DAILY POKÉMON CHALLENGE · GEN III

Daily Red · 2026-10-05

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.

STREAK0days
DAILY WINS0wins
Oct 5, 2026 · ARCHIVEUNLIMITED · NO DAILY SCORE
Today's challenge
Lead with Gengar.Keep this team, or choose another lead below.
Optional: one reserve swap & a bonus goal TACTICS
ONE TACTICAL SWAP

A different way up.

Trade Gengar for one reserve. Same choices for everyone; no random rerolls.

Optional. You can keep the original six.

Choose a bonus goal.

Win first. Your goal adds a reward; it never changes damage or difficulty.

THE SUMMIT6 VS 6 · LEVEL 100
A NEW TEAM. THE SAME SUMMIT.
Choose your lead. Make this team yours.NO DOWNLOAD. NO LOGIN.
01

Choose your lead.

Select your lead
Immune pivot

Normal, Fighting and Ground cannot touch it. Watch for Psychic.

ThunderboltIce PunchWill-O-WispGiga Drain

Meet Red’s six.

Same opponent every day. Pikachu always starts.

Daily Red configuration · 2026-10-05 UTC

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.

Starting six

Gengar

Ghost / Poison · Levitate · Lum Berry

Thunderbolt · Ice Punch · Will-O-Wisp · Giga Drain

Swampert

Water / Ground · Torrent · Leftovers

Surf · Earthquake · Ice Beam · Protect

Metagross

Steel / Psychic · Clear Body · Lum Berry

Meteor Mash · Earthquake · Rock Slide · Agility

Ampharos

Electric · Static · Leftovers

Thunderbolt · Thunder Wave · Light Screen · Fire Punch

Lapras

Water / Ice · Water Absorb · Leftovers

Surf · Ice Beam · Thunderbolt · Body Slam

Skarmory

Steel / Flying · Keen Eye · Leftovers

Aerial Ace · Steel Wing · Toxic · Protect

Two reserve choices

Vaporeon

Water · Water Absorb · Leftovers

Surf · Ice Beam · Toxic · Protect

Cloyster

Water / Ice · Shell Armor · Leftovers

Surf · Ice Beam · Toxic · Protect

Red’s six

Pikachu

Electric · Static · Light Ball

Thunderbolt · Quick Attack · Thunder Wave · Brick Break

Charizard

Fire / Flying · Blaze · Lum Berry

Flamethrower · Dragon Claw · Earthquake · Aerial Ace

Blastoise

Water · Torrent · Leftovers

Surf · Ice Beam · Toxic · Protect

Venusaur

Grass / Poison · Overgrow · Leftovers

Giga Drain · Sleep Powder · Leech Seed · Protect

Snorlax

Normal · Thick Fat · Leftovers

Body Slam · Shadow Ball · Earthquake · Rest

Espeon

Psychic · Synchronize · Lum Berry

Psychic · Calm Mind · Reflect · Morning Sun

Opening team · 2026-10-05 UTC

How to beat Red with this team

Compare your actual moves against Red’s six, then test an opening in practice. These are matchup suggestions, not a guaranteed winning sequence.

Consider Swampert

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.

Consider Metagross

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 calculation assumptions and limits

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.

Gengar · 282/282 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuIce Punch137–162 HP (59–70% of remaining HP)100% · Faster at equal priority
CharizardThunderbolt210–248 HP (66–78% of remaining HP)100% · Faster at equal priority
BlastoiseThunderbolt180–212 HP (56–67% of remaining HP)100% · Faster at equal priority
VenusaurIce Punch147–174 HP (45–55% of remaining HP)100% · Faster at equal priority
SnorlaxThunderbolt79–93 HP (16–20% of remaining HP)100% · Faster at equal priority
EspeonThunderbolt96–114 HP (32–40% of remaining HP)100% · Speed tie
Swampert · 362/362 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuEarthquake510–600 HP (219–259% of remaining HP)100% · Slower at equal priority
CharizardSurf205–242 HP (64–77% of remaining HP)100% · Slower at equal priority
BlastoiseEarthquake107–126 HP (33–40% of remaining HP)100% · Slower at equal priority
VenusaurEarthquake135–159 HP (41–50% of remaining HP)100% · Slower at equal priority
SnorlaxEarthquake160–189 HP (33–40% of remaining HP)100% · Faster at equal priority
EspeonEarthquake169–199 HP (57–69% of remaining HP)100% · Slower at equal priority
Metagross · 322/322 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuEarthquake440–518 HP (189–224% of remaining HP)100% · Slower at equal priority
CharizardRock Slide367–432 HP (115–136% of remaining HP)90% · Slower at equal priority
BlastoiseEarthquake91–108 HP (28–34% of remaining HP)100% · Slower at equal priority
VenusaurMeteor Mash174–205 HP (54–64% of remaining HP)85% · Slower at equal priority
SnorlaxMeteor Mash207–244 HP (42–51% of remaining HP)85% · Faster at equal priority
EspeonMeteor Mash219–258 HP (75–89% of remaining HP)85% · Slower at equal priority
Ampharos · 342/342 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuFire Punch124–146 HP (53–63% of remaining HP)100% · Slower at equal priority
CharizardThunderbolt285–336 HP (89–106% of remaining HP)100% · Slower at equal priority
BlastoiseThunderbolt244–288 HP (76–90% of remaining HP)100% · Slower at equal priority
VenusaurFire Punch134–158 HP (41–50% of remaining HP)100% · Slower at equal priority
SnorlaxThunderbolt107–126 HP (22–27% of remaining HP)100% · Faster at equal priority
EspeonThunderbolt130–154 HP (44–53% of remaining HP)100% · Slower at equal priority
Lapras · 422/422 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuSurf187–220 HP (80–95% of remaining HP)100% · Slower at equal priority
CharizardSurf226–266 HP (71–84% of remaining HP)100% · Slower at equal priority
BlastoiseThunderbolt129–152 HP (40–48% of remaining HP)100% · Slower at equal priority
VenusaurIce Beam200–236 HP (62–74% of remaining HP)100% · Slower at equal priority
SnorlaxSurf85–100 HP (17–21% of remaining HP)100% · Faster at equal priority
EspeonSurf104–123 HP (35–43% of remaining HP)100% · Slower at equal priority
Skarmory · 292/292 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuSteel Wing63–75 HP (27–33% of remaining HP)90% · Slower at equal priority
CharizardAerial Ace61–72 HP (19–23% of remaining HP)Always hits · Slower at equal priority
BlastoiseAerial Ace45–54 HP (14–17% of remaining HP)Always hits · Slower at equal priority
VenusaurAerial Ace117–138 HP (36–43% of remaining HP)Always hits · Slower at equal priority
SnorlaxSteel Wing79–94 HP (16–20% of remaining HP)90% · Faster at equal priority
EspeonSteel Wing84–99 HP (28–34% of remaining HP)90% · Slower at equal priority

What the reserves offer

  • Vaporeon replaces Gengar: a non-critical hit can remove at least half of Pikachu, Charizard opening HP. Compare what the replaced ally covers before swapping.
  • Cloyster replaces Gengar: a non-critical hit can remove at least half of Pikachu, Charizard, Venusaur opening HP. Compare what the replaced ally covers before swapping.
Practice this team from the opening

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.

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