DAILY POKÉMON CHALLENGE · GEN III

Daily Red · 2026-10-15

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 15, 2026 · ARCHIVEUNLIMITED · NO DAILY SCORE
Today's challenge
Lead with Alakazam.Keep this team, or choose another lead below.
Optional: one reserve swap & a bonus goal TACTICS
ONE TACTICAL SWAP

A different way up.

Trade Alakazam 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
Glass cannon

High speed and special power; vulnerable to strong physical attacks.

PsychicCalm MindRecoverReflect

Meet Red’s six.

Same opponent every day. Pikachu always starts.

Daily Red configuration · 2026-10-15 UTC

Rules: redline-gen3-v2-pkmn-0.10.11 · seed: redline-gen3-v2:2026-10-15 · 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

Alakazam

Psychic · Inner Focus · Lum Berry

Psychic · Calm Mind · Recover · Reflect

Blastoise

Water · Torrent · Leftovers

Surf · Ice Beam · Toxic · Protect

Metagross

Steel / Psychic · Clear Body · Lum Berry

Meteor Mash · Earthquake · Rock Slide · Agility

Ampharos

Electric · Static · Leftovers

Thunderbolt · Thunder Wave · Light Screen · Fire Punch

Scizor

Bug / Steel · Swarm · Leftovers

Steel Wing · Aerial Ace · Swords Dance · Return

Dragonite

Dragon / Flying · Inner Focus · Lum Berry

Aerial Ace · Earthquake · Brick Break · Dragon Dance

Two reserve choices

Gardevoir

Psychic · Synchronize · Leftovers

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

Lapras

Water / Ice · Water Absorb · Leftovers

Surf · Ice Beam · Thunderbolt · Body Slam

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 · 2026-10-15 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 Metagross

Earthquake: 440–518 HP (189–224% 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 136–160 HP (42–50% of remaining HP). This is a possible move, not a prediction of Red’s queued action.

Consider Dragonite

Earthquake: 438–516 HP (188–223% 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 125–148 HP (36–44% 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 Ampharos: its Thunderbolt is your only computed hit guaranteed to remove at least half of Blastoise’s remaining HP on hit.
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
Blastoise · 320/320 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% · Speed tie
VenusaurIce Beam122–144 HP (37–45% 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
Metagross · 322/322 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuEarthquake440–518 HP (189–224% of remaining HP)100% · Slower at equal priority
CharizardRock Slide367–432 HP (115–136% of remaining HP)90% · Slower at equal priority
BlastoiseEarthquake91–108 HP (28–34% of remaining HP)100% · Slower at equal priority
VenusaurMeteor Mash174–205 HP (54–64% of remaining HP)85% · Slower at equal priority
SnorlaxMeteor Mash207–244 HP (42–51% of remaining HP)85% · Faster at equal priority
EspeonMeteor Mash219–258 HP (75–89% of remaining HP)85% · Slower at equal priority
Ampharos · 342/342 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuFire Punch124–146 HP (53–63% of remaining HP)100% · Slower at equal priority
CharizardThunderbolt285–336 HP (89–106% of remaining HP)100% · Slower at equal priority
BlastoiseThunderbolt244–288 HP (76–90% of remaining HP)100% · Slower at equal priority
VenusaurFire Punch134–158 HP (41–50% of remaining HP)100% · Slower at equal priority
SnorlaxThunderbolt107–126 HP (22–27% of remaining HP)100% · Faster at equal priority
EspeonThunderbolt130–154 HP (44–53% 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
Dragonite · 344/344 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuEarthquake438–516 HP (188–223% of remaining HP)100% · Slower at equal priority
CharizardAerial Ace109–129 HP (34–41% of remaining HP)Always hits · Slower at equal priority
BlastoiseEarthquake91–108 HP (28–34% of remaining HP)100% · Faster at equal priority
VenusaurAerial Ace209–246 HP (64–77% of remaining HP)Always hits · Speed tie
SnorlaxBrick Break207–244 HP (42–51% of remaining HP)100% · Faster at equal priority
EspeonEarthquake145–171 HP (49–59% of remaining HP)100% · Slower at equal priority

What the reserves offer

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

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