Collect your team.
Open Pokémon Box and sign in to receive 27 starter species, a saved legal team, and five welcome Poké Packs. Your first free pack guarantees a Legendary. Claim an extra free pack each day. It resets at midnight UTC for everyone; the countdown shows the next reset. Each five-Pokémon pack costs 100 Poké Dollars and grants 10 Rare Candy. Duplicate protection finds unowned species in each rolled rarity; repeat encounters grant extra Candy. Existing Research Points are now called Rare Candy, with the same balance.
Use Rare Candy to request a missing Pokémon at the Professor’s Lab for 40/100/400 Candy by rarity, or open its evolution tree to unlock the next form for 15/60/240 Candy. Keep every earlier form. Evolution changes neither saved lineups nor Pokémon stats or point costs. Every mode can earn Poké Dollars when played on the account server while signed in. See Poké Packs for reward amounts. Ranked uses owned Pokémon and both team point budgets; one species unlock can fill multiple slots at full points.
Play with friends.
Open Play with friends, create a lobby or join an invite, and start as a guest. No account or saved team is required. Share the invite and edit your team while your friend joins; draft changes sync automatically. Both coaches ready up once at kickoff, then plays start automatically. Call timeout to stop after the current play finishes, make your changes, and both ready up to resume. You control your own team's strategies and substitutions. Injuries require your choice of reserve. Replays are personal and return to live at the next snap. Reconnect with the same browser and invite link. Guest sessions last seven days; browser saves are optional. The host's desktop must stay awake.
Save your teams.
Open Saved teams from the top bar or team builder. Name and save up to 30 teams without exporting a file. Choose This browser for local storage, or Multiplayer account when signed in on the desktop server. Load, rename, update, or delete a saved team from the list. Browser lists are separate for each website address and device; account teams are available wherever you sign in to the same server. You can save during a match, but load new drafts before kickoff or after leaving the lobby. Loading a saved team in a lobby updates your own side.
Draft. Tinker. Simulate.
Edit either team's 11-player offense and defense. Select a position, then choose any of 1,025 Pokémon from Generations I–IX, from #001 Bulbasaur through #1025 Pecharunt. Search by name or number, or combine generation and type filters. The roster includes one default form per species; regional forms and Mega Evolutions are not separate draft picks. A Pokémon can play both sides; duplicate picks fill separate slots with independent HP. Draft five substitutes per team in the Subs tab to cover either offense or defense.
A formation you can coach.
Tap a position on the formation field to draft or swap its player. Recommendations match your position, team style, ability setting and filters; role fit is a scouting score, not a win probability. Search by name or number and filter by type, generation, official baby Pokémon, unevolved species, or a base-stat cap. Baby and unevolved are different categories. Drag positions to swap, or use Swap positions and select a second slot. On mobile, a position opens a draft picker sheet.
Real stats. Ridiculous matchups.
Speed affects running and pursuit. Attack, defense, and weight affect blocking. HP and defense resist tackles. Match HP equals 80 plus base HP; damage from tackles and blocking is applied at the whistle and carries across plays. Special Attack improves QB passing, technical catches, finesse rush moves, and deception. Special Defense counters technical catches and finesse rushes and helps defenders read runs and fakes. Special stats also make smaller contributions to run-block leverage and tackle technique. Physical catches and bull rushes use Attack and Defense; speed still determines who can reach the play. Chaos adds knockdowns and occasional live fumbles.
Matchups, not minimum stat requirements.
Contested catches primarily compare the receiver with nearby coverage. QB accuracy and uncontested hands retain small skill bonuses. Both active units share a movement pace so two slow teams can still execute their blocks and routes; faster players retain their relative advantage. Quarterbacks evaluate projected openings, useful yards and checkdowns. Pressure and down-and-distance still matter.
Power or technique?
Choose a live Team style for either team. Power favors inside runs, play-action, physical catches and bull rushes. Technique favors screens, draws, technical catches and finesse rushes. Balanced mixes both. A player’s own stats also influence their preferred move. Every engagement chooses one style; players do not get two attempts. Special Defense improves positioning, not contact durability: physically fragile specialists still need protection. Settings apply at the next snap.
Type abilities.
Each type has one automatic football ability. Pure types receive the full effect; dual types receive half of each. Charizard gets 3% early speed and 2.5% receiving-route speed. Chance bonuses use percentage points: +2 points turns 60% into 62%. Only the closest standing defender within 3.5 yards supplies a coverage ability; extra defenders never stack that bonus. Normal receiving and Psychic passing bonuses can combine, within the existing chance limits. Abilities never revive fainted players. Use Type abilities before kickoff to play with or without them; this setting stays fixed during the match.
All 18 type abilities · full strength
Pressure changes the throw.
Pass defense normally rushes four. Blitz calls send one or two extra linebackers, leaving fewer defenders in coverage. Choose Coverage first, Balanced defense, Bring pressure, Defend underneath, or Press receivers for either team; changes apply at its next defensive snap against a pass. Underneath closes short lanes but tight coverage can be beaten deep. Press attempts a contested jam in the first five yards; a beaten corner needs time to recover. Blocked linemen can stop rushing to raise their hands and swat a reachable rising pass. Physical stats and Special Defense contest QB Special Attack. Each block can be beaten. The quarterback reads pressure and speeds up the release, often choosing a short outlet. Hurried and deeper passes are less accurate and more vulnerable to interceptions. Sacks require a defender to reach and tackle the quarterback before release. Match pulse tracks pass attempts, completions, sacks made, and QB pressures. Sacks do not count as pass attempts. These probabilities are tuned toward recent NFL averages for ordinary matchups; Pokémon stats, types, injuries, and your lineups still matter.
Broadcast controls.
Broadcast gently tracks the action. Cinematic uses closer framing; Tactical keeps a wide view. Action callouts follow the involved Pokémon, with larger type for turning points and decisive plays. Blocks show contact and push direction; dives, catches, sheds and tackles have distinct effects. A result ribbon holds the story after the whistle. Quiet effects reduces visual activity while keeping action labels readable. Tactical also shows player roles and HP. Auto replay selects highlights at the whistle; The finished play stays on screen for 3½ seconds before automatic replay. Both teams then line up at the new line of scrimmage, ready for your next snap. Continuous play holds this formation for 1½ seconds. Replay last play is available between snaps and Skip replay returns to the current match. Replays never change the score, HP, or simulation result. The replay pause control pauses only your replay. Reduced motion keeps a wide camera and static cues, and disables automatic replay and impact slowdown. Live online matches stay synchronized; slow motion is personal to replays. Small body hitboxes reduce piles while preserving deliberate football contact.
Football moments.
Receivers run slants, outs and double moves. Contested balls can become power catches, diving grabs, swats, or rare live tips. The QB can escape through an open lane, scramble when coverage is tight, or legally throw away outside the tackle box. Play-action sells a handoff; screens release blockers ahead of the RB; draws delay the handoff. Defenders with high Special Defense read these actions sooner.
Interceptions stay live for returns and chase-downs. Fumbles bounce free for either side to recover. On fourth down or in the final two minutes of a half, an offensive teammate cannot advance another player’s fumble. Punt flight, coverage, fair catches, returns, and blocked kicks are simulated. The healthy QB/fallback carrier handles kicks; Attack helps punt range and Special Attack helps field-goal accuracy. The fastest available defensive back returns punts. Kickoffs and extra points remain automatic.
Keep working for an opening.
Receivers choose routes using speed matchups, coverage leverage and safety help. They keep separating from trailing man coverage, settle in open zone space, and move again when that space closes. Quarterbacks read upcoming route breaks and throwing lanes; they can take an early window, step within the pocket, or look for an outlet under pressure. A fast receiver still needs room, and deep throws carry more risk. Safeties protect against long gains instead of all charging the catch.
Find a running lane.
Run plays mix inside runs, off-tackle calls, and sweeps to either side. Blockers take assignments and can hold, seal a defender away, or lose their block. Backs can make one cutback when a better lane opens, at a brief cost to momentum. Defenders read gaps, contain the edges, and take pursuit angles. Contact direction and nearby help affect tackles, so runs can lose yards, move the chains, or break into open field. The play-by-play calls out the run design, cutbacks, shed blocks, and escapes.
Football, streamlined.
Gain 10 yards in four downs. Touchdowns are 7 points including an automatic extra point, field goals are 3, and safeties are 2. On fourth down teams kick or go for it based on your playbook. Kickoffs are simplified; no penalties. Games have four quarters and can end tied.
Injuries and substitutes.
At 35% HP or less, a Pokémon is injured: speed and physical strength drop 15%, and quarterback accuracy is reduced. With abilities enabled, Fairy’s Rally reduces this penalty to 10% for pure Fairy types or 12.5% for dual types. At zero HP, it faints and stays out for the match. The game pauses and asks you to choose any available substitute for the vacant position. You control substitutions for both teams. If several players faint, choose a replacement for each. You may keep your substitutes and play short-handed instead; tap a fainted lineup slot between plays to revisit that decision. Fainted substitutes cannot be selected. Healthy players can rotate into the bench and re-enter with their remaining HP. Resume the game after making your choices. If the bench runs out, the unit plays short-handed; a team forfeits if it cannot field any healthy player in its active unit. New games restore all HP. Draft-card HP shows match HP.
You're the coach.
Kick off for continuous play, or use Next play to watch one snap. Call or cancel a timeout with Space and switch between ½× and 4× speed. A live play always finishes before a coaching timeout starts. Change either team’s playbook or fourth-down approach during a match; changes apply on the next snap. Opening the locker room in solo play queues a timeout at the whistle so you can inspect HP, injuries, and your bench. Online, use Call timeout when you need extra time. Manage lineups at any time: swap positions or rotate your five reserves, then Apply lineup. During a live play, changes are queued until the whistle. Each Pokémon keeps its HP. New species can only be drafted before kickoff. Resume when ready. Your teams and strategies are saved locally.