Jolteon
Electric · Volt Absorb · Lum Berry
Thunderbolt · Thunder Wave · Shadow Ball · Quick Attack
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.
Faster than most opponents. Absorbs Electric moves for healing.
Same opponent every day. Pikachu always starts.
Rules: redline-gen3-v2-pkmn-0.10.11 · seed: redline-gen3-v2:2026-10-13 · 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.
Electric · Volt Absorb · Lum Berry
Thunderbolt · Thunder Wave · Shadow Ball · Quick Attack
Water · Water Absorb · Leftovers
Surf · Ice Beam · Toxic · Protect
Bug / Fighting · Guts · Lum Berry
Megahorn · Brick Break · Rock Slide · Swords Dance
Dark · Synchronize · Leftovers
Toxic · Moonlight · Protect · Return
Steel / Flying · Keen Eye · Leftovers
Aerial Ace · Steel Wing · Toxic · Protect
Poison / Ground · Poison Point · Lum Berry
Earthquake · Ice Beam · Thunderbolt · Megahorn
Water · Torrent · Leftovers
Surf · Ice Beam · Toxic · Protect
Water / Flying · Intimidate · Leftovers
Earthquake · Return · Surf · Dragon Dance
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: 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.
Megahorn: 372–438 HP (160–189% 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 130–154 HP (40–48% 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 | Thunderbolt | 113–134 HP (48–58% of remaining HP) | 100% · Faster at equal priority |
| Charizard | Thunderbolt | 275–324 HP (86–102% of remaining HP) | 100% · Faster at equal priority |
| Blastoise | Thunderbolt | 234–276 HP (73–87% of remaining HP) | 100% · Faster at equal priority |
| Venusaur | Thunderbolt | 61–72 HP (18–23% of remaining HP) | 100% · Faster at equal priority |
| Snorlax | Thunderbolt | 102–121 HP (21–26% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Thunderbolt | 127–150 HP (43–52% of remaining HP) | 100% · Faster at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Surf | 207–244 HP (89–106% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Surf | 251–296 HP (78–94% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Surf | 53–63 HP (16–20% of remaining HP) | 100% · Slower at equal priority |
| Venusaur | Ice Beam | 149–176 HP (46–55% of remaining HP) | 100% · Slower at equal priority |
| Snorlax | Surf | 94–111 HP (19–24% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Surf | 115–136 HP (39–47% of remaining HP) | 100% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Megahorn | 372–438 HP (160–189% of remaining HP) | 85% · Slower at equal priority |
| Charizard | Rock Slide | 343–404 HP (107–128% of remaining HP) | 90% · Slower at equal priority |
| Blastoise | Megahorn | 155–183 HP (48–58% of remaining HP) | 85% · Faster at equal priority |
| Venusaur | Megahorn | 196–231 HP (60–72% of remaining HP) | 85% · Faster at equal priority |
| Snorlax | Brick Break | 292–344 HP (60–72% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Megahorn | 491–578 HP (168–198% of remaining HP) | 85% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Return | 117–138 HP (50–60% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Return | 65–77 HP (20–25% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Return | 49–58 HP (15–19% of remaining HP) | 100% · Slower at equal priority |
| Venusaur | Return | 62–73 HP (19–23% of remaining HP) | 100% · Slower at equal priority |
| Snorlax | Return | 73–87 HP (15–19% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Return | 78–92 HP (26–32% 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 |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Earthquake | 445–524 HP (191–226% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Thunderbolt | 137–162 HP (43–51% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Thunderbolt | 117–138 HP (36–44% of remaining HP) | 100% · Faster at equal priority |
| Venusaur | Ice Beam | 122–144 HP (37–45% of remaining HP) | 100% · Faster at equal priority |
| Snorlax | Earthquake | 140–165 HP (29–35% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Megahorn | 236–278 HP (80–96% of remaining HP) | 85% · 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.