Six opponents, all level 100

RED starts with Pikachu, followed by a roster of Espeon, Snorlax, Venusaur, Charizard, and Blastoise. Each has perfect IVs, a held item, and a trained stat spread. The moves and items below describe this site's FireRed-based version of Daily Red.

Other games featuring RED, and other websites using the Daily Red name, may use different teams or battle rules. These tips apply to the roster below.

Pikachu

Pikachu

Electric · Level 100

Held item
Light Ball
Moves
Volt Tackle · Thunderbolt · Iron Tail · Quick Attack

A Ground-type teammate can block Electric attacks, and a Ground move hits Pikachu super effectively. Check your lead's actual moves before choosing it: immunity to Electric attacks does not stop Iron Tail or Quick Attack.

Watch for: Pikachu is the opener. Keeping a healthy answer to it can prevent early damage from putting you behind.

Espeon

Espeon

Psychic · Level 100

Held item
Twisted Spoon
Moves
Psychic · Shadow Ball · Calm Mind · Morning Sun

Dark-type Pokémon are immune to Psychic, but Espeon also has Shadow Ball. Dark, Ghost, and Bug attacks exploit its type weakness; check whether your teammate can take its other moves.

Watch for: Calm Mind increases Special Attack and Special Defense, while Morning Sun restores HP. Giving it repeated free turns can make it harder to remove.

Snorlax

Snorlax

Normal · Level 100

Held item
Leftovers
Moves
Body Slam · Earthquake · Shadow Ball · Rest

Fighting attacks are super effective. Snorlax has high HP and Special Defense, so a strong physical attacker is often more useful than repeatedly using neutral special attacks.

Watch for: Rest restores its health at the cost of sleep, and Leftovers provides recovery. Ghost-type immunity to Body Slam does not make a teammate safe from its other attacks.

Venusaur

Venusaur

Grass / Poison · Level 100

Held item
Miracle Seed
Moves
Giga Drain · Sludge Bomb · Sleep Powder · Leech Seed

Fire, Ice, Flying, and Psychic attacks are super effective. Consider the cost of sleep and Leech Seed when choosing a switch, rather than judging only the immediate damage.

Watch for: Giga Drain and Leech Seed can recover health. Grass-type Pokémon are immune to Leech Seed in this engine, but that does not grant a general immunity to all powder moves.

Charizard

Charizard

Fire / Flying · Level 100

Held item
Charcoal
Moves
Flamethrower · Dragon Claw · Earthquake · Aerial Ace

Rock attacks deal four-times type damage because both Fire and Flying are weak to Rock. Water and Electric attacks are also super effective.

Watch for: Flying makes Charizard immune to ordinary Ground attacks. It carries Earthquake itself, so consider that coverage before bringing in a Rock- or Electric-type teammate.

Blastoise

Blastoise

Water · Level 100

Held item
Mystic Water
Moves
Surf · Ice Beam · Earthquake · Hydro Cannon

Electric and Grass attacks are super effective, but the switch-in is not always safe: Earthquake can threaten Electric types and Ice Beam can threaten Grass types.

Watch for: After a successful Hydro Cannon, its recharge turn can give you an opening. Do not depend on RED choosing that move at the moment you want.

Build a plan from the team you receive

  1. Read the moves first. Your species alone does not tell you which matchups you can win.
  2. Assign jobs. Identify your best responses to Pikachu, Snorlax, and Charizard, then work out how to keep them available.
  3. Value a safe switch. Super-effective damage is useful only if the attacker survives long enough to move. Consider RED's coverage moves.
  4. Keep the Set rule in mind. After a knockout, you cannot choose a free replacement before RED sends in the next Pokémon.
  5. Use practice to learn. Choose a date to practice without changing your daily result. Test your ideas, but expect battle randomness.

Generation III physical and special types

Move type determines which attacking stat is used. Ghost attacks are physical here; Dark attacks are special. This can change how useful a move is on a particular Pokémon.

CategoryTypes
PhysicalNormal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel
SpecialFire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark

There is no single answer for every daily team. These are matchup principles, not a promise that a particular lineup or sequence will win.

Roster source: the original Daily Red boss-team definitions. New to the controls? Read how to play Daily Red.