DAILY POKÉMON CHALLENGE · GEN III

Daily Red · 2026-10-14

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 14, 2026 · ARCHIVEUNLIMITED · NO DAILY SCORE
Today's challenge
Lead with Jolteon.Keep this team, or choose another lead below.
Optional: one reserve swap & a bonus goal TACTICS
ONE TACTICAL SWAP

A different way up.

Trade Jolteon 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
Speed control

Faster than most opponents. Absorbs Electric moves for healing.

ThunderboltThunder WaveShadow BallQuick Attack

Meet Red’s six.

Same opponent every day. Pikachu always starts.

Daily Red configuration · 2026-10-14 UTC

Rules: redline-gen3-v2-pkmn-0.10.11 · seed: redline-gen3-v2:2026-10-14 · 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

Jolteon

Electric · Volt Absorb · Lum Berry

Thunderbolt · Thunder Wave · Shadow Ball · Quick Attack

Milotic

Water · Marvel Scale · Leftovers

Surf · Ice Beam · Recover · Toxic

Scizor

Bug / Steel · Swarm · Leftovers

Steel Wing · Aerial Ace · Swords Dance · Return

Venusaur

Grass / Poison · Overgrow · Leftovers

Giga Drain · Sleep Powder · Leech Seed · Protect

Cloyster

Water / Ice · Shell Armor · Leftovers

Surf · Ice Beam · Toxic · Protect

Alakazam

Psychic · Inner Focus · Lum Berry

Psychic · Calm Mind · Recover · Reflect

Two reserve choices

Sceptile

Grass · Overgrow · Lum Berry

Leaf Blade · Dragon Claw · Brick Break · Leech Seed

Ampharos

Electric · Static · Leftovers

Thunderbolt · Thunder Wave · Light Screen · Fire Punch

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 · 2026-10-14 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 Alakazam

Psychic: 255–300 HP (109–130% of remaining HP) against Pikachu. Faster at equal priority.

Enough for a knockout on a successful non-critical hit. Possible switch-in risk: Thunderbolt can deal 142–168 HP (52–62% 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 Jolteon: its Thunderbolt is your only computed hit guaranteed to remove at least half of Blastoise’s remaining HP on hit.
  • Preserve Scizor: its Steel Wing is your only computed hit guaranteed to remove at least half of Espeon’s remaining HP on hit.
Jolteon · 292/292 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuThunderbolt113–134 HP (48–58% of remaining HP)100% · Faster at equal priority
CharizardThunderbolt275–324 HP (86–102% of remaining HP)100% · Faster at equal priority
BlastoiseThunderbolt234–276 HP (73–87% of remaining HP)100% · Faster at equal priority
VenusaurThunderbolt61–72 HP (18–23% of remaining HP)100% · Faster at equal priority
SnorlaxThunderbolt102–121 HP (21–26% of remaining HP)100% · Faster at equal priority
EspeonThunderbolt127–150 HP (43–52% of remaining HP)100% · Faster at equal priority
Milotic · 352/352 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuSurf192–226 HP (82–98% of remaining HP)100% · Slower at equal priority
CharizardSurf234–276 HP (73–87% of remaining HP)100% · Slower at equal priority
BlastoiseSurf49–58 HP (15–19% of remaining HP)100% · Faster at equal priority
VenusaurIce Beam137–162 HP (42–51% of remaining HP)100% · Faster at equal priority
SnorlaxSurf87–103 HP (18–22% of remaining HP)100% · Faster at equal priority
EspeonSurf107–127 HP (36–44% 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
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
Cloyster · 262/262 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuSurf170–201 HP (73–87% of remaining HP)100% · Slower at equal priority
CharizardSurf205–242 HP (64–77% of remaining HP)100% · Slower at equal priority
BlastoiseSurf43–51 HP (13–16% of remaining HP)100% · Slower at equal priority
VenusaurIce Beam183–216 HP (56–68% of remaining HP)100% · Slower at equal priority
SnorlaxSurf77–91 HP (15–19% of remaining HP)100% · Faster at equal priority
EspeonSurf95–112 HP (32–39% of remaining HP)100% · Slower at equal priority
Alakazam · 272/272 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuPsychic255–300 HP (109–130% of remaining HP)100% · Faster at equal priority
CharizardPsychic153–181 HP (48–57% of remaining HP)100% · Faster at equal priority
BlastoisePsychic130–154 HP (40–49% of remaining HP)100% · Faster at equal priority
VenusaurPsychic272–320 HP (84–100% of remaining HP)100% · Faster at equal priority
SnorlaxPsychic115–136 HP (23–29% of remaining HP)100% · Faster at equal priority
EspeonPsychic70–83 HP (23–29% of remaining HP)100% · Faster at equal priority

What the reserves offer

  • Sceptile replaces Jolteon: a non-critical hit can remove at least half of Pikachu, Blastoise opening HP. Compare what the replaced ally covers before swapping.
  • Ampharos replaces Jolteon: a non-critical hit can remove at least half of Pikachu, Charizard, Blastoise 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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