Pick a Ground-type lead
Red always opens with Pikachu, and Ground-types take no damage from Electric moves at all. A Ground lead turns his first Pokémon into a free switch-in and gives you tempo from turn one.
Free daily Pokémon battle · Gen 3 · no signup
Same six level 100 Pokémon for everyone, every day. One battle against Red at the top of Mt. Silver. Then share your grid.
Six random level 100 Pokémon, the same for every player today. Pick which one goes out first.
Loading today's team…
At midnight in your time zone a new team of six level 100 Pokémon from Generations 1 to 3 unlocks. Every player in the world gets the same six. Before you start, pick which one leads. Red always opens with Pikachu, so your lead sets the very first matchup — and since a Ground-type takes nothing at all from Electric moves, that opening is often worth more than any single turn later on.
Each turn, pick one of four moves or switch Pokémon, exactly like a Game Boy Advance battle. Red leads with Pikachu every single day and never changes his team, so everything he can do is known in advance. You get one official battle a day, and if you leave halfway through it waits for you.
Win or lose, copy a spoiler-free result. A win shows how many of your six survived as green squares; a loss shows how many of Red’s six you knocked out as red squares. Nothing gives away which Pokémon you had, so your friends can play clean.
One official battle a day. If you close the tab halfway through, it waits for you and resumes exactly where you left it, with the same HP and the same PP.
Red’s team never changes. These are the six you face every single day, in this order. All six are level 100 with perfect IVs and a held item, and he always leads with Pikachu. Learn them once and you have learnt half the game.
Electric
Thunderbolt Iron Tail Quick Attack Thunder
| HP | 212 | Atk | 146 | Def | 96 |
|---|---|---|---|---|---|
| SpA | 199 | SpD | 116 | Spe | 279 |
| Base stat total | 300 | ||||
Psychic
Psychic Shadow Ball Bite Quick Attack
| HP | 272 | Atk | 166 | Def | 156 |
|---|---|---|---|---|---|
| SpA | 359 | SpD | 226 | Spe | 319 |
| Base stat total | 525 | ||||
Normal
Body Slam Earthquake Shadow Ball Rock Slide
| HP | 524 | Atk | 319 | Def | 166 |
|---|---|---|---|---|---|
| SpA | 166 | SpD | 257 | Spe | 96 |
| Base stat total | 540 | ||||
Grass Poison
Giga Drain Sludge Bomb Earthquake Razor Leaf
| HP | 364 | Atk | 200 | Def | 202 |
|---|---|---|---|---|---|
| SpA | 299 | SpD | 237 | Spe | 196 |
| Base stat total | 525 | ||||
Fire Flying
Flamethrower Dragon Claw Earthquake Aerial Ace
| HP | 298 | Atk | 204 | Def | 192 |
|---|---|---|---|---|---|
| SpA | 317 | SpD | 206 | Spe | 299 |
| Base stat total | 534 | ||||
Water
Surf Ice Beam Earthquake Brick Break
| HP | 362 | Atk | 202 | Def | 236 |
|---|---|---|---|---|---|
| SpA | 269 | SpD | 247 | Spe | 192 |
| Base stat total | 530 | ||||
Red is genuinely tough. His team never changes and he never predicts a switch, which means every one of his moves can be planned for in advance. Play the matchups and you will take most of his six down with you; play them well and you will win.
Red always opens with Pikachu, and Ground-types take no damage from Electric moves at all. A Ground lead turns his first Pokémon into a free switch-in and gives you tempo from turn one.
Charizard is Fire and Flying, and both types are weak to Rock. That is a 4x multiplier, and Rock Slide will usually take it out in one hit before it can do anything.
Snorlax has enormous HP and Special Defense but unremarkable Defense. Special attacks bounce off it. Fighting moves are super effective, and a strong physical attacker breaks through far faster.
Espeon is fast and hits hard with Psychic. Dark, Ghost and Bug moves are all super effective against it. In Generation 3 Ghost and Dark moves are physical, so check which of your attackers can actually use them.
Switching costs your turn, but a Pokémon kept alive is a Pokémon you can use later. Bring a wall in on a predicted hit, then pivot back out. Red never predicts, so a well-timed switch is nearly free.
PP runs out. If your only answer to Snorlax has five uses left, that is five turns to break through. Plan the endgame before you are forced into Struggle.
A daily battle puzzle. Each morning you are dealt the same six level 100 Pokémon as every other player, you choose which one leads, and you fight a six-on-six Generation 3 battle against Red. It takes about two minutes. One official attempt counts per day; practice runs are unlimited and never touch your record.
It borrows the ritual, not the mechanic. What it shares with Wordle is the shape of the day: one puzzle, identical for everyone, a streak worth protecting, and a result you can post without spoiling it for anyone else. What it does not share is the guessing. Nothing here is hidden and nothing is deduced from coloured squares — you are reading type matchups, managing HP and PP, and deciding when to switch. If you are looking for a Pokémon guessing game, this is a different thing.
Most Pokémon Wordle variants ask you to guess a Pokémon name from clues. Daily Red is a real battle. You pick which of your six leads, choose a move each turn, and switch to save a Pokémon. Every damage roll, critical hit and accuracy check runs on the same engine the competitive scene uses.
At midnight in your own time zone, not a global reset. The countdown at the top of the page shows exactly how long is left on your clock. If you are in Auckland you get the new team before someone in Los Angeles, and both of you play the same six Pokémon.
The same six, in the same order, forever: Pikachu leading, then Espeon, Snorlax, Venusaur, Charizard and Blastoise. All level 100 with perfect IVs, and each holds an item that matters — Pikachu carries a Light Ball that doubles its attacking stats, and both Espeon and Snorlax hold Leftovers. Because the lineup never changes you can plan against it exactly, which is why the whole strategy section on this page is worth reading once.
Your official battle counts once a day and is the only one that affects your streak. After that, practice runs are unlimited. A practice run uses the same six Pokémon in a different order and never touches your stats, so you can experiment with a different lead as much as you like.
Free, with nothing to sign up for and nothing to install. There is no email field, no password and no server holding your record. Wins and streaks are written to your own browser’s local storage, which has one honest consequence worth knowing: your streak lives on one device, so it does not follow you to your phone, and clearing your browser data clears it.
Generation 3, the rules from Ruby, Sapphire, FireRed and LeafGreen. That matters in three ways: whether a move is physical or special depends on its type rather than the move itself, abilities and held items work as they did on the Game Boy Advance, and there is no Fairy type.
Your official battle waits for you. Close the tab, come back later the same day, and the battle resumes exactly where you left it, with the same HP, the same PP and the same turn count. The only way to lose your progress is to let the day roll over before you finish.
It is not. This is an unofficial fan project with no connection to Nintendo, Creatures Inc., GAME FREAK inc. or The Pokémon Company, and no endorsement from any of them. Pokémon names and sprites belong to those companies and appear here only so you can tell one creature from another. The battle logic is built on an open-source simulator of the Generation 3 games rather than on any official code.