Red’s team and weaknesses
Look for these attacking move types among your team’s moves. The multiplier is a type advantage, not a promise that a move will knock out the opponent.
| Opponent | Super-effective moves |
|---|---|
| Pikachu | Ground2× |
| Espeon | Bug2× Ghost2× Dark2× |
| Snorlax | Fighting2× |
| Venusaur | Fire2× Ice2× Flying2× Psychic2× |
| Charizard | Rock4× Water2× Electric2× |
| Blastoise | Electric2× Grass2× |
Open an opponent’s guide for resistances, ability details and advice about its moves.
Build a plan from the team you have
- Check moves, not just types. A teammate does not need to be Ground-type to use a Ground move against Pikachu. Read all four moves on each Pokémon before choosing your lead.
- Match attack power to the attacker. Compare move power and accuracy, then consider your Pokémon’s attacking stats. A weak super-effective move is not always better than a strong neutral one.
- Give important teammates a job. If only one Pokémon has a useful Rock move for Charizard, avoid spending its health on an unrelated matchup when another teammate can handle it.
- Consider what comes back. A Grass Pokémon can threaten Blastoise, but its Ice Beam can hit back super effectively. Check the detailed guides for coverage moves that complicate an apparent advantage.
- Switch with a purpose. Switching uses your action and exposes the incoming Pokémon to an attack. A resistance or immunity can help, but the opponent may choose a different move.
- Reassess after each knockout. Recheck your remaining health, status conditions and available moves. Your best opening plan may need to change as the battle develops.
The Gen III rules that matter
Physical and special depend on move type
In Generation III, damaging moves are physical or special according to their type. For example, Shadow Ball is physical and Fire Punch is special. Consider Attack and Special Attack before choosing a move.
Physical: Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost and Steel.
Special: Fire, Water, Grass, Electric, Psychic, Ice, Dragon and Dark.
- No Fairy type. Modern type charts include Fairy; Daily Red’s Gen III battles do not. Our individual guides label their modern tables and explain the relevant differences.
- Abilities use their older effects. For example, Gen III Lightning Rod does not grant the Electric immunity found in later generations. Red’s Pikachu uses Static.
- Use the current battle state. Status, stat changes, held items and remaining health can matter as much as the type chart.
How the daily challenge works
Daily Red gives you six level 100 Pokémon from Generations I–III to face Red’s team. Players on the same calendar date receive the same team, with a new challenge at local midnight.
You have one recorded daily attempt and cannot use items from your bag. Progress saves in your browser so you can resume an unfinished battle. Practice becomes available after your daily result.
There is no single name to enter as an “answer.” Winning depends on the decisions you make throughout the battle.
Study each matchup
Sources & rules
Game format and opponent details are based on Daily Red’s published rules and game implementation. Each Pokémon guide includes its own matchup sources.