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Five picks, one shot

Pokéjam Draft Guide

The draft is where Pokéjam is actually won. A great lineup makes the shot meter a formality; a bad one turns every possession into a scramble. These are the rules that hold up across every mode.

The scarcity table

This is the whole argument in one table: how many players exist at each position, and how many of them are actually good.

Depth and quality by position. Read the last column as the odds that a pick at this position turns out to be a good one.
PositionPlayersAverage85 or betterShare at 85+
PG6268.61117.7%
SG6765.646%
SF7368.5912.3%
PF5375.1611.3%
C3680.31541.7%

Centres are both the scarcest and the strongest, which is the worst combination to leave until the fifth pick. Shooting guards are the opposite: the deepest pool in the game and the lowest share of elite players, so the position is easy to fill badly and hard to fill well.

The lineup bonus

A starting five that covers all five positions gets a flat lift for the whole game. It is deliberately modest — you should not bench a clearly better player to chase it — but it applies to every possession, and it is free.

Think of it as the tiebreaker. When two players are within a couple of rating points and one of them fixes a positional hole, the one who fixes the hole is worth more than his card says.

Three lineups that work

Different draft positions, different goals. All five slots are covered in each, and the second and third are deliberately built from players who go later than the first.

Balanced first five

Quick Play, any opponent

PosPlayerOVRWhy
CKyogre92Elite rebounding and blocking without giving up the shove game.
PFGroudon92Ninety-six finishing inside, and a type that wins most contact.
SFCharizard91The most balanced wing in the game: 90 speed, 90 shooting, 96 finishing.
SGLucario87The best shooting guard who also defends: 82 perimeter defence.
PGAlakazam88Ninety-six shooting and ninety-five passing from the point.

The mid-board build

Franchise, picking fifth or later

PosPlayerOVRWhy
CMamoswine82Ninety-two rebounding and eighty-six blocking for a fraction of the cost.
PFConkeldurr81Ninety-four finishing — the best cheap paint scorer in the game.
SFGallade82Ninety finishing and eighty-eight defence; covers two jobs at once.
SGAerodactyl81The fastest shooting guard in this range, which is what breaks a press.
PGCelebi82No holes: at least 73 in every rating that matters at the point.

One project, four adults

Franchise with an eye on next season

PosPlayerOVRWhy
CMetagross90Ninety-four blocking; the anchor you build the defence around.
PFBlastoise88Covers the glass and wins the Water contact matchup.
SFCharizard91Still the safest wing on the board.
SGTinkaton85Ninety perimeter defence from a position that usually does not defend.
PGMagikarp25The project. Becomes an 87 centre at franchise level 3.

Five rules that hold

01

Take the centre first

There are 36 centres and 67 shooting guards. The drop from a top centre to a replacement-level one is the largest at any position, in the smallest pool — the one slot you cannot patch later.

02

Never draft two of the same position in the first five

The lineup bonus is small, but the cost of a positional hole is not: a player defending out of position loses rebounds, contests and shove exchanges for the whole game.

03

Judge a player by the weighted column

A point guard rated on finishing is wasting part of his formula. Read the two or three ratings that carry the most weight at his position before you read the overall.

04

Spend one pick on the future

A project who evolves at level 3 is a weak starter for a third of the season and a good one after that. Two projects is a losing season.

05

In Franchise, draft a backup at every position

Ten picks: five starters, four backups and one project is the shape that survives injuries and fatigue. The roster screen tells you which positions have no cover.

Cheap picks with a future

These are the players whose card undersells them. Every one gains at least twenty overall by evolving, and every one costs a late pick.

Evolution paths worth a bench slot, sorted by gain.
Pick nowBecomesGainAt level
Magikarp 25 · PGGyarados 87 · C+623
Tyrogue 47 · SGHitmonlee 78 · SF+313
Tyrogue 47 · SGHitmonchan 78 · SG+313
Shellder 54 · SGCloyster 83 · C+294
Pichu 51 · PGPikachu 80 · PG+294
Vulpix 58 · PGNinetales 85 · PG+274
Wooper 44 · SFQuagsire 71 · C+273
Sentret 44 · SFFurret 69 · SF+252

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