Gengar
Ghost / Poison · Levitate · Lum Berry
Thunderbolt · Ice Punch · Will-O-Wisp · Giga Drain
An independent fan game with Gen III battles powered by Pokémon Showdown. Practice before your daily attempt, swap one reserve and reveal two committed actions with Scout. New team at 00:00 UTC.
Normal, Fighting and Ground cannot touch it. Watch for Psychic.
Same opponent every day. Pikachu always starts.
Rules: redline-gen3-v2-pkmn-0.10.11 · seed: redline-gen3-v2:2026-10-05 · new daily team at 00:00 UTC.
Dates before October 18, 2026 are date-seeded practice under these rules, not preserved original releases. This version keeps a fixed v2 configuration. Dates without a preserved original version are labeled as current-rules practice.
Ghost / Poison · Levitate · Lum Berry
Thunderbolt · Ice Punch · Will-O-Wisp · Giga Drain
Water / Ground · Torrent · Leftovers
Surf · Earthquake · Ice Beam · Protect
Steel / Psychic · Clear Body · Lum Berry
Meteor Mash · Earthquake · Rock Slide · Agility
Electric · Static · Leftovers
Thunderbolt · Thunder Wave · Light Screen · Fire Punch
Water / Ice · Water Absorb · Leftovers
Surf · Ice Beam · Thunderbolt · Body Slam
Steel / Flying · Keen Eye · Leftovers
Aerial Ace · Steel Wing · Toxic · Protect
Water · Water Absorb · Leftovers
Surf · Ice Beam · Toxic · Protect
Water / Ice · Shell Armor · Leftovers
Surf · Ice Beam · Toxic · Protect
Electric · Static · Light Ball
Thunderbolt · Quick Attack · Thunder Wave · Brick Break
Fire / Flying · Blaze · Lum Berry
Flamethrower · Dragon Claw · Earthquake · Aerial Ace
Water · Torrent · Leftovers
Surf · Ice Beam · Toxic · Protect
Grass / Poison · Overgrow · Leftovers
Giga Drain · Sleep Powder · Leech Seed · Protect
Normal · Thick Fat · Leftovers
Body Slam · Shadow Ball · Earthquake · Rest
Psychic · Synchronize · Lum Berry
Psychic · Calm Mind · Reflect · Morning Sun
Compare your actual moves against Red’s six, then test an opening in practice. These are matchup suggestions, not a guaranteed winning sequence.
Earthquake: 510–600 HP (219–259% of remaining HP) against Pikachu. Slower at equal priority.
Enough for a knockout on a successful non-critical hit. Possible switch-in risk: Brick Break can deal 39–46 HP (10–13% of remaining HP). This is a possible move, not a prediction of Red’s queued action.
Earthquake: 440–518 HP (189–224% of remaining HP) against Pikachu. Slower at equal priority.
Enough for a knockout on a successful non-critical hit. Possible switch-in risk: Thunderbolt can deal 136–160 HP (42–50% of remaining HP). This is a possible move, not a prediction of Red’s queued action.
Damage uses the Gen III simulator: 85–100% rolls, no critical hits, on a successful hit. Current HP, boosts, items, abilities, weather and screens are included. Hypothetical entries apply entry abilities; later healing, secondary effects, protection, and Red’s intervening action can change the outcome. Multi-hit, self-destruct, Pursuit and status moves are not assigned numeric damage. Speed compares equal-priority attacks; statuses can prevent acting. Percentages use remaining HP.
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Ice Punch | 137–162 HP (59–70% of remaining HP) | 100% · Faster at equal priority |
| Charizard | Thunderbolt | 210–248 HP (66–78% of remaining HP) | 100% · Faster at equal priority |
| Blastoise | Thunderbolt | 180–212 HP (56–67% of remaining HP) | 100% · Faster at equal priority |
| Venusaur | Ice Punch | 147–174 HP (45–55% of remaining HP) | 100% · Faster at equal priority |
| Snorlax | Thunderbolt | 79–93 HP (16–20% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Thunderbolt | 96–114 HP (32–40% of remaining HP) | 100% · Speed tie |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Earthquake | 510–600 HP (219–259% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Surf | 205–242 HP (64–77% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Earthquake | 107–126 HP (33–40% of remaining HP) | 100% · Slower at equal priority |
| Venusaur | Earthquake | 135–159 HP (41–50% of remaining HP) | 100% · Slower at equal priority |
| Snorlax | Earthquake | 160–189 HP (33–40% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Earthquake | 169–199 HP (57–69% of remaining HP) | 100% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Earthquake | 440–518 HP (189–224% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Rock Slide | 367–432 HP (115–136% of remaining HP) | 90% · Slower at equal priority |
| Blastoise | Earthquake | 91–108 HP (28–34% of remaining HP) | 100% · Slower at equal priority |
| Venusaur | Meteor Mash | 174–205 HP (54–64% of remaining HP) | 85% · Slower at equal priority |
| Snorlax | Meteor Mash | 207–244 HP (42–51% of remaining HP) | 85% · Faster at equal priority |
| Espeon | Meteor Mash | 219–258 HP (75–89% of remaining HP) | 85% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Fire Punch | 124–146 HP (53–63% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Thunderbolt | 285–336 HP (89–106% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Thunderbolt | 244–288 HP (76–90% of remaining HP) | 100% · Slower at equal priority |
| Venusaur | Fire Punch | 134–158 HP (41–50% of remaining HP) | 100% · Slower at equal priority |
| Snorlax | Thunderbolt | 107–126 HP (22–27% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Thunderbolt | 130–154 HP (44–53% of remaining HP) | 100% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Surf | 187–220 HP (80–95% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Surf | 226–266 HP (71–84% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Thunderbolt | 129–152 HP (40–48% of remaining HP) | 100% · Slower at equal priority |
| Venusaur | Ice Beam | 200–236 HP (62–74% of remaining HP) | 100% · Slower at equal priority |
| Snorlax | Surf | 85–100 HP (17–21% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Surf | 104–123 HP (35–43% of remaining HP) | 100% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Steel Wing | 63–75 HP (27–33% of remaining HP) | 90% · Slower at equal priority |
| Charizard | Aerial Ace | 61–72 HP (19–23% of remaining HP) | Always hits · Slower at equal priority |
| Blastoise | Aerial Ace | 45–54 HP (14–17% of remaining HP) | Always hits · Slower at equal priority |
| Venusaur | Aerial Ace | 117–138 HP (36–43% of remaining HP) | Always hits · Slower at equal priority |
| Snorlax | Steel Wing | 79–94 HP (16–20% of remaining HP) | 90% · Faster at equal priority |
| Espeon | Steel Wing | 84–99 HP (28–34% of remaining HP) | 90% · Slower at equal priority |
Changing a lead or reserve changes the opening. Scout reveals the committed action only after you use it. No calculation spends PP, Scout uses or a battle turn.