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All 22 Pokémon strategy: the plays that work in ALL-22 Pro

We ran 19,600 games of ALL-22 Pro in the game's own engine and logged 804,000 plays. Here is how often each call works, on every down, against every defense.

The short version

Every offensive play, ranked

Between the 20s on 1st to 3rd down, the defense calling its usual mix. Success = the play gains 40% of the distance on 1st down, 60% on 2nd, all of it on 3rd.

PlaySuccess1st downYds/play20+ ydsTurnoverSacked
SLANTSShotgun · pass64%55%8.22.8%2.3%0.2%
OUTSIDE STRETCHSingleback · run61%31%5.70.5%0.9%–
PA CROSSERSSingleback · pass53%50%8.09.0%3.5%5.0%
MESHShotgun · pass53%24%5.00.9%1.8%0.2%
TOSSI-Form · run52%21%4.70.3%0.8%–
HB DRAWShotgun · run51%33%5.30.2%0.6%–
Y-CROSSPistol · pass47%31%5.01.7%2.7%7.7%
CURL FLATSingleback · pass43%22%4.93.8%2.7%0.5%
READ OPTIONPistol · run40%20%3.50.5%0.7%–
FOUR VERTSShotgun · pass35%35%10.033%5.5%4.2%
PA DEEP SHOTSingleback · pass35%35%12.535%5.2%1.7%
PA BOOTI-Form · pass34%15%3.21.5%1.0%8.6%
INSIDE ZONESingleback · run33%16%3.20.4%0.8%–
QB POWERPistol · run31%14%2.90.7%0.6%–
POWER OI-Form · run29%11%2.30.2%0.7%–
HB SCREENShotgun · pass28%11%2.40.9%0.9%1.6%
FLEA FLICKERI-Form · pass26%26%10.626%4.2%0.7%
ISOI-Form · run26%11%1.50.1%0.6%–
COUNTERPistol · run19%7%1.10.1%0.6%–

In the diagrams yellow lines are pass routes and the thick line is the ball carrier's path. Goal-line plays are ranked further down.

Best play for each down and distance

Play on 1st & 10SuccessYds/playTurnover
OUTSIDE STRETCHSingleback · run74%6.20.8%
SLANTSShotgun · pass66%8.02.4%
TOSSI-Form · run63%5.10.7%
MESHShotgun · pass63%5.21.9%
HB DRAWShotgun · run54%5.20.6%
PA CROSSERSSingleback · pass52%7.83.9%
Y-CROSSPistol · pass49%4.72.6%
CURL FLATSingleback · pass48%4.43.0%

Worst on 1st & 10: COUNTER (22%), FLEA FLICKER (26%), QB POWER (27%). Success here means gaining 4 yards or more.

Inside the 10

Any of the 23 plays, goal line included, from the opponent's 10-yard line in: how often the drive ends in a touchdown on that snap.

Play inside the 10TouchdownTurnover
SLANTSShotgun · pass55%1.9%
FADEGoal Line · pass45%3.3%
PA CROSSERSSingleback · pass44%2.2%
PA FLATGoal Line · pass43%1.4%
Y-CROSSPistol · pass41%2.1%
PA DEEP SHOTSingleback · pass41%2.9%
HB DRAWShotgun · run38%0.5%
OUTSIDE STRETCHSingleback · run37%0.3%

Least likely to score from inside the 10: ISO 7%, COUNTER 8%, POWER O 8%. Slow runs into a packed box get stopped short; quick throws and runs to the edge beat it.

Which defense to call

The computer's offense calling its usual plays, your defense on each call. Lower is better for you.

DefenseOffense success1st downsYds/playSacksTakeaways
COVER 0 BLITZ Nickel · man · blitz31%20%3.111%1.4%
MAN BLITZ Base · man · blitz32%18%2.614%1.4%
DIME BLITZ Dime · man · blitz35%23%3.73.4%1.9%
COVER 2 MAN Dime · man39%24%4.00.4%1.6%
COVER 1 Nickel · man43%28%5.30.1%2.1%
COVER 2 MAN Base · man45%29%4.90.3%1.8%
ZONE BLITZ Nickel · zone · blitz47%30%5.30.2%1.4%
COVER 3 Base · zone51%30%5.30.3%1.9%
COVER 2 Base · zone53%35%6.00.3%1.9%
COVER 3 Dime · zone57%32%6.30.1%1.4%
PREVENT Dime · zone59%32%6.00.2%1.5%
COVER 4 Nickel · zone62%34%5.90.2%1.6%

On 3rd & 7 or more the computer converts only 12% against MAN BLITZ (Base) and 15% against COVER 0 BLITZ (Nickel), but 26% against PREVENT. On 3rd & 1–3 the best calls are MAN BLITZ (Base, 46% converted) and COVER 0 BLITZ (Nickel, 57% converted).

The cost of the blitz is the big play: COVER 0 BLITZ gives up 20+ yards on 3.6% of plays, against 2.8% for Base COVER 3. Late in a close game with a lead, a zone that keeps everything in front is still the safer call.

Every play against every defense

Success rate (%) of each offensive play against each defensive call, both picked at random so every pairing got about 1,600 snaps. Green works, red doesn't. Before the snap you can see the defense's personnel (Base, Nickel or Dime) but not the call.

BaseNickelDime
Your play ↓ · their call →COVER 2COVER 3MAN BLITZCOVER 2 MANCOVER 4ZONE BLITZCOVER 1COVER 0 BLITZCOVER 2 MANPREVENTCOVER 3DIME BLITZ
SLANTS646445587979512859757942
OUTSIDE STRETCH867257746153353321642920
PA CROSSERS644937607261335363434461
MESH476536386870402244707332
TOSS67485869671053233150619
HB DRAW454530646465444440535537
Y-CROSS555113496345481164536260
CURL FLAT403639385154513540565242
READ OPTION656227403652531045518
FOUR VERTS373716393338381645333739
PA DEEP SHOT393633323335293231393732
PA BOOT283522334132575521545314
INSIDE ZONE42394316824352928565526
QB POWER1412057370535851716573
POWER O3936184941352216493920
HB SCREEN423722112544112639211440
FLEA FLICKER292425212630263222252524
ISO4442163137622633344
COUNTER25243124341712944599

How we measured it

Questions

What is the best play in ALL-22 Pro?

SLANTS from the Shotgun. In 10,319 snaps between the 20s it kept the offense on schedule 64% of the time and moved the chains on 55% of them, with 8.2 yards a play and a 0.2% sack rate. It was also the best call inside the 10: a touchdown 55% of the time.

Does running the ball work in ALL-22 Pro?

Outside, yes. OUTSIDE STRETCH (61% success, 5.7 yards), TOSS (52% success, 4.7 yards), HB DRAW (51% success, 5.3 yards) are among the best calls in the game. Runs between the tackles are the worst: POWER O 29%, ISO 26%, COUNTER 19%.

What is the best defense to call in ALL-22 Pro?

COVER 0 BLITZ. Against it the computer's offense stayed on schedule only 31% of the time and got sacked on 11% of its plays. MAN BLITZ (Base) is close behind. The soft zones are the worst: COVER 4 allows 62%, PREVENT allows 59%.

How do you beat the blitz in ALL-22 Pro?

Best answers in the matchup grid. MAN BLITZ (Base): TOSS 58%, OUTSIDE STRETCH 57%, SLANTS 45%. COVER 0 BLITZ (Nickel): QB POWER 58%, PA BOOT 55%, PA CROSSERS 53%.

Will I get the same numbers when I play?

Not exactly. These come from the game's own computer players running both teams. Your throws, cuts and reads change how each play turns out, but which calls a defense leaves open does not change, and that is what the rankings show.