Height and weight
Height is reach, and it counts at every spot. It's key for a power forward and a center, who rebound and guard the rim with it, and it helps the other three, because a shot has to get over a defender and a defender has to bother a shot. It stops helping at 7′6″, where a standing reach touches the rim: a 20-foot Pokémon reaches no higher than a 7′6″ one.
Too big. Past 7′6″ or about 330 lb a Pokémon starts to pay for its size: its handle, perimeter defense, quickness and stamina fall off, more the bigger it is, all the way by about 15 feet or 1,300 lb. It keeps its rebounds, its post defense and its strength, so a giant can still play center or power forward. At point guard the same giant is lost. More than a hundred Pokémon are that big.
Too small. Under 3 feet it's the other way round. A tiny Pokémon is quick with a good handle, but its shots and passes get smothered, it can't stay in front of bigger players, and it finishes, rebounds and guards the post badly: the smaller the worse, all the way at 1 foot. It hurts least at point guard and most at center. More than 400 Pokémon are under 3 feet, so check the height before you fall for the stats.
Weight cuts both ways: lighter is quicker with the ball and on defense, heavier holds its ground under the basket. Lighter helps a point guard and counts a little for a shooting guard and a small forward; heavier counts a little for a power forward and a center. It counts on a sliding scale: going from 50 to 100 lb is worth as much as going from 150 to 300 lb.
Types
Some types get a small bonus, listed in the chart with the biggest first. Psychic and Water are the shooters' types (Water for the three most of all, Psychic for the pass), and Dark handles the ball and guards it: they lead the guards' lists. Fighting is the big man's type, for finishing, strength and the boards, and it leads at small forward, power forward and center. Ground, Rock and Steel guard the post. There are smaller nudges too: Fire shoots, Fairy passes, Electric is quick, Flying leaps, Dragon finishes and Ghost handles. Only the better of a Pokémon's two types counts for each skill, never both. It's a nudge on top of the stats. It can settle a close call, but it won't save a bad fit.
Quick answers
Why can't I see each Pokémon's ratings?
That's the challenge: you scout by eye. Every pick shows its base stats, height and weight. This guide tells you what to look for, and the rest is your call.
Does the basketball builder grade my lineup?
No. The free builder never shows a grade, but its starting lineups were picked with these same ratings. Only the two challenges give a Team Score.
Is a taller Pokémon always better?
Up to 7′6″, yes, at every spot. Past that the extra height adds nothing, and the very big start to lose the handle, quickness and stamina, which hurts a guard far more than a center.
Where should my best Pokémon go?
In the starting five, at the spot it fits. A starter counts four times a bench seat, and the five count alike, so a great fit anywhere in the five is worth the same.
Is this how ALL-22 HOOPS plays?
The same ratings, yes: how well each Pokémon shoots, handles, rebounds and defends in ALL-22 HOOPS comes from them. The game also uses a free-throw rating that no spot's grade counts, so it never touches a Team Score.
Are there guides for football and baseball?
Yes: the Scouting Guide covers football's 17–0 and 151 Challenges, the Fantasy Draft, ALL-22 BOWL and ALL-22 PRO, and the Indigo Series Scouting Guide covers baseball's.