DAILY POKÉMON CHALLENGE · GEN III

Daily Red · 2026-10-16

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 16, 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 · 2026-10-16 UTC

Rules: redline-gen3-v2-pkmn-0.10.11 · seed: redline-gen3-v2:2026-10-16 · 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

Scizor

Bug / Steel · Swarm · Leftovers

Steel Wing · Aerial Ace · Swords Dance · Return

Breloom

Grass / Fighting · Effect Spore · Lum Berry

Spore · Mach Punch · Giga Drain · Brick Break

Blaziken

Fire / Fighting · Blaze · Lum Berry

Flamethrower · Brick Break · Rock Slide · Swords Dance

Nidoking

Poison / Ground · Poison Point · Lum Berry

Earthquake · Ice Beam · Thunderbolt · Megahorn

Two reserve choices

Flygon

Ground / Dragon · Levitate · Lum Berry

Earthquake · Rock Slide · Fire Blast · Dragon Claw

Venusaur

Grass / Poison · Overgrow · Leftovers

Giga Drain · Sleep Powder · Leech Seed · Protect

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 · 2026-10-16 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 Nidoking

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.

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.

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.

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
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
Breloom · 282/282 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuBrick Break240–283 HP (103–122% of remaining HP)100% · Slower at equal priority
CharizardBrick Break66–78 HP (20–25% of remaining HP)100% · Slower at equal priority
BlastoiseBrick Break100–118 HP (31–37% of remaining HP)100% · Slower at equal priority
VenusaurBrick Break63–75 HP (19–24% of remaining HP)100% · Slower at equal priority
SnorlaxBrick Break302–356 HP (62–74% of remaining HP)100% · Faster at equal priority
EspeonBrick Break79–93 HP (27–32% of remaining HP)100% · Slower at equal priority
Blaziken · 322/322 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuFlamethrower207–244 HP (89–106% of remaining HP)100% · Slower at equal priority
CharizardRock Slide302–356 HP (94–112% of remaining HP)90% · Slower at equal priority
BlastoiseBrick Break86–102 HP (26–32% of remaining HP)100% · Faster at equal priority
VenusaurFlamethrower224–264 HP (69–82% of remaining HP)100% · Speed tie
SnorlaxBrick Break260–306 HP (53–64% of remaining HP)100% · Faster at equal priority
EspeonFlamethrower115–136 HP (39–47% of remaining HP)100% · Slower at equal priority
Nidoking · 324/324 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuEarthquake445–524 HP (191–226% of remaining HP)100% · Slower at equal priority
CharizardThunderbolt137–162 HP (43–51% of remaining HP)100% · Slower at equal priority
BlastoiseThunderbolt117–138 HP (36–44% of remaining HP)100% · Faster at equal priority
VenusaurIce Beam122–144 HP (37–45% of remaining HP)100% · Faster at equal priority
SnorlaxEarthquake140–165 HP (29–35% of remaining HP)100% · Faster at equal priority
EspeonMegahorn236–278 HP (80–96% of remaining HP)85% · Slower at equal priority

What the reserves offer

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