DAILY RED

KNOW YOUR OPPONENT

Explore
RED’s team.

These are the exact starting sets used by RED in Easy and Hard browser battles. His roster stays the same each day. Learn the matchups before choosing your lead.

All six are level 100, with 31 IVs in every stat. Starting stats below include nature and EVs. Item boosts, status and other battle effects are applied during play. Moves use their base PP, without PP Ups.

RED opens with Pikachu, then sends the next surviving Pokémon in roster order. Forced switches can change who is active. This reference is built from the browser game’s team data; the optional Emulator uses a different battle engine.

Need a refresher? Read the Gen III physical / special rules. “—” means no fixed damage power or no standard accuracy check.

Pikachu

LEADS FIRST · LEVEL 100

Pikachu

ELECTRIC

Pikachu opens the battle. Light Ball doubles its Special Attack in Gen III, which makes its Electric moves particularly dangerous. A Ground type blocks Electric attacks, but Iron Tail still hits it. Volt Tackle also costs Pikachu recoil HP.

Held item
Light BallIf held by a Pikachu, its Special Attack is doubled.
Ability
Static1/3 chance a Pokemon making contact with this Pokemon will be paralyzed.
Nature
HardyNeutral — no stat changes

Starting stats

HP
211
Attack
177
Defense
96
Sp. Atk
169
Sp. Def
116
Speed
279

Nature, EVs and IVs included. Before held-item effects and in-battle changes.

Pikachu’s moves
MoveType / categoryPowerAccuracyPP
Volt TackleElectricSpecial120100%15
ThunderboltElectricSpecial95100%15
Iron TailSteelPhysical10075%15
Quick AttackNormalPhysical40100%30

Volt Tackle: Has 1/3 recoil.

Thunderbolt: 10% chance to paralyze the target.

Iron Tail: 30% chance to lower the target's Defense by 1.

Quick Attack · early priority: Usually goes first.

Training: EVs and IVs
Pikachu’s training values
StatEVsIVs
HP031
Attack12431
Defense031
Sp. Atk13231
Sp. Def031
Speed25231
Espeon

ROSTER SLOT 2 · LEVEL 100

Espeon

PSYCHIC

Espeon is fast and can increase its Special Attack and Special Defense with Calm Mind. Morning Sun can undo chip damage. A physical attack targets its lower Defense; remember that Shadow Ball is physical under these rules.

Held item
Twisted SpoonHolder's Psychic-type attacks have 1.1x power.
Ability
SynchronizeIf another Pokemon burns/poisons/paralyzes this Pokemon, it also gets that status.
Nature
HardyNeutral — no stat changes

Starting stats

HP
272
Attack
166
Defense
156
Sp. Atk
359
Sp. Def
226
Speed
319

Nature, EVs and IVs included. Before held-item effects and in-battle changes.

Espeon’s moves
MoveType / categoryPowerAccuracyPP
PsychicPsychicSpecial90100%10
Shadow BallGhostPhysical80100%15
Calm MindPsychicStatus——20
Morning SunNormalStatus——5

Psychic: 10% chance to lower the target's Sp. Def by 1.

Shadow Ball: 20% chance to lower the target's Sp. Def by 1.

Calm Mind: Raises the user's Sp. Atk and Sp. Def by 1.

Morning Sun: Heals the user by a weather-dependent amount.

Training: EVs and IVs
Espeon’s training values
StatEVsIVs
HP431
Attack031
Defense031
Sp. Atk25231
Sp. Def031
Speed25231
Snorlax

ROSTER SLOT 3 · LEVEL 100

Snorlax

NORMAL

Snorlax has a large HP pool and restores HP with Leftovers. Body Slam can paralyze, and Earthquake covers many Pokémon that resist Normal attacks. Fighting moves exploit its weakness, but check whether your attacker can survive the reply.

Held item
LeftoversAt the end of every turn, holder restores 1/16 of its max HP.
Ability
ImmunityThis Pokemon cannot be poisoned. Gaining this Ability while poisoned cures it.
Nature
HardyNeutral — no stat changes

Starting stats

HP
524
Attack
319
Defense
167
Sp. Atk
166
Sp. Def
256
Speed
96

Nature, EVs and IVs included. Before held-item effects and in-battle changes.

Snorlax’s moves
MoveType / categoryPowerAccuracyPP
Body SlamNormalPhysical85100%15
EarthquakeGroundPhysical100100%10
Shadow BallGhostPhysical80100%15
RestPsychicStatus——10

Body Slam: 30% chance to paralyze the target.

Earthquake: Hits adjacent Pokemon. Power doubles on Dig.

Shadow Ball: 20% chance to lower the target's Sp. Def by 1.

Rest: User sleeps 2 turns and restores HP and status.

Training: EVs and IVs
Snorlax’s training values
StatEVsIVs
HP25231
Attack25231
Defense431
Sp. Atk031
Sp. Def031
Speed031
Venusaur

ROSTER SLOT 4 · LEVEL 100

Venusaur

GRASSPOISON

Venusaur combines direct damage with Sleep Powder and Leech Seed. Grass Pokémon are immune to Leech Seed in Gen III, but are not generally immune to powder moves in this generation. Plan a way to handle sleep before switching in.

Held item
Miracle SeedHolder's Grass-type attacks have 1.1x power.
Ability
OvergrowAt 1/3 or less of its max HP, this Pokemon's Grass-type attacks have 1.5x power.
Nature
HardyNeutral — no stat changes

Starting stats

HP
364
Attack
200
Defense
202
Sp. Atk
299
Sp. Def
236
Speed
197

Nature, EVs and IVs included. Before held-item effects and in-battle changes.

Venusaur’s moves
MoveType / categoryPowerAccuracyPP
Giga DrainGrassSpecial60100%5
Sludge BombPoisonPhysical90100%10
Sleep PowderGrassStatus—75%15
Leech SeedGrassStatus—90%10

Giga Drain: User recovers 50% of the damage dealt.

Sludge Bomb: 30% chance to poison the target.

Sleep Powder: Causes the target to fall asleep.

Leech Seed: 1/8 of target's HP is restored to user every turn.

Training: EVs and IVs
Venusaur’s training values
StatEVsIVs
HP25231
Attack031
Defense031
Sp. Atk25231
Sp. Def031
Speed431
Charizard

ROSTER SLOT 5 · LEVEL 100

Charizard

FIREFLYING

Charizard carries both special and physical coverage. Its Fire/Flying typing makes Rock attacks four times as effective, while its Flying type makes Ground attacks ineffective under normal conditions. Aerial Ace bypasses ordinary accuracy checks.

Held item
CharcoalHolder's Fire-type attacks have 1.1x power.
Ability
BlazeAt 1/3 or less of its max HP, this Pokemon's Fire-type attacks have 1.5x power.
Nature
HardyNeutral — no stat changes

Starting stats

HP
297
Attack
205
Defense
192
Sp. Atk
317
Sp. Def
206
Speed
299

Nature, EVs and IVs included. Before held-item effects and in-battle changes.

Charizard’s moves
MoveType / categoryPowerAccuracyPP
FlamethrowerFireSpecial95100%15
Dragon ClawDragonSpecial80100%15
EarthquakeGroundPhysical100100%10
Aerial AceFlyingPhysical60—20

Flamethrower: 10% chance to burn the target.

Dragon Claw: No additional effect.

Earthquake: Hits adjacent Pokemon. Power doubles on Dig.

Aerial Ace: This move does not check accuracy.

Training: EVs and IVs
Charizard’s training values
StatEVsIVs
HP031
Attack431
Defense031
Sp. Atk25231
Sp. Def031
Speed25231
Blastoise

ROSTER SLOT 6 · LEVEL 100

Blastoise

WATER

Blastoise has Water, Ice and Ground coverage. Electric and Grass attacks exploit its weaknesses, but consider the move it may use in return. Hydro Cannon is powerful and normally requires a recharge turn after it hits.

Held item
Mystic WaterHolder's Water-type attacks have 1.1x power.
Ability
TorrentAt 1/3 or less of its max HP, this Pokemon's Water-type attacks have 1.5x power.
Nature
HardyNeutral — no stat changes

Starting stats

HP
362
Attack
202
Defense
236
Sp. Atk
269
Sp. Def
246
Speed
193

Nature, EVs and IVs included. Before held-item effects and in-battle changes.

Blastoise’s moves
MoveType / categoryPowerAccuracyPP
SurfWaterSpecial95100%15
Ice BeamIceSpecial95100%10
EarthquakeGroundPhysical100100%10
Hydro CannonWaterSpecial15090%5

Surf: Hits foes. Power doubles against Dive.

Ice Beam: 10% chance to freeze the target.

Earthquake: Hits adjacent Pokemon. Power doubles on Dig.

Hydro Cannon: User cannot move next turn.

Training: EVs and IVs
Blastoise’s training values
StatEVsIVs
HP25231
Attack031
Defense031
Sp. Atk25231
Sp. Def031
Speed431