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162-0 Strategy Guide: How to Build a Perfect MLB Roster

By SportsMonkie Baseball Desk Updated August 13, 2026
Baseball roster lineup card with nine position slots on a stadium backdrop
On this page5
  1. 01How the draft actually works
  2. 02Step-by-step draft strategy
  3. 03Common mistakes that sink a 162-0 run
  4. 04How to maximize your shot at a perfect season
  5. 05Classic vs. Blind Draft: which builds a better roster

The best 162-0 strategy is balance: draft hitting and pitching evenly since they’re weighted the same in your team rating, keep an eye on which decade your era spins are drifting toward, and hold your rerolls until you actually need them — not spend them chasing a marginally better outfielder in round two. 162-0 is SportsMonkie’s free browser game where you spin for an era and draft nine real MLB positions — one hitter per infield and outfield slot, plus a starting pitcher — then simulate a full season to see how close you get to a flawless record.

How the draft actually works

Every round covers exactly one position, in order: catcher, first base, second base, third base, shortstop, left field, center field, right field, then pitcher. Each round spins a random decade and shows three candidates, pulled first from players near that spun era; if fewer than three qualify, the pool opens up to the full position list. You get three rerolls for the whole draft, not per round, so treat them as a scarce resource across all nine picks rather than a per-round convenience.

Before you draft, pick Classic or Blind Draft mode. Classic shows every rating — contact, power, discipline, speed, fielding for hitters; stuff, control, and stamina for your pitcher — so you can draft with full information. Blind Draft hides all of it, forcing you to pick on name recognition and archetype alone, which is a real test of baseball knowledge rather than a rating-comparison exercise.

Step-by-step draft strategy

  1. Draft your pitcher’s stuff and control together, not one or the other. A pitcher with both stuff and control at 78 or higher triggers the Ace on the Mound chemistry bonus. A pitcher weak in both categories triggers Thin on the Mound, a straight penalty — there’s no partial credit for a one-dimensional arm.
  2. Track the eras you’re spinning, not just the eras of the players you like. The season you simulate uses the average of your nine spun eras, so a roster full of 1990s sluggers built during a run that mostly spun 1960s and 1970s rounds will fight its own eraFit score. Lean toward candidates whose playerEra sits close to where your spins are trending.
  3. Don’t overload on power at the expense of speed. A lineup averaging 78+ power with speed under 50 triggers an All Sluggers, No Speed penalty. A five-tool or table-setter type mixed in protects your chemistry score even if it means passing on a slightly higher power number.
  4. Save at least one reroll for your pitcher round. Eight of nine slots are hitters, but pitching carries the same 32% weight as hitting in your overall rating — a weak pitcher round you didn’t reroll is disproportionately costly.
  5. Don’t ignore fielding for a lineup of bats. Defense factors into your overall rating across all nine players, pitcher included, and a defense average under 58 triggers a Shaky Defense penalty on top of the lower raw rating.

Common mistakes that sink a 162-0 run

The most common mistake is chasing the single highest “overall” number every round without checking archetype or era. A card with a great overall rating but wildly out-of-era stats still drags eraFit down, and eraFit feeds directly into your final team rating, not just chemistry. The second-most common mistake is burning all three rerolls in the first two or three rounds on hitters, then being stuck with whatever three candidates spin for the pitcher slot. The third is stacking discipline-free power bats: a lineup that looks dominant on power alone can trip the Free-Swinging Lineup penalty if average discipline drops under 55, quietly capping a roster that otherwise looks stacked.

How to maximize your shot at a perfect season

A truly flawless run — zero losses, earning the game’s top S grade — is rare even for a well-built roster, since fatigue and injury risk accumulate as the schedule wears on. Fatigue scales with the era’s physicality modifier and your roster’s average stamina; injury risk scales with durability and physicality together. Two rosters with identical hitting and pitching numbers can still finish with different records if one has meaningfully better stamina and durability across all nine cards. If you’re chasing a flawless season rather than just a passing grade, weigh those two stats in close calls between otherwise similar candidates — they don’t show up in your headline overall number, but they shape how your roster holds up over 162 games. For context on how hard a real perfect season is, see our breakdown of the best regular-season record in MLB history and the longest winning streak in MLB history — no real team has ever gone unbeaten across a full schedule.

Classic vs. Blind Draft: which builds a better roster

Classic mode is the better choice for optimizing a roster, since you can weigh every stat above in real time. Blind Draft is a harder, more honest test of baseball knowledge — you’re drafting on what you remember about a player’s era, position, and reputation, then finding out afterward whether your memory matched the numbers. Neither mode changes the underlying math; a Blind Draft roster is scored by the exact same hitting, pitching, defense, chemistry, and era-fit formula as a Classic one — it’s just built with less information going in.

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Frequently asked questions

How many rerolls do I get in 162-0?+

Three, total, for the entire nine-round draft — not three per round. Once you use a reroll on your catcher pick, you have two left for the remaining eight rounds, including your pitcher. Spend them where a weak card would actually sink your grade, not on marginal upgrades early.

What's the difference between Classic and Blind Draft mode?+

Classic shows full ratings — contact, power, stuff, control, and the rest — while you draft, so you can build strategically. Blind Draft hides every number; you pick on position, archetype, and what you actually remember about the player, then see how your instincts held up once the season simulates.

How is my final grade calculated in 162-0?+

Grade comes from your simulated win-loss record, not your roster ratings directly. Zero losses earns an S regardless of record length. A .85 win percentage or better earns an A, .70 or better a B, .50 or better a C, .30 or better a D, and anything lower an F.

Which stats matter most for my team's overall rating?+

Hitting and pitching are weighted equally at 32% each, defense is 22%, and chemistry is 14%, with a small additional adjustment based on how well your roster's eras fit the season you end up simulating. A roster that's elite at hitting but weak on the mound caps out lower than one that's solid across both.

How does era fit affect my roster?+

The season you simulate isn't a fixed year — it's the average of the nine eras spun during your draft. Players drafted far from that average era hurt both your chemistry score and your overall rating, while a roster that clusters tightly around it can trigger an Era Specialists chemistry bonus.

Does the schedule length change based on the era?+

Yes. If your nine spins average out to the 1950s, you'll play a 154-game season — the real pre-expansion MLB schedule. Every era from the 1960s onward simulates the full modern 162-game season, matching actual MLB history.

Why do fatigue and injuries affect my season even with a strong roster?+

Fatigue builds as the season progresses, scaled by the era's physicality and your roster's average stamina, while injury risk is tied to durability and physicality too. Two rosters with identical hitting and pitching ratings can still post different records if one has noticeably better stamina and durability across the board.

Can a reroll fix a bad pitcher pick specifically?+

Yes, but only while that round is active — rerolling spins three new pitcher candidates for that same round, it doesn't let you go back and redo an earlier position after you've locked it in and moved on.

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