DAILY POKÉMON CHALLENGE · GEN III

Daily Red · 2026-10-06

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 6, 2026 · ARCHIVEUNLIMITED · NO DAILY SCORE
Today's challenge
Lead with Sceptile.Keep this team, or choose another lead below.
Optional: one reserve swap & a bonus goal TACTICS
ONE TACTICAL SWAP

A different way up.

Trade Sceptile 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
Fast disruptor

Fast Grass pressure. Leaf Blade uses Special Attack here.

Leaf BladeDragon ClawBrick BreakLeech Seed

Meet Red’s six.

Same opponent every day. Pikachu always starts.

Daily Red configuration · 2026-10-06 UTC

Rules: redline-gen3-v2-pkmn-0.10.11 · seed: redline-gen3-v2:2026-10-06 · 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

Sceptile

Grass · Overgrow · Lum Berry

Leaf Blade · Dragon Claw · Brick Break · Leech Seed

Lapras

Water / Ice · Water Absorb · Leftovers

Surf · Ice Beam · Thunderbolt · Body Slam

Scizor

Bug / Steel · Swarm · Leftovers

Steel Wing · Aerial Ace · Swords Dance · Return

Gardevoir

Psychic · Synchronize · Leftovers

Psychic · Thunderbolt · Calm Mind · Will-O-Wisp

Blaziken

Fire / Fighting · Blaze · Lum Berry

Flamethrower · Brick Break · Rock Slide · Swords Dance

Nidoking

Poison / Ground · Poison Point · Lum Berry

Earthquake · Ice Beam · Thunderbolt · Megahorn

Two reserve choices

Skarmory

Steel / Flying · Keen Eye · Leftovers

Aerial Ace · Steel Wing · 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 · 2026-10-06 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 Nidoking

Earthquake: 445–524 HP (191–226% of remaining HP) against Pikachu. Slower at equal priority.

Enough for a knockout on a successful non-critical hit. Possible switch-in risk: Quick Attack can deal 23–28 HP (7–9% of remaining HP). This is a possible move, not a prediction of Red’s queued action.

Consider Gardevoir

Psychic: 238–280 HP (102–121% 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 113–133 HP (37–45% 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.

Coverage worth keeping

  • Preserve Blaziken: its Brick Break is your only computed hit guaranteed to remove at least half of Snorlax’s remaining HP on hit.
Sceptile · 302/302 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuLeaf Blade161–190 HP (69–82% of remaining HP)100% · Faster at equal priority
CharizardDragon Claw74–88 HP (23–28% of remaining HP)100% · Faster at equal priority
BlastoiseLeaf Blade168–198 HP (52–62% of remaining HP)100% · Faster at equal priority
VenusaurDragon Claw66–78 HP (20–25% of remaining HP)100% · Faster at equal priority
SnorlaxBrick Break119–140 HP (24–30% of remaining HP)100% · Faster at equal priority
EspeonLeaf Blade90–106 HP (30–37% of remaining HP)100% · Faster 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
Scizor · 302/302 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuReturn217–256 HP (93–111% of remaining HP)100% · Slower at equal priority
CharizardReturn119–141 HP (37–45% of remaining HP)100% · Slower at equal priority
BlastoiseReturn90–107 HP (28–34% of remaining HP)100% · Slower at equal priority
VenusaurAerial Ace136–160 HP (42–50% of remaining HP)Always hits · Slower at equal priority
SnorlaxSteel Wing141–166 HP (29–35% of remaining HP)90% · Faster at equal priority
EspeonSteel Wing148–175 HP (50–60% of remaining HP)90% · Slower at equal priority
Gardevoir · 298/298 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuPsychic238–280 HP (102–121% of remaining HP)100% · Slower at equal priority
CharizardThunderbolt204–240 HP (64–76% of remaining HP)100% · Slower at equal priority
BlastoiseThunderbolt173–204 HP (54–64% of remaining HP)100% · Faster at equal priority
VenusaurPsychic256–302 HP (79–94% of remaining HP)100% · Speed tie
SnorlaxPsychic107–127 HP (22–27% of remaining HP)100% · Faster at equal priority
EspeonThunderbolt93–110 HP (31–38% of remaining HP)100% · Slower at equal priority
Blaziken · 322/322 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuFlamethrower207–244 HP (89–106% of remaining HP)100% · Slower at equal priority
CharizardRock Slide302–356 HP (94–112% of remaining HP)90% · Slower at equal priority
BlastoiseBrick Break86–102 HP (26–32% of remaining HP)100% · Faster at equal priority
VenusaurFlamethrower224–264 HP (69–82% of remaining HP)100% · Speed tie
SnorlaxBrick Break260–306 HP (53–64% of remaining HP)100% · Faster at equal priority
EspeonFlamethrower115–136 HP (39–47% of remaining HP)100% · Slower at equal priority
Nidoking · 324/324 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuEarthquake445–524 HP (191–226% of remaining HP)100% · Slower at equal priority
CharizardThunderbolt137–162 HP (43–51% of remaining HP)100% · Slower at equal priority
BlastoiseThunderbolt117–138 HP (36–44% of remaining HP)100% · Faster at equal priority
VenusaurIce Beam122–144 HP (37–45% of remaining HP)100% · Faster at equal priority
SnorlaxEarthquake140–165 HP (29–35% of remaining HP)100% · Faster at equal priority
EspeonMegahorn236–278 HP (80–96% of remaining HP)85% · Slower at equal priority

What the reserves offer

  • Skarmory replaces Sceptile: a non-critical hit can remove at least half of no opponent’s opening HP. Compare what the replaced ally covers before swapping.
  • Cloyster replaces Sceptile: 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.

REDLINE Take the thoughtful route.Local-first · No login · No pay-to-win