2 slot. Safeties are hybrids. The free safety reads speed 40% and attack 25% and plays deep, so Landorus and Tornadus both grade 65 there. The strong safety shifts weight onto attack (30%) and hp, plays closer to the line, and Genesect's 56-defense, 1.5 m frame takes it at 66. If a fast body grades well at corner but poorly at safety, it is almost always a weight problem — safeties need 30-130 kg, and the lightest corner bodies fall under that floor.

What each position is graded on — the exact weights

Every grade on the board is assembled from three parts: base stats at 62%, body type at 28%, and typing at 10%. The stat term reads only the stats listed below, each divided by 180 first, so any base stat above 180 counts as a perfect mark. The body-type term compares height (45% of the term) and weight (55%) against the position's range and peaks in the middle of that range, so a body at either extreme of the band loses points. The typing term starts at 50 and moves for each of the player's two types.

Exact grading inputs for all 22 slots
PositionStat weightsSize sweet spotTyping bonusTyping penalty
QBsp. attack 45 / speed 20 / attack 15 / sp. defense 10 / hp 101.5-2.1 m, 40-130 kgpsychic, electric, fire, waterbug, grass
RBspeed 45 / attack 30 / hp 15 / defense 100.8-1.5 m, 25-80 kgnormal, fighting, ground, darksteel
WR1speed 50 / sp. attack 25 / attack 15 / hp 101.0-1.7 m, 20-70 kgelectric, flying, psychicrock, steel
WR2speed 50 / sp. attack 25 / attack 15 / hp 101.0-1.7 m, 20-70 kgelectric, flying, icerock, steel
TEattack 35 / sp. defense 25 / hp 20 / defense 201.4-2.1 m, 60-220 kgfighting, dragon, rockfairy
LTdefense 35 / hp 30 / attack 20 / sp. defense 151.6-2.4 m, 120-960 kgsteel, rock, groundfairy, electric
LGdefense 35 / hp 30 / attack 20 / sp. defense 151.6-2.4 m, 120-960 kgsteel, rock, fightingfairy, electric
Cdefense 40 / hp 30 / sp. attack 15 / attack 151.5-2.3 m, 110-960 kgsteel, ground, waterfire
RGdefense 35 / hp 30 / attack 20 / sp. defense 151.6-2.4 m, 120-960 kgsteel, rock, fightingfairy, electric
RTdefense 35 / hp 30 / attack 20 / sp. defense 151.6-2.4 m, 120-960 kgsteel, rock, groundfairy, electric
Khp 35 / defense 30 / sp. defense 20 / speed 150.3-1.0 m, 3-45 kgnormal, fairy, psychicdragon, steel, rock
LEattack 40 / speed 25 / defense 20 / hp 151.4-2.1 m, 80-300 kgfighting, dark, firefairy
DT1defense 40 / hp 30 / attack 20 / sp. defense 101.6-2.6 m, 150-960 kgsteel, rock, groundelectric, fairy
DT2defense 40 / hp 30 / attack 20 / sp. defense 101.6-2.6 m, 150-960 kgsteel, rock, groundelectric, fairy
REattack 40 / speed 25 / defense 20 / hp 151.4-2.1 m, 80-300 kgfighting, dark, dragonfairy
LOLBattack 35 / defense 30 / speed 20 / hp 151.2-1.9 m, 60-190 kgfighting, ground, poisonfairy
MLBdefense 35 / attack 30 / hp 20 / speed 151.2-1.9 m, 60-210 kgfighting, steel, groundfairy
ROLBattack 35 / defense 30 / speed 20 / hp 151.2-1.9 m, 60-190 kgdark, poison, fightingfairy
CB1speed 50 / sp. defense 25 / hp 15 / attack 100.8-1.5 m, 20-70 kgelectric, flying, normalrock, steel, ground
CB2speed 50 / sp. defense 25 / hp 15 / attack 100.8-1.5 m, 20-70 kgelectric, flying, icerock, steel, ground
FSspeed 40 / attack 25 / sp. defense 20 / hp 151.0-1.8 m, 30-110 kgpsychic, dark, flyingsteel
SSspeed 35 / attack 30 / sp. defense 20 / hp 151.0-1.9 m, 40-130 kgfighting, dark, groundfairy

A typing bonus is worth real points. A primary type on the bonus list adds 22 to the typing term, a secondary adds 10, a primary type on the penalty list costs 26, and a secondary costs 12. Because typing is only 10% of the total, that swing is worth roughly 2-3 grade points — enough to break a tie between two similar bodies. Build the exact roster on the all-22 roster builder and watch the grades move as you swap types in and out.

Worked example: how a 72 is built

Take Zeraora in the WR1 slot. Speed is 143, which is 143/180 of a perfect mark, and speed carries half the weight at WR1, so it contributes 0.40 of the 1.00 possible. Sp. attack 102 at 25% adds 0.14, attack 112 at 15% adds 0.09, and hp 88 at 10% adds 0.05. The stat term lands at 68 out of 100. Body type: 1.5 m is close to the middle of the 1.0-1.7 m band and 44.5 kg is almost exactly the middle of the 20-70 kg band, so the size term scores 80. Typing: electric is on the WR1 bonus list, so the term scores 72. Blend them — 68 at 62%, 80 at 28%, 72 at 10% — and the total rounds to a 72 grade.

Run the same math on the pool's fastest body and the mechanic becomes obvious. Regieleki has 200 speed, the highest in the game, but it weighs 145 kg against a 20-70 kg band and stands 1.2 m in a band that peaks near 1.35 m, so its size term collapses and its WR1 grade stops at 62. Flip it around: Melmetal is 2.5 m and 800 kg, which is a 62 at DT1 and a 58 at left tackle, and the same body grades 26 at cornerback. Speed is a multiplier on fit, never a substitute for it. The full position explainer walks through the same math job by job.

How to use this page when you draft

  1. Pick the slot first. Choose the position on the board before you choose the player — the pool sorts itself by fit for that job, best body at the top.
  2. Check the size band before the stats. A body outside the height or weight range loses a big chunk of 28% of its grade no matter how gaudy its stat line is.
  3. Read the typing column as free points. Two bodies with the same stats and the same size are separated by their typing bonuses and penalties.
  4. Spend the heavy bodies early. Seven jobs want 120 kg or more — LT, LG, C, RG, RT, DT1 and DT2 — and the pool runs out of giants long before it runs out of skill players.
  5. Grade the whole unit, not the star. The scoreboard averages the filled slots on each side, so one 74 at left tackle and a 40 at right tackle is not a line, it is a hole.

When you are ready to test it, open the builder and fill the board: the grades update as you go, and the season simulator only starts once all 22 jobs are filled. If you want the reference target to beat, the highest-grading all-22 lineup on the site scores 74 at left tackle and never drops below 62 anywhere.

Put all 22 jobs on the board

Fill every position, watch the grades settle, and simulate a 17-game season. Free, no account, runs in the browser.

Football positions FAQ

How many football positions are on the all-22 board?

Twenty-two starting jobs: 11 on offense (QB, RB, WR1, WR2, TE, LT, LG, C, RG, RT, K) and 11 on defense (LE, DT1, DT2, RE, LOLB, MLB, ROLB, CB1, CB2, FS, SS). Every slot is filled by one Pokémon, and every slot has its own grading formula. Five line jobs and four secondary jobs exist because a real starting offense and defense each put 11 players on the field at once.

Why do two wide receiver and two cornerback slots exist?

Because a real offense lines up two receivers and a defense answers with two corners. WR1 and WR2 grade the same stats and the same body type, but their typing bonuses differ: WR1 gets the bigger bonus for psychic, WR2 for ice. The same split applies to CB1 and CB2, and to the two outside linebacker jobs, so no two starters read the pool exactly alike.

What is the difference between an OLB and an MLB?

An outside linebacker plays on the edge of the formation: the olb football job is mostly attack, defense and speed. A middle linebacker plays the inside run fits and drops into coverage, so the grade shifts to defense first, then attack and hp. All 22 Football runs two OLB slots tuned slightly differently, so left and right outside linebacker are not identical picks.

Does the board have a fullback or a nose tackle slot?

No. There is no dedicated fb football position and no standalone nt football position among the 22 jobs. A fullback's short-yardage and pass-protection work lands with the tight end or the running back, and a nose tackle is built out of the DT1 and DT2 slots, which want the heaviest bodies in the pool. The board simply uses the modern 11-on-11 alignment.

How is each position grade actually calculated?

Every grade is a weighted mix: 62% base stats, 28% body type and 10% typing. The stat term reads only the stats the position cares about, body type compares height and weight against the position's sweet spot, and typing adds or subtracts points for matchups. The result lands on a 1-99 scale, so a 70 at left tackle is a star and a 40 is a body you are hiding.

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