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.
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.
| Position | Also called | What they do | What All 22 Football grades |
|---|---|---|---|
| QB | Quarterback, the pocket passer | Takes 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%. |
| RB | Halfback (the hb football position), tailback | Takes the handoff, hits the gap, and blocks on passing downs. | Speed 45%, attack 30%, hp 15%, defense 10%. |
| WR1 | Split end, X receiver | The primary outside receiver: beats press coverage and wins the contested catch. | Speed 50%, sp. attack 25%, attack 15%, hp 10%. |
| WR2 | Flanker, Z receiver, slot receiver | Works 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. |
| TE | Tight end, Y, H-back | Blocks the edge on runs and releases into the middle of the field on passes. | Attack 35%, sp. defense 25%, hp 20%, defense 20%. |
| LT | Left tackle, blind-side tackle | Protects the quarterback's blind side against the best edge rusher. | Defense 35%, hp 30%, attack 20%, sp. defense 15%. |
| LG | Left guard | Blocks inside on power runs and picks up the three-technique tackle. | Defense 35%, hp 30%, attack 20%, sp. defense 15%. |
| C | Center | Snaps the ball, makes the protection calls, and anchors against the nose tackle. | Defense 40%, hp 30%, sp. attack 15%, attack 15%. |
| RG | Right guard | Mirrors 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%. |
| RT | Right tackle | Sets the edge on the right side and seals the backside of runs. | Defense 35%, hp 30%, attack 20%, sp. defense 15%. |
| K | Kicker, placekicker | Kicks field goals, extra points and kickoffs, usually the last line of defense on returns. | Hp 35%, defense 30%, sp. defense 20%, speed 15%. |
| LE | Left edge, defensive end, edge rusher | Rushes the passer from the left edge and sets the edge against outside runs. | Attack 40%, speed 25%, defense 20%, hp 15%. |
| DT1 | Defensive tackle, three-technique, the nt football position in a 3-4 | Lines up over the guard, holds the double team, and collapses the pocket inside. | Defense 40%, hp 30%, attack 20%, sp. defense 10%. |
| DT2 | Nose tackle, shade tackle, 0-technique | Takes on the center and the double team so the linebackers run free. | Defense 40%, hp 30%, attack 20%, sp. defense 10%. |
| RE | Right edge, defensive end, rush end | The other edge rusher, attacking from the right side of the defense. | Attack 40%, speed 25%, defense 20%, hp 15%. |
| LOLB | Left outside linebacker (olb football), Sam | Sets the edge on the strong side, blitzes, and covers the tight end. | Attack 35%, defense 30%, speed 20%, hp 15%. |
| MLB | Middle linebacker, Mike | Makes the defensive calls, fills the inside run, and covers the middle in zone. | Defense 35%, attack 30%, hp 20%, speed 15%. |
| ROLB | Right outside linebacker (olb football), Will | Runs the weak side: chases from the backside and rushes on passing downs. | Attack 35%, defense 30%, speed 20%, hp 15%. |
| CB1 | Cornerback, lockdown corner | Travels with the offense's best receiver and plays press coverage. | Speed 50%, sp. defense 25%, hp 15%, attack 10%. |
| CB2 | Cornerback, field corner, nickel corner | Takes the second receiver and the slot in nickel packages. | Speed 50%, sp. defense 25%, hp 15%, attack 10%. |
| FS | Free safety, center fielder | Plays deep, reads the quarterback, and breaks on the ball over the top. | Speed 40%, attack 25%, sp. defense 20%, hp 15%. |
| SS | Strong safety, box safety | Plays 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.
| Position | Stat weights | Size sweet spot | Typing bonus | Typing penalty |
|---|---|---|---|---|
| QB | sp. attack 45 / speed 20 / attack 15 / sp. defense 10 / hp 10 | 1.5-2.1 m, 40-130 kg | psychic, electric, fire, water | bug, grass |
| RB | speed 45 / attack 30 / hp 15 / defense 10 | 0.8-1.5 m, 25-80 kg | normal, fighting, ground, dark | steel |
| WR1 | speed 50 / sp. attack 25 / attack 15 / hp 10 | 1.0-1.7 m, 20-70 kg | electric, flying, psychic | rock, steel |
| WR2 | speed 50 / sp. attack 25 / attack 15 / hp 10 | 1.0-1.7 m, 20-70 kg | electric, flying, ice | rock, steel |
| TE | attack 35 / sp. defense 25 / hp 20 / defense 20 | 1.4-2.1 m, 60-220 kg | fighting, dragon, rock | fairy |
| LT | defense 35 / hp 30 / attack 20 / sp. defense 15 | 1.6-2.4 m, 120-960 kg | steel, rock, ground | fairy, electric |
| LG | defense 35 / hp 30 / attack 20 / sp. defense 15 | 1.6-2.4 m, 120-960 kg | steel, rock, fighting | fairy, electric |
| C | defense 40 / hp 30 / sp. attack 15 / attack 15 | 1.5-2.3 m, 110-960 kg | steel, ground, water | fire |
| RG | defense 35 / hp 30 / attack 20 / sp. defense 15 | 1.6-2.4 m, 120-960 kg | steel, rock, fighting | fairy, electric |
| RT | defense 35 / hp 30 / attack 20 / sp. defense 15 | 1.6-2.4 m, 120-960 kg | steel, rock, ground | fairy, electric |
| K | hp 35 / defense 30 / sp. defense 20 / speed 15 | 0.3-1.0 m, 3-45 kg | normal, fairy, psychic | dragon, steel, rock |
| LE | attack 40 / speed 25 / defense 20 / hp 15 | 1.4-2.1 m, 80-300 kg | fighting, dark, fire | fairy |
| DT1 | defense 40 / hp 30 / attack 20 / sp. defense 10 | 1.6-2.6 m, 150-960 kg | steel, rock, ground | electric, fairy |
| DT2 | defense 40 / hp 30 / attack 20 / sp. defense 10 | 1.6-2.6 m, 150-960 kg | steel, rock, ground | electric, fairy |
| RE | attack 40 / speed 25 / defense 20 / hp 15 | 1.4-2.1 m, 80-300 kg | fighting, dark, dragon | fairy |
| LOLB | attack 35 / defense 30 / speed 20 / hp 15 | 1.2-1.9 m, 60-190 kg | fighting, ground, poison | fairy |
| MLB | defense 35 / attack 30 / hp 20 / speed 15 | 1.2-1.9 m, 60-210 kg | fighting, steel, ground | fairy |
| ROLB | attack 35 / defense 30 / speed 20 / hp 15 | 1.2-1.9 m, 60-190 kg | dark, poison, fighting | fairy |
| CB1 | speed 50 / sp. defense 25 / hp 15 / attack 10 | 0.8-1.5 m, 20-70 kg | electric, flying, normal | rock, steel, ground |
| CB2 | speed 50 / sp. defense 25 / hp 15 / attack 10 | 0.8-1.5 m, 20-70 kg | electric, flying, ice | rock, steel, ground |
| FS | speed 40 / attack 25 / sp. defense 20 / hp 15 | 1.0-1.8 m, 30-110 kg | psychic, dark, flying | steel |
| SS | speed 35 / attack 30 / sp. defense 20 / hp 15 | 1.0-1.9 m, 40-130 kg | fighting, dark, ground | fairy |
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
- 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.
- 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.
- 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.
- 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.
- 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.