Alakazam
Psychic · Inner Focus · Lum Berry
Psychic · Calm Mind · Recover · Reflect
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.
High speed and special power; vulnerable to strong physical attacks.
Same opponent every day. Pikachu always starts.
Rules: redline-gen3-v2-pkmn-0.10.11 · seed: redline-gen3-v2:2026-10-17 · 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.
Psychic · Inner Focus · Lum Berry
Psychic · Calm Mind · Recover · Reflect
Water · Marvel Scale · Leftovers
Surf · Ice Beam · Recover · Toxic
Fighting · Guts · Lum Berry
Cross Chop · Rock Slide · Earthquake · Return
Grass / Fighting · Effect Spore · Lum Berry
Spore · Mach Punch · Giga Drain · Brick Break
Water / Flying · Intimidate · Leftovers
Earthquake · Return · Surf · Dragon Dance
Dragon / Flying · Inner Focus · Lum Berry
Aerial Ace · Earthquake · Brick Break · Dragon Dance
Fire · Intimidate · Lum Berry
Flamethrower · Crunch · Return · Aerial Ace
Water · Water Absorb · Leftovers
Surf · Ice Beam · Toxic · Protect
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: 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.
Earthquake: 426–502 HP (183–217% 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 142–168 HP (41–50% 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 | 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 |
| 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 | Earthquake | 426–502 HP (183–217% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Rock Slide | 353–416 HP (111–131% of remaining HP) | 90% · Slower at equal priority |
| Blastoise | Cross Chop | 133–157 HP (41–50% of remaining HP) | 80% · Slower at equal priority |
| Venusaur | Return | 114–135 HP (35–42% of remaining HP) | 100% · Slower at equal priority |
| Snorlax | Cross Chop | 402–474 HP (83–99% of remaining HP) | 80% · Faster at equal priority |
| Espeon | Return | 144–170 HP (49–59% of remaining HP) | 100% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Brick Break | 240–283 HP (103–122% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Brick Break | 66–78 HP (20–25% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Brick Break | 100–118 HP (31–37% of remaining HP) | 100% · Slower at equal priority |
| Venusaur | Brick Break | 63–75 HP (19–24% of remaining HP) | 100% · Slower at equal priority |
| Snorlax | Brick Break | 302–356 HP (62–74% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Brick Break | 79–93 HP (27–32% of remaining HP) | 100% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Earthquake | 413–486 HP (178–210% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Surf | 144–170 HP (45–54% of remaining HP) | 100% · Slower at equal priority |
| Blastoise | Return | 88–104 HP (27–33% of remaining HP) | 100% · Faster at equal priority |
| Venusaur | Return | 111–131 HP (34–41% of remaining HP) | 100% · Faster at equal priority |
| Snorlax | Return | 132–156 HP (27–33% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Return | 140–165 HP (47–57% of remaining HP) | 100% · Slower at equal priority |
| Red's ally | Strongest computed hit | Damage on hit | Accuracy / order |
|---|---|---|---|
| Pikachu | Earthquake | 438–516 HP (188–223% of remaining HP) | 100% · Slower at equal priority |
| Charizard | Aerial Ace | 109–129 HP (34–41% of remaining HP) | Always hits · Slower at equal priority |
| Blastoise | Earthquake | 91–108 HP (28–34% of remaining HP) | 100% · Faster at equal priority |
| Venusaur | Aerial Ace | 209–246 HP (64–77% of remaining HP) | Always hits · Speed tie |
| Snorlax | Brick Break | 207–244 HP (42–51% of remaining HP) | 100% · Faster at equal priority |
| Espeon | Earthquake | 145–171 HP (49–59% of remaining HP) | 100% · 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.