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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
- Call SLANTS. The best play in the game: 55% of them move the chains, sacks almost never happen.
- Run outside, not inside. OUTSIDE STRETCH and TOSS work 61% and 52% of the time; COUNTER and ISO 19% and 26%.
- 3rd & short: TOSS (73%) or OUTSIDE STRETCH (72%). 3rd & long: SLANTS (46%) or PA CROSSERS (44%).
- Shot plays (PA DEEP SHOT, FOUR VERTS) hit for 20+ yards about one time in three but throw a pick or fumble 5.5% of the time. Use them on 1st down, not 3rd.
- Inside the 10: SLANTS scores 55%, FADE scores 45%. The power runs score least.
- On defense, blitz. COVER 0 BLITZ and MAN BLITZ hold the computer to 3.1 and 2.6 yards a play; COVER 4 gives up 5.9.
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.
| Play | Success | 1st down | Yds/play | 20+ yds | Turnover | Sacked |
|---|---|---|---|---|---|---|
| SLANTSShotgun · pass | 64% | 55% | 8.2 | 2.8% | 2.3% | 0.2% |
| OUTSIDE STRETCHSingleback · run | 61% | 31% | 5.7 | 0.5% | 0.9% | – |
| PA CROSSERSSingleback · pass | 53% | 50% | 8.0 | 9.0% | 3.5% | 5.0% |
| MESHShotgun · pass | 53% | 24% | 5.0 | 0.9% | 1.8% | 0.2% |
| TOSSI-Form · run | 52% | 21% | 4.7 | 0.3% | 0.8% | – |
| HB DRAWShotgun · run | 51% | 33% | 5.3 | 0.2% | 0.6% | – |
| Y-CROSSPistol · pass | 47% | 31% | 5.0 | 1.7% | 2.7% | 7.7% |
| CURL FLATSingleback · pass | 43% | 22% | 4.9 | 3.8% | 2.7% | 0.5% |
| READ OPTIONPistol · run | 40% | 20% | 3.5 | 0.5% | 0.7% | – |
| FOUR VERTSShotgun · pass | 35% | 35% | 10.0 | 33% | 5.5% | 4.2% |
| PA DEEP SHOTSingleback · pass | 35% | 35% | 12.5 | 35% | 5.2% | 1.7% |
| PA BOOTI-Form · pass | 34% | 15% | 3.2 | 1.5% | 1.0% | 8.6% |
| INSIDE ZONESingleback · run | 33% | 16% | 3.2 | 0.4% | 0.8% | – |
| QB POWERPistol · run | 31% | 14% | 2.9 | 0.7% | 0.6% | – |
| POWER OI-Form · run | 29% | 11% | 2.3 | 0.2% | 0.7% | – |
| HB SCREENShotgun · pass | 28% | 11% | 2.4 | 0.9% | 0.9% | 1.6% |
| FLEA FLICKERI-Form · pass | 26% | 26% | 10.6 | 26% | 4.2% | 0.7% |
| ISOI-Form · run | 26% | 11% | 1.5 | 0.1% | 0.6% | – |
| COUNTERPistol · run | 19% | 7% | 1.1 | 0.1% | 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 & 10 | Success | Yds/play | Turnover |
|---|---|---|---|
| OUTSIDE STRETCHSingleback · run | 74% | 6.2 | 0.8% |
| SLANTSShotgun · pass | 66% | 8.0 | 2.4% |
| TOSSI-Form · run | 63% | 5.1 | 0.7% |
| MESHShotgun · pass | 63% | 5.2 | 1.9% |
| HB DRAWShotgun · run | 54% | 5.2 | 0.6% |
| PA CROSSERSSingleback · pass | 52% | 7.8 | 3.9% |
| Y-CROSSPistol · pass | 49% | 4.7 | 2.6% |
| CURL FLATSingleback · pass | 48% | 4.4 | 3.0% |
Worst on 1st & 10: COUNTER (22%), FLEA FLICKER (26%), QB POWER (27%). Success here means gaining 4 yards or more.
| Play on 3rd & 1–3 | Converts | Yds/play | Turnover |
|---|---|---|---|
| TOSSI-Form · run | 73% | 4.0 | 0.9% |
| OUTSIDE STRETCHSingleback · run | 72% | 4.5 | 2.4% |
| MESHShotgun · pass | 64% | 3.7 | 3.0% |
| HB DRAWShotgun · run | 64% | 4.5 | 0.5% |
| SLANTSShotgun · pass | 60% | 7.9 | 2.2% |
| PA BOOTI-Form · pass | 54% | 3.0 | 0.9% |
| PA CROSSERSSingleback · pass | 48% | 5.8 | 1.3% |
| QB POWERPistol · run | 47% | 2.8 | 0.2% |
Worst on 3rd & 1–3: ISO (17%), COUNTER (23%), FLEA FLICKER (26%).
| Play on 3rd & 4–6 | Converts | Yds/play | Turnover |
|---|---|---|---|
| OUTSIDE STRETCHSingleback · run | 68% | 6.3 | 0.5% |
| SLANTSShotgun · pass | 64% | 7.4 | 1.9% |
| PA CROSSERSSingleback · pass | 58% | 7.4 | 3.9% |
| MESHShotgun · pass | 51% | 5.3 | 1.2% |
| Y-CROSSPistol · pass | 47% | 4.7 | 2.9% |
| READ OPTIONPistol · run | 46% | 4.1 | 0.2% |
| CURL FLATSingleback · pass | 46% | 5.0 | 3.1% |
| HB DRAWShotgun · run | 45% | 4.4 | 0.5% |
Worst on 3rd & 4–6: COUNTER (18%), HB SCREEN (19%), PA BOOT (20%).
| Play on 3rd & 7+ | Converts | Yds/play | Turnover |
|---|---|---|---|
| SLANTSShotgun · pass | 46% | 8.5 | 2.8% |
| PA CROSSERSSingleback · pass | 44% | 7.8 | 3.2% |
| FOUR VERTSShotgun · pass | 37% | 11.5 | 5.3% |
| PA DEEP SHOTSingleback · pass | 34% | 12.4 | 5.0% |
| Y-CROSSPistol · pass | 27% | 6.0 | 2.0% |
| FLEA FLICKERI-Form · pass | 24% | 9.4 | 4.5% |
| HB DRAWShotgun · run | 20% | 4.9 | 0.4% |
| QB POWERPistol · run | 16% | 5.7 | 1.0% |
Worst on 3rd & 7+: HB SCREEN (2%), COUNTER (2%), POWER O (3%).
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 10 | Touchdown | Turnover |
|---|---|---|
| SLANTSShotgun · pass | 55% | 1.9% |
| FADEGoal Line · pass | 45% | 3.3% |
| PA CROSSERSSingleback · pass | 44% | 2.2% |
| PA FLATGoal Line · pass | 43% | 1.4% |
| Y-CROSSPistol · pass | 41% | 2.1% |
| PA DEEP SHOTSingleback · pass | 41% | 2.9% |
| HB DRAWShotgun · run | 38% | 0.5% |
| OUTSIDE STRETCHSingleback · run | 37% | 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.
| Defense | Offense success | 1st downs | Yds/play | Sacks | Takeaways |
|---|---|---|---|---|---|
| COVER 0 BLITZ Nickel · man · blitz | 31% | 20% | 3.1 | 11% | 1.4% |
| MAN BLITZ Base · man · blitz | 32% | 18% | 2.6 | 14% | 1.4% |
| DIME BLITZ Dime · man · blitz | 35% | 23% | 3.7 | 3.4% | 1.9% |
| COVER 2 MAN Dime · man | 39% | 24% | 4.0 | 0.4% | 1.6% |
| COVER 1 Nickel · man | 43% | 28% | 5.3 | 0.1% | 2.1% |
| COVER 2 MAN Base · man | 45% | 29% | 4.9 | 0.3% | 1.8% |
| ZONE BLITZ Nickel · zone · blitz | 47% | 30% | 5.3 | 0.2% | 1.4% |
| COVER 3 Base · zone | 51% | 30% | 5.3 | 0.3% | 1.9% |
| COVER 2 Base · zone | 53% | 35% | 6.0 | 0.3% | 1.9% |
| COVER 3 Dime · zone | 57% | 32% | 6.3 | 0.1% | 1.4% |
| PREVENT Dime · zone | 59% | 32% | 6.0 | 0.2% | 1.5% |
| COVER 4 Nickel · zone | 62% | 34% | 5.9 | 0.2% | 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.
| Base | Nickel | Dime | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Your play ↓ · their call → | COVER 2 | COVER 3 | MAN BLITZ | COVER 2 MAN | COVER 4 | ZONE BLITZ | COVER 1 | COVER 0 BLITZ | COVER 2 MAN | PREVENT | COVER 3 | DIME BLITZ |
| SLANTS | 64 | 64 | 45 | 58 | 79 | 79 | 51 | 28 | 59 | 75 | 79 | 42 |
| OUTSIDE STRETCH | 86 | 72 | 57 | 74 | 61 | 53 | 35 | 33 | 21 | 64 | 29 | 20 |
| PA CROSSERS | 64 | 49 | 37 | 60 | 72 | 61 | 33 | 53 | 63 | 43 | 44 | 61 |
| MESH | 47 | 65 | 36 | 38 | 68 | 70 | 40 | 22 | 44 | 70 | 73 | 32 |
| TOSS | 67 | 48 | 58 | 69 | 67 | 10 | 53 | 23 | 31 | 50 | 61 | 9 |
| HB DRAW | 45 | 45 | 30 | 64 | 64 | 65 | 44 | 44 | 40 | 53 | 55 | 37 |
| Y-CROSS | 55 | 51 | 13 | 49 | 63 | 45 | 48 | 11 | 64 | 53 | 62 | 60 |
| CURL FLAT | 40 | 36 | 39 | 38 | 51 | 54 | 51 | 35 | 40 | 56 | 52 | 42 |
| READ OPTION | 65 | 62 | 27 | 40 | 36 | 5 | 25 | 3 | 10 | 45 | 51 | 8 |
| FOUR VERTS | 37 | 37 | 16 | 39 | 33 | 38 | 38 | 16 | 45 | 33 | 37 | 39 |
| PA DEEP SHOT | 39 | 36 | 33 | 32 | 33 | 35 | 29 | 32 | 31 | 39 | 37 | 32 |
| PA BOOT | 28 | 35 | 22 | 33 | 41 | 32 | 57 | 55 | 21 | 54 | 53 | 14 |
| INSIDE ZONE | 42 | 39 | 4 | 31 | 68 | 24 | 35 | 29 | 28 | 56 | 55 | 26 |
| QB POWER | 14 | 12 | 0 | 5 | 73 | 70 | 53 | 58 | 51 | 71 | 65 | 73 |
| POWER O | 39 | 36 | 1 | 8 | 49 | 41 | 35 | 22 | 16 | 49 | 39 | 20 |
| HB SCREEN | 42 | 37 | 22 | 11 | 25 | 44 | 11 | 26 | 39 | 21 | 14 | 40 |
| FLEA FLICKER | 29 | 24 | 25 | 21 | 26 | 30 | 26 | 32 | 22 | 25 | 25 | 24 |
| ISO | 44 | 42 | 16 | 31 | 37 | 6 | 2 | 2 | 6 | 33 | 34 | 4 |
| COUNTER | 25 | 24 | 3 | 12 | 43 | 4 | 17 | 12 | 9 | 44 | 59 | 9 |
How we measured it
- The numbers come from the game's own code as published on October 14, 2026, after the clock, onside-kick and turnover changes in its patch notes. We played games in that engine with both teams on autopilot: your default lineup against every Kanto gym.
- Four runs: your play chosen at random with the computer's normal defense (3,200 games), the computer's normal offense against a random defense (3,200), both random for the grid (6,000), and random plays from inside the 10 (7,200).
- Your lineup still matters: every Pro rating is scaled by position fit, explained on the Pro league guide along with every opponent's roster. A better Team Score makes every call above work more often.
- The game is updated often. When its plays change we rerun this.
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.