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-v2:2026-10-14 · 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.
Electric · Volt Absorb · Lum Berry
Thunderbolt · Thunder Wave · Shadow Ball · Quick Attack
Water · Marvel Scale · Leftovers
Surf · Ice Beam · Recover · Toxic
Bug / Steel · Swarm · Leftovers
Steel Wing · Aerial Ace · Swords Dance · Return
Grass / Poison · Overgrow · Leftovers
Giga Drain · Sleep Powder · Leech Seed · Protect
Water / Ice · Shell Armor · Leftovers
Surf · Ice Beam · Toxic · Protect
Psychic · Inner Focus · Lum Berry
Psychic · Calm Mind · Recover · Reflect
Grass · Overgrow · Lum Berry
Leaf Blade · Dragon Claw · Brick Break · Leech Seed
Electric · Static · Leftovers
Thunderbolt · Thunder Wave · Light Screen · Fire Punch
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.
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.
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 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 | 192–226 HP (82–98% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Surf | 234–276 HP (73–87% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Surf | 49–58 HP (15–19% of remaining HP) | 100% · Faster at equal priority |
| Venusaur | Ice Beam | 137–162 HP (42–51% of remaining HP) | 100% · Faster at equal priority |
| Snorlax | Surf | 87–103 HP (18–22% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Surf | 107–127 HP (36–44% of remaining HP) | 100% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Return | 217–256 HP (93–111% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Return | 119–141 HP (37–45% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Return | 90–107 HP (28–34% of remaining HP) | 100% · Slower at equal priority |
| Venusaur | Aerial Ace | 136–160 HP (42–50% of remaining HP) | Always hits · Slower at equal priority |
| Snorlax | Steel Wing | 141–166 HP (29–35% of remaining HP) | 90% · Faster at equal priority |
| Espeon | Steel Wing | 148–175 HP (50–60% of remaining HP) | 90% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Giga Drain | 133–157 HP (57–68% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Giga Drain | 20–24 HP (6–8% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Giga Drain | 139–164 HP (43–52% of remaining HP) | 100% · Faster at equal priority |
| Venusaur | Giga Drain | 17–21 HP (5–7% of remaining HP) | 100% · Speed tie |
| Snorlax | Giga Drain | 61–72 HP (12–15% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Giga Drain | 74–88 HP (25–31% of remaining HP) | 100% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Surf | 170–201 HP (73–87% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Surf | 205–242 HP (64–77% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Surf | 43–51 HP (13–16% of remaining HP) | 100% · Slower at equal priority |
| Venusaur | Ice Beam | 183–216 HP (56–68% of remaining HP) | 100% · Slower at equal priority |
| Snorlax | Surf | 77–91 HP (15–19% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Surf | 95–112 HP (32–39% of remaining HP) | 100% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Psychic | 255–300 HP (109–130% of remaining HP) | 100% · Faster at equal priority |
| Charizard | Psychic | 153–181 HP (48–57% of remaining HP) | 100% · Faster at equal priority |
| Blastoise | Psychic | 130–154 HP (40–49% of remaining HP) | 100% · Faster at equal priority |
| Venusaur | Psychic | 272–320 HP (84–100% of remaining HP) | 100% · Faster at equal priority |
| Snorlax | Psychic | 115–136 HP (23–29% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Psychic | 70–83 HP (23–29% of remaining HP) | 100% · Faster 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.