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All 22 Pokémon Indigo Series Challenge helper
The Indigo Series Challenge is baseball's version of 17–0: fourteen rounds, each rolls a region and a type, you pick one matching Pokémon for any open spot, and the finished club plays a 21-game season against Kanto's gym clubs, then the playoffs and the best-of-seven Indigo Series. This page shows the best pick for every roll and what your Team Score is worth, from 3,000 full seasons played in the game's own engine.
Pick helper
Set the roll you got and the spots you still have open. "Adds" is Team Score points over a 50-rated player at that spot. "Over typical" compares it with what a roll usually offers there (the best non-Legendary pick from a random region and type).
How to win the Indigo Series Challenge
We drafted 10,000 runs per habit with the game's own rolls and rerolls, each habit picking the Pokémon and spot that add the most over a typical roll, and compared the Team Scores. Same rolls every time, so the only difference is the habit.
| Habit | Avg Team Score | 900+ | 950+ |
|---|---|---|---|
| Reroll a roll whose best pick adds little, from round 1 | 873 | 29% | 3.5% |
| Same, but hold the rerolls until round 10 | 870 | 27% | 2.9% |
| Never reroll | 855 | 18% | 1.7% |
| Never reroll, skip every Legendary | 822 | 4.5% | under 1% |
| Never reroll, take the biggest number wherever it goes | 800 | 2.1% | under 1% |
| Pick at random | 378 | 0% | 0% |
- Take both Legendaries. You can keep two, and they fit almost anywhere. Skipping them drops the share of runs that reach 900 from 18% to 4.5%.
- Reroll early when a roll offers little. If the best pick on the roll adds less than a typical roll does at that spot (the helper shows it), use the type reroll first, then the region reroll. Spending them from round 1 is worth 18 Team Score points on average and lifts the share of 900+ runs from 18% to 29%. Holding them back until round 10 gives most of that back (27%).
- Put each pick where it beats a normal roll, not where its number is biggest. Always spending the highest number you can see averages 800, 55 points under the same picks placed by what a spot usually offers. Pitching numbers are small and outfield numbers big, so raw numbers push every good Pokémon into the outfield and leave the staff empty.
- Don't leave a hole. 15% of runs end with a spot below a 50-rated player when drafting this way, against 17% for the biggest-number habit. A weak starter hurts the most: control is the biggest rating in the game.
- Don't spend picks on the closer. The three relievers and the closer count the same, and the best reliever adds only 16 points against 70 for the best starter. Fill them with whatever the roll leaves.
Played this way the middle run scores 876 and the best tenth 929 or more. Simulated 2026-10-22.
What a typical roll offers
Averaged over every region and type, the best non-Legendary pick a roll offers at each kind of spot, in Team Score points. A pick that adds more than this is a good one for that spot.
| C | 1B | 2B | 3B | SS | LF | CF | RF | DH | SP | RP |
|---|---|---|---|---|---|---|---|---|---|---|
| 23.9 | 30.5 | 38.9 | 31.9 | 41.2 | 41.7 | 45.7 | 43.9 | 23.9 | 29.7 | 6.7 |
Best pick for every region and type
The non-Legendary Pokémon and spot that add the most over a typical roll for each roll, with the points it adds. A dash means the region has no Pokémon of that type. Tap a sprite for that Pokémon's page.
What each Team Score is worth
We played 3,000 complete seasons in the game's engine with clubs of every quality, from the best possible lineup down to weak ones, and counted how far each Team Score got. A season is 21 games against seven gym clubs, then the top four go to the playoffs and the winner of the best-of-seven Indigo Series is champion.
| Team Score | Wins of 21 | Make the playoffs | Reach the final | Win the Indigo Series | Seasons |
|---|---|---|---|---|---|
| Under 500 | 0.6 | 0% | 0% | 0% | 669 |
| 500–599 | 2.1 | 0% | 0% | 0% | 374 |
| 600–699 | 4.2 | 1.2% | 0% | 0% | 341 |
| 700–749 | 6.2 | 2.1% | 0% | 0% | 190 |
| 750–799 | 7.7 | 12% | 3.2% | under 1% | 185 |
| 800–849 | 8.9 | 26% | 7.8% | 3.9% | 179 |
| 850–899 | 10.6 | 54% | 26% | 6.3% | 175 |
| 900–949 | 12.6 | 81% | 48% | 24% | 166 |
| 950+ | 15.6 | 97% | 81% | 70% | 721 |
Seasons are random: the same club can win the title one run and miss the playoffs the next. The table is the average over many seasons for clubs in that range. The clubs were made by swapping players out of the best possible lineup, so a 950 here is a club a few picks short of perfect; drafted clubs at the same score may play a little differently.
How the challenge works
- 14 rounds, one Pokémon each, for the builder's fourteen spots: C, 1B, 2B, 3B, SS, LF, CF, RF, DH, the starter, three relievers and the closer.
- Each round rolls a region first, then a type that region still has Pokémon for. You get one type reroll and one region reroll a run.
- At most two Legendary or Mythical Pokémon per run. Once you have two, rolls skip combinations that only have Legendaries left.
- The Team Score, 0 to 1000, is revealed at the end. It's worked out from each Pokémon's ratings at its spot with the weights on the baseball guide.
- The club then plays 21 games against seven of Kanto's gym clubs, the top four reach the playoffs (best-of-five semifinals), and the best-of-seven Indigo Series decides the champion. The game's own notes say about one run in a hundred wins it.
Keep going
- Baseball guideBest Pokémon at every baseball position, the best lineups and what the ratings reward.
- 17–0 Challenge helperThe football challenge: best pick for every roll and the odds of going 17–0.
- ALL-22 Pro league guideEvery gym, Elite Four and Champion team in all nine regions, with rosters and weak spots.







































































































