Daily Challenge

Oct 24, 2026 · 6v6 · Gen III · Next team in 21:44:25

Lead with Gengar.Keep this team, or choose another lead below.
Optional: one reserve swap & a bonus goal TACTICS
ONE TACTICAL SWAP

A different way up.

Trade Gengar 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.
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01

Choose your lead.

Select your lead
Immune pivot

Normal, Fighting and Ground cannot touch it. Watch for Psychic.

ThunderboltIce PunchWill-O-WispGiga Drain

Meet Red’s team.

Same opponent every day. Pikachu always starts.

Choose a move. Beat Red.

An independent fan game with Gen III battles powered by Pokémon Showdown. Your first Quick Play uses today’s fixed three-ally team. Play again deals a new team. Daily Challenge keeps the full six and records your first result.

Team analysisAbout

Daily Red configuration · 2026-10-24 UTC

Rules: redline-gen3-v2-pkmn-0.10.11 · seed: redline-gen3-v2:2026-10-24 · new daily team at 00:00 UTC.

Dates before October 18, 2026 are date-seeded past challenges 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 past challenges.

Starting six

Gengar

Ghost / Poison · Levitate · Lum Berry

Thunderbolt · Ice Punch · Will-O-Wisp · Giga Drain

Blastoise

Water · Torrent · Leftovers

Surf · Ice Beam · Toxic · Protect

Machamp

Fighting · Guts · Lum Berry

Cross Chop · Rock Slide · Earthquake · Return

Venusaur

Grass / Poison · Overgrow · Leftovers

Giga Drain · Sleep Powder · Leech Seed · Protect

Arcanine

Fire · Intimidate · Lum Berry

Flamethrower · Crunch · Return · Aerial Ace

Lapras

Water / Ice · Water Absorb · Leftovers

Surf · Ice Beam · Thunderbolt · Body Slam

Two reserve choices

Nidoking

Poison / Ground · Poison Point · Lum Berry

Earthquake · Ice Beam · Thunderbolt · Megahorn

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 · 2026-10-24 UTC

How to beat Red with this team

Compare your actual moves against Red’s six, then test an opening in Unlimited (6v6). These are matchup suggestions, not a guaranteed winning sequence.

Consider Machamp

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.

Consider Arcanine

Flamethrower: 192–226 HP (82–98% of remaining HP) against Pikachu. Faster 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 (43–52% 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 Gengar: its Thunderbolt is your only computed hit guaranteed to remove at least half of Blastoise’s remaining HP on hit.
  • Preserve Machamp: its Cross Chop is your only computed hit guaranteed to remove at least half of Snorlax’s remaining HP on hit.
Gengar · 282/282 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuIce Punch137–162 HP (59–70% of remaining HP)100% · Faster at equal priority
CharizardThunderbolt210–248 HP (66–78% of remaining HP)100% · Faster at equal priority
BlastoiseThunderbolt180–212 HP (56–67% of remaining HP)100% · Faster at equal priority
VenusaurIce Punch147–174 HP (45–55% of remaining HP)100% · Faster at equal priority
SnorlaxThunderbolt79–93 HP (16–20% of remaining HP)100% · Faster at equal priority
EspeonThunderbolt96–114 HP (32–40% of remaining HP)100% · Speed tie
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
Machamp · 342/342 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuEarthquake426–502 HP (183–217% of remaining HP)100% · Slower at equal priority
CharizardRock Slide353–416 HP (111–131% of remaining HP)90% · Slower at equal priority
BlastoiseCross Chop133–157 HP (41–50% of remaining HP)80% · Slower at equal priority
VenusaurReturn114–135 HP (35–42% of remaining HP)100% · Slower at equal priority
SnorlaxCross Chop402–474 HP (83–99% of remaining HP)80% · Faster at equal priority
EspeonReturn144–170 HP (49–59% of remaining HP)100% · 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
Arcanine · 342/342 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuFlamethrower192–226 HP (82–98% of remaining HP)100% · Faster at equal priority
CharizardReturn96–113 HP (30–36% of remaining HP)100% · Slower at equal priority
BlastoiseReturn73–86 HP (22–27% of remaining HP)100% · Faster at equal priority
VenusaurFlamethrower205–242 HP (63–76% of remaining HP)100% · Faster at equal priority
SnorlaxReturn108–128 HP (22–27% of remaining HP)100% · Faster at equal priority
EspeonCrunch120–142 HP (41–49% of remaining HP)100% · Slower at equal priority
Lapras · 422/422 HP
Red's allyStrongest computed hitDamage on hitAccuracy / order
PikachuSurf187–220 HP (80–95% of remaining HP)100% · Slower at equal priority
CharizardSurf226–266 HP (71–84% of remaining HP)100% · Slower at equal priority
BlastoiseThunderbolt129–152 HP (40–48% of remaining HP)100% · Slower at equal priority
VenusaurIce Beam200–236 HP (62–74% of remaining HP)100% · Slower at equal priority
SnorlaxSurf85–100 HP (17–21% of remaining HP)100% · Faster at equal priority
EspeonSurf104–123 HP (35–43% of remaining HP)100% · Slower at equal priority

What the reserves offer

  • Nidoking replaces Gengar: a non-critical hit can remove at least half of Pikachu, Espeon opening HP. Compare what the replaced ally covers before swapping.
  • Ampharos replaces Gengar: a non-critical hit can remove at least half of Pikachu, Charizard, Blastoise opening HP. Compare what the replaced ally covers before swapping.
Unlimited (6v6) · Replay this team

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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