DAILY POKÉMON CHALLENGE · GEN III

Daily Red · 2026-10-10

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 10, 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 · 2026-10-10 UTC

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

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

Venusaur

Grass / Poison · Overgrow · Leftovers

Giga Drain · Sleep Powder · Leech Seed · Protect

Skarmory

Steel / Flying · Keen Eye · Leftovers

Aerial Ace · Steel Wing · Toxic · Protect

Two reserve choices

Machamp

Fighting · Guts · Lum Berry

Cross Chop · Rock Slide · Earthquake · Return

Milotic

Water · Marvel Scale · Leftovers

Surf · Ice Beam · Recover · Toxic

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 · 2026-10-10 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 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.

Consider Scizor

Return: 217–256 HP (93–111% of remaining HP) against Pikachu. Slower at equal priority.

Even a favorable type matchup may need another hit; keep a backup answer. Possible switch-in risk: Thunderbolt can deal 148–175 HP (49–58% 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 Scizor: its Steel Wing is your only computed hit guaranteed to remove at least half of Espeon’s remaining HP on hit.
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
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
Venusaur · 322/322 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuGiga Drain133–157 HP (57–68% of remaining HP)100% · Slower at equal priority
CharizardGiga Drain20–24 HP (6–8% of remaining HP)100% · Slower at equal priority
BlastoiseGiga Drain139–164 HP (43–52% of remaining HP)100% · Faster at equal priority
VenusaurGiga Drain17–21 HP (5–7% of remaining HP)100% · Speed tie
SnorlaxGiga Drain61–72 HP (12–15% of remaining HP)100% · Faster at equal priority
EspeonGiga Drain74–88 HP (25–31% 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

  • Machamp replaces Gengar: a non-critical hit can remove at least half of Pikachu, Charizard, Snorlax opening HP. Compare what the replaced ally covers before swapping.
  • Milotic replaces Gengar: a non-critical hit can remove at least half of Pikachu, Charizard 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