Home / 17–0 Challenge
All 22 Pokémon 17–0 Challenge helper
Every round of the 17–0 Challenge rolls a region and a type, and you pick one matching Pokémon for an open spot. Twenty-two rounds later your team plays 17 games. This page shows the best pick for every roll and what your Team Score means for the season.
Pick helper
Set the roll you got and the spots you still have open.
Best pick for every region and type
The highest fit among non-Legendary Pokémon for each roll, at whichever of the 3-4 / fullback spots suits it best. A dash means the region has no Pokémon of that type, so the game never rolls it. Tap a sprite for that Pokémon's full ratings.
How the challenge works
- 22 rounds, one starter per round. Each round rolls a region first, then a type that region still has Pokémon for.
- You get one reroll of the type and one reroll of the region per run.
- At most three Legendary or Mythical Pokémon per run. Once you have three, rolls skip combinations that only have Legendaries left.
- Retro mode only rolls Kanto, Johto, Hoenn and Sinnoh, and uses its own Team Score scale.
- After the draft the team plays 17 opponents rated from 350 up to 910 (Indigo Plateau). Each game is a weighted coin flip on the gap between your Team Score and theirs.
Team Score and the odds of 17–0
| Team Score | Chance of 17–0 | Average record |
|---|---|---|
| 700 | under 0.1% | 10.4–6.6 |
| 800 | 0.2% | 13.0–4.0 |
| 850 | 1.9% | 14.1–2.9 |
| 900 | 8.8% | 15.0–2.0 |
| 925 | 16% | 15.4–1.6 |
| 950 | 24% | 15.8–1.2 |
| 975 | 35% | 16.0–1.0 |
| 1000 | 45% | 16.3–0.7 |
Even a perfect 1000 loses a game more often than not, because the top opponents are rated in the high 800s and 900s. A season with a couple of losses is the normal result for a very good team. How Team Score is worked out.
Tips that follow from the scoring
- Fill quarterback with a strong fit early. It counts for 24% of the offense, more than twice any other single spot. Psychic types get the biggest bonus there.
- Cornerbacks and defensive ends are the heaviest defensive spots at 11% each. Fast Pokémon belong at corner; strong, fast ones at end.
- Don't leave a hole. The four lowest fits on the field pull the whole score down, so a 45 at fullback costs more than its 4% weight suggests.
- Heavy, bulky Pokémon are scarce and only the line and nose tackle want them. When a roll offers a 200 kg Rock or Steel type, take it for the line.
- Save your rerolls for late rounds, when the open spots are narrow and a bad roll can force a weak fit.




























































































































