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All-22 scouting department

Indigo Series Scouting Guide

What makes a Pokémon good at each spot in the Indigo Series Challenge, baseball's draft challenge. Its Team Score rates every pick at its spot the way real baseball would, with the same ratings as the baseball builder: a catcher on his arm, toughness and build, a shortstop on his glove and feet, a closer on his stuff. Hitters and pitchers each look at their own mix of stats, size matters at a few spots, and some types get a small bonus.

The exact numbers stay secret, because scouting players by eye is half the fun. This tells you what to look for.

ALL-22 · Indigo Series Scouting Guide

What each spot looks for

Key Helps A small part Doesn't count there

Lineup

What each spot in the lineup looks for
Spot HP ATK DEF SP. ATK SP. DEF SPEED HEIGHT WEIGHT Type bonus
CCatcherCatches every pitch, blocks balls in the dirt and throws out base stealers. A strong arm, toughness and a sturdy build come first; the bat is a bonus. Hit Points: a small part Attack: helps Defense: a small part Special Attack: doesn't count Special Defense: a small part Speed: a small part Height: helps, shorter is better Weight: key, heavier is better Type bonus: RockSteelGround
1BFirst basemanScoops the infield's throws: a tall target with a big bat, power first and then a good eye. Hit Points: a small part Attack: key Defense: doesn't count Special Attack: a small part Special Defense: a small part Speed: a small part Height: helps Weight: a small part, heavier is better Type bonus: Fighting
2BSecond basemanTurns the double play: soft hands, quick feet and a contact bat. The throw is short, so the arm matters least. Hit Points: doesn't count Attack: helps Defense: a small part Special Attack: a small part Special Defense: a small part Speed: key Height: doesn't count Weight: helps, lighter is better Type bonus: FightingBug
3BThird basemanHolds the hot corner: a strong arm for the long throw across, a power bat and quick hands. Hit Points: a small part Attack: key Defense: a small part Special Attack: a small part Special Defense: doesn't count Speed: key Height: a small part Weight: a small part, heavier is better Type bonus: FightingRock
SSShortstopCovers the most ground in the infield: soft hands, quick feet and a strong arm. Hit Points: doesn't count Attack: helps Defense: a small part Special Attack: a small part Special Defense: doesn't count Speed: key Height: a small part Weight: key, lighter is better Type bonus: FightingDark
LFLeft fielderA run producer: power first, then contact and a good eye. The easiest outfield spot to defend. Hit Points: a small part Attack: key Defense: doesn't count Special Attack: a small part Special Defense: a small part Speed: helps Height: doesn't count Weight: a small part, heavier is better Type bonus: Fighting
CFCenter fielderCovers the most ground in the outfield: speed first, a sure glove and a table-setter's bat. Hit Points: doesn't count Attack: helps Defense: a small part Special Attack: a small part Special Defense: a small part Speed: key Height: doesn't count Weight: helps, lighter is better Type bonus: FlyingFighting
RFRight fielderA power bat and the outfield's strongest arm, for the long throw to third. Hit Points: a small part Attack: key Defense: doesn't count Special Attack: a small part Special Defense: doesn't count Speed: key Height: a small part Weight: a small part, heavier is better Type bonus: FightingRock
DHDesignated hitterOnly hits: power, contact and a good eye. Hit Points: a small part Attack: key Defense: doesn't count Special Attack: a small part Special Defense: a small part Speed: a small part Height: doesn't count Weight: helps, heavier is better Type bonus: Fighting

Pitching staff

What the pitching staff looks for
Spot HP ATK DEF SP. ATK SP. DEF SPEED HEIGHT WEIGHT Type bonus
SPStarting pitcherWorks deep into the game: movement and command first, the stamina to go six or seven innings, and some velocity. Hit Points: helps Attack: a small part Defense: a small part Special Attack: key Special Defense: helps Speed: a small part Height: a small part Weight: a small part, heavier is better Type bonus: PsychicGhostSteel
RPRelieversThe three setup men, an inning at a time: velocity and movement first, then control. Hit Points: a small part Attack: helps Defense: a small part Special Attack: key Special Defense: helps Speed: helps Height: a small part Weight: doesn't count Type bonus: GhostPsychicFire
CLCloserGets the last three outs with the game on the line: overpowering stuff, velocity and movement. Hit Points: doesn't count Attack: helps Defense: doesn't count Special Attack: key Special Defense: a small part Speed: key Height: a small part Weight: doesn't count Type bonus: GhostIcePsychicFireElectric

Lighter, heavier or shorter: weight cuts both ways. Heavier hits with more power and lasts longer; lighter runs faster and covers more ground. The word under the stars says which wins at that spot. Behind the plate, shorter means a compact, sturdy build: heavy for his height.

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How the Indigo Series works

What wins

What the stats mean

Height and weight

Height is reach. It helps a first baseman, a big target for the infield's throws, and adds a little to a strong arm and to a pitcher's velocity. Behind the plate it's the other way round: a catcher wants a compact, sturdy build, heavy for his height, so shorter is better there.

Weight cuts both ways: heavier hits with more power and lasts longer, lighter runs faster and covers more ground. Heavier is key for a catcher's sturdy build and helps a DH, and it adds a little at first, third and the corner outfield and for a starter. Lighter helps at second and center and is key at shortstop. It counts on a sliding scale: going from 50 to 100 lb is worth as much as going from 400 to 800 lb.

Types

Some types get a small bonus, listed in the chart with the biggest first. Fighting is the ballplayer's type: it adds to contact, power, the glove and the arm, and it leads the list at most spots in the lineup. Rock, Steel and Ground make sturdy catchers, and Flying covers center field. On the mound, Psychic and Ghost are the big ones (both add movement, and Psychic adds control too), Steel helps a starter, Fire and Electric add velocity, and Ice suits a closer: ice in his veins. 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 baseball builder grade my lineup?

No. The free builder never shows a grade, but its starting lineups were picked with these same ratings. Only the Indigo Series gives a Team Score.

Are these the same spots as the builder's?

Yes, the same fourteen, rated the builder's way. The three setup men are rated alike, and the closer has a line of his own.

Should my closer be a flamethrower?

Yes. Velocity and movement are a closer's two big tools, so Sp. Atk and Speed are key there and Attack helps. Fire and Electric add velocity, but the biggest type bonuses at closer are Ghost, Ice and Psychic.

Is there a guide for football?

Yes: the Scouting Guide covers the 17–0 and 151 Challenges, the Fantasy Draft, ALL-22 BOWL and ALL-22 PRO.