Daily Red Pokemon
Beat Red with today's six.
Daily Red Pokemon is a free daily red battle. Everyone gets the same six level 100 Pokemon and one official six-on-six fight against Red at the top of Mt. Silver. Pick a lead, take your turns, then share a result that spoils nothing.
Gen 3 rules throughout — the ones from Ruby, Sapphire, FireRed and LeafGreen.
- Red leads with
- Pikachu
- Your lead
One official battle a day. Practice runs are unlimited and never touch your record.
Red has been waiting at the summit. He says nothing. He leads with Pikachu.
Today's six
Random every day, identical for every player. Inspect any of them, then pick which one leads.
Red, at the top of Mt. Silver
His six never change and neither do his tactics. He opens with Pikachu every single day and he has nothing to say to you.
PikachuElectricAlways leads
EspeonPsychicSlot 2
SnorlaxNormalSlot 3
VenusaurGrassPoisonSlot 4
CharizardFireFlyingSlot 5
BlastoiseWaterSlot 6
Your record
Challenge #1- Played
- 0
- Win rate
- 0%
- Win streak
- 0
- Day streak
- 0
Everything is stored in this browser only. Clearing site data resets your record.
How the daily red battle works
Three things decide your day: the team you are handed, the lead you choose, and the turns you take.
- Step 1
A new six at local midnight
Your team is drawn from the same 30-Pokemon pool for every player, so the challenge is identical worldwide on a given date. Reload as often as you like before you begin — the lineup will not move.
- Step 2
You choose the lead, not the team
Moves, items, abilities and stats are fixed. The only roster decision you make is who walks out first, and that single choice often decides the battle.
- Step 3
One official attempt, saved move by move
Your first recorded battle counts toward your streaks. Close the tab mid-turn and it waits for you. Practice runs are unlimited and never touch your record.
Read the full guide: the daily loop, leads, the battle screen and every Gen 3 rule →
Why Red is hard
Red's team never changes, so every loss is a lesson you can reuse tomorrow.
His lead punishes Ground-less teams
Pikachu holds a Light Ball that doubles its Special Attack, so its Thunderbolt lands like a much heavier Pokemon's.
His team is built to switch
He will pull a Pokemon out of a bad matchup. Plan for the Pokemon that comes in, not only the one in front of you.
You win on knockouts, not on damage
Six knockouts is the win condition. Out-damaging one Pokemon while losing two of yours is still a losing trade.
See the full breakdown of Red's six, with the answer to each →
Battle terms, briefly
- STAB
- Same-type attack bonus. A move that matches its user's type does 50% more damage.
- PP
- Power Points. How many times a move can be used in one battle.
- Priority
- Some moves always resolve before normal moves regardless of Speed.
- Stat stage
- Temporary boosts and drops. Each stage shifts a stat by half its value.
- Crit
- A critical hit. Doubles damage and ignores stat boosts and drops.
- Lead
- The Pokemon you send out first. The one roster decision you control.
- Void
- A day where you started the official battle but never finished it. Ignored by the record.