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Opponent dossier / Gen 3 rules

Red's Team in
Daily Red Pokemon

Know the six. Plan your battle. Red uses the same six level-100 Pokemon in Daily Red Pokemon: Pikachu, Espeon, Snorlax, Venusaur, Charizard and Blastoise.

Pikachu always leads. Your available team changes with the challenge; his fixed roster is the opponent you can prepare for.

6 fixed PokemonLevel 100Gen 3 rules
Back to the battle
Red, the trainer you challenge
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01 / Know the opposition

Red's team at a glance

Espeon is the fastest. Snorlax has the most HP. Pikachu's modest-looking Special Attack hides a powerful held-item boost. Check the full movesets before deciding who to send out.

Red can switch Pokemon. This is a roster, not a promise of the order you will face after Pikachu.

Actual level-100 starting stats, before items or battle modifiers.
PokemonHPAttackDefenseSp. AtkSp. DefSpeed
Pikachu21214696199116279
Espeon272166156359226319
Snorlax52431916616625796
Venusaur364200202299237196
Charizard298204192317206299
Blastoise362202236269247192

Meet Red's six Pokemon

#025 / Electric lead

Pikachu

Electric
Lv. 100Always leads
Pikachu in its FireRed and LeafGreen front-facing sprite
0.4 m · 6 kg
Actual Lv.100 stats
HP
212
Attack
146
Defense
96
Sp. Atk
199
Sp. Def
116
Speed
279

Before item effects, status and stat changes. Scale: 0–550.

Ability
Static
Held item
Light Ball
Weak to
Ground 2×
Resists
Electric ½×Steel ½×Flying ½×
Immune to
None by type

The four moves / Gen 3 values

Pikachu's configured moves. PP is the starting maximum in this game.
MoveType / categoryPowerAccuracyPPEffect
ThunderboltSame-type bonusElectricSpecial95100%2410% chance to paralyze the target.
Iron TailSteelPhysical10075%2430% chance to lower the target's Defense by 1.
Quick AttackNormalPhysical40100%48Usually goes first.
ThunderSame-type bonusElectricSpecial12070%1630% chance to paralyze. Can't miss in rain.

Power is the base value, before the same-type bonus (×1.5), items or abilities. “No check” means the move does not check accuracy.

Pikachu stores electricity in its cheek pouches. Red's version turns that familiar Electric typing into immediate special pressure with Thunderbolt and Thunder.

Read the item, not just the stat bar. Pikachu starts with 199 Special Attack. In this Gen 3 ruleset, Light Ball doubles that to an effective 398 before other battle modifiers. Its 146 Attack is not doubled, so Iron Tail and Quick Attack do not get the same boost.

Ground attacks hit it for double damage, and Ground-type Pokemon are immune to its Electric attacks. Still, inspect the rest of the matchup: Iron Tail can punish Rock types, including common Rock/Ground combinations. A contact attack can also trigger Static, even if the attacker is a Ground type. Earthquake does not make contact.

Thunderbolt is the more accurate Electric option. Thunder trades accuracy for higher power, while Quick Attack has increased priority and can finish a weakened opponent before an ordinary attack.

Plan around it: check whether today's team has a Ground attack and whether the user can take Pikachu's coverage. Do not confuse an Electric immunity with immunity to all of Pikachu's options.

Training, base stats and move details

Serious nature. IVs: HP 31 / Attack 31 / Defense 31 / Sp. Atk 31 / Sp. Def 31 / Speed 31. EVs: HP 6 / Sp. Atk 252 / Speed 252.

Gen 3 species base stats, not this build's battle values.
HPAttackDefenseSp. AtkSp. DefSpeed
355530504090

Static: 1/3 chance a Pokemon making contact with this Pokemon will be paralyzed. This effect does not happen if this Pokemon did not lose HP from the attack.

Light Ball: If held by a Pikachu, its Special Attack is doubled.

Static uses a 1/3 chance on qualifying contact damage in this game's Gen 3 simulator. Ground typing does not prevent that contact-triggered paralysis.

  • Thunderbolt: base PP 15 → game PP 24; no contact; priority 0.
  • Iron Tail: base PP 15 → game PP 24; makes contact; priority 0.
  • Quick Attack: base PP 30 → game PP 48; makes contact; priority +1.
  • Thunder: base PP 10 → game PP 16; no contact; priority 0.
Compare type matchups ↓
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#196 / Fast special attacker

Espeon

Psychic
Lv. 100
Espeon in its FireRed and LeafGreen front-facing sprite
0.9 m · 26.5 kg
Actual Lv.100 stats
HP
272
Attack
166
Defense
156
Sp. Atk
359
Sp. Def
226
Speed
319

Before item effects, status and stat changes. Scale: 0–550.

Ability
Synchronize
Held item
Leftovers
Weak to
Ghost 2×Dark 2×Bug 2×
Resists
Fighting ½×Psychic ½×
Immune to
None by type

The four moves / Gen 3 values

Espeon's configured moves. PP is the starting maximum in this game.
MoveType / categoryPowerAccuracyPPEffect
PsychicSame-type bonusPsychicSpecial90100%1610% chance to lower the target's Sp. Def by 1.
Shadow BallGhostPhysical80100%2420% chance to lower the target's Sp. Def by 1.
BiteDarkSpecial60100%4030% chance to make the target flinch.
Quick AttackNormalPhysical40100%48Usually goes first.

Power is the base value, before the same-type bonus (×1.5), items or abilities. “No check” means the move does not check accuracy.

Espeon's sensitive fur helps it read changes in the air. In this battle, the numbers to notice are 319 Speed and 359 Special Attack, both the highest unmodified values in those categories on Red's team.

Psychic is its main same-type attack. Bite also uses Special Attack under Gen 3 rules, but Shadow Ball is physical and uses Espeon's much lower 166 Attack. Do not read its moves as if this were a modern-generation battle.

Bug, Ghost and Dark attacks are super effective. A Dark-type defender is immune to Psychic, but that does not make the rest of Espeon's moves disappear. Quick Attack can still matter against a weakened opponent.

Synchronize can pass a burn, poison or paralysis back to the Pokemon that inflicted it when the recipient is eligible. It does not reflect every status effect or every move. This Espeon does not have Magic Bounce.

Leftovers restores up to 17 HP at the end of a turn. Its four configured moves are attacks: there is no Calm Mind, Baton Pass or recovery move hiding in this set.

Plan around it: compare actual Speed before relying on an ordinary attack to move first. Be cautious when using status against Synchronize.

Training, base stats and move details

Serious nature. IVs: HP 31 / Attack 31 / Defense 31 / Sp. Atk 31 / Sp. Def 31 / Speed 31. EVs: HP 6 / Sp. Atk 252 / Speed 252.

Gen 3 species base stats, not this build's battle values.
HPAttackDefenseSp. AtkSp. DefSpeed
65656013095110

Synchronize: If another Pokemon burns, paralyzes, or poisons this Pokemon, that Pokemon receives the same non-volatile status condition. If another Pokemon badly poisons this Pokemon, that Pokemon becomes poisoned.

Leftovers: At the end of every turn, holder restores 1/16 of its max HP.

  • Psychic: base PP 10 → game PP 16; no contact; priority 0.
  • Shadow Ball: base PP 15 → game PP 24; no contact; priority 0.
  • Bite: base PP 25 → game PP 40; makes contact; priority 0.
  • Quick Attack: base PP 30 → game PP 48; makes contact; priority +1.
Compare type matchups ↓

#143 / Bulky physical attacker

Snorlax

Normal
Lv. 100
Snorlax in its FireRed and LeafGreen front-facing sprite
2.1 m · 460 kg
Actual Lv.100 stats
HP
524
Attack
319
Defense
166
Sp. Atk
166
Sp. Def
257
Speed
96

Before item effects, status and stat changes. Scale: 0–550.

Ability
Immunity
Held item
Leftovers
Weak to
Fighting 2×
Resists
None by type
Immune to
Ghost 0×

The four moves / Gen 3 values

Snorlax's configured moves. PP is the starting maximum in this game.
MoveType / categoryPowerAccuracyPPEffect
Body SlamSame-type bonusNormalPhysical85100%2430% chance to paralyze the target.
EarthquakeGroundPhysical100100%16Hits adjacent Pokemon. Power doubles on Dig.
Shadow BallGhostPhysical80100%2420% chance to lower the target's Sp. Def by 1.
Rock SlideRockPhysical7590%1630% chance to make the foe(s) flinch.

Power is the base value, before the same-type bonus (×1.5), items or abilities. “No check” means the move does not check accuracy.

Snorlax is known for eating and sleeping. Red's build is very much awake: it has 524 HP, 319 Attack and four physical attacks.

Body Slam combines a same-type damage bonus with a chance to paralyze. Earthquake, Shadow Ball and Rock Slide give it ways to hit opponents that might otherwise seem comfortable against a Normal type.

Fighting is its only type weakness. Its 166 Defense is lower than its 257 Special Defense, making a strong physical Fighting attack an attractive option if your team has one. That is a damage opportunity, not a guarantee of a safe switch: incoming Body Slam can still hurt and may cause paralysis.

Ghost types ignore Body Slam but must respect Shadow Ball. Poison-based plans fail against its Immunity ability while that ability is active. Leftovers can restore 32 HP per turn, making small amounts of chip damage less useful than they first appear.

This particular Snorlax does not carry Rest or Curse. Do not plan around a competitive set that Red is not using.

Plan around it: use its low 96 Speed to your advantage, and preserve suitable physical pressure instead of expecting poison to wear it down.

Training, base stats and move details

Serious nature. IVs: HP 31 / Attack 31 / Defense 31 / Sp. Atk 31 / Sp. Def 31 / Speed 31. EVs: HP 252 / Attack 252 / Sp. Def 6.

Gen 3 species base stats, not this build's battle values.
HPAttackDefenseSp. AtkSp. DefSpeed
160110656511030

Immunity: This Pokemon cannot be poisoned. Gaining this Ability while poisoned cures it.

Leftovers: At the end of every turn, holder restores 1/16 of its max HP.

  • Body Slam: base PP 15 → game PP 24; makes contact; priority 0.
  • Earthquake: base PP 10 → game PP 16; no contact; priority 0.
  • Shadow Ball: base PP 15 → game PP 24; no contact; priority 0.
  • Rock Slide: base PP 10 → game PP 16; no contact; priority 0.
Compare type matchups ↓
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#003 / Drain & mixed coverage

Venusaur

GrassPoison
Lv. 100
Venusaur in its FireRed and LeafGreen front-facing sprite
2 m · 100 kg
Actual Lv.100 stats
HP
364
Attack
200
Defense
202
Sp. Atk
299
Sp. Def
237
Speed
196

Before item effects, status and stat changes. Scale: 0–550.

Ability
Overgrow
Held item
Miracle Seed
Weak to
Fire 2×Flying 2×Ice 2×Psychic 2×
Resists
Electric ½×Grass ¼×Fighting ½×Water ½×
Immune to
None by type

The four moves / Gen 3 values

Venusaur's configured moves. PP is the starting maximum in this game.
MoveType / categoryPowerAccuracyPPEffect
Giga DrainSame-type bonusGrassSpecial60100%8User recovers 50% of the damage dealt.
Sludge BombSame-type bonusPoisonPhysical90100%1630% chance to poison the target.
EarthquakeGroundPhysical100100%16Hits adjacent Pokemon. Power doubles on Dig.
Razor LeafSame-type bonusGrassSpecial5595%40High critical hit ratio. Hits adjacent foes.

Power is the base value, before the same-type bonus (×1.5), items or abilities. “No check” means the move does not check accuracy.

Venusaur's back carries a large flower whose scent attracts other Pokemon. Its Grass/Poison typing is just as important as its Grass attacks when planning this matchup.

Giga Drain deals damage and restores half the damage dealt as HP, subject to rounding and the user's maximum HP. Razor Leaf supplies another Grass attack with an increased critical-hit rate. Both use Venusaur's 299 Special Attack under Gen 3 rules. Sludge Bomb and Earthquake instead use its 200 Attack.

Fire, Flying, Ice and Psychic attacks hit for double damage. Poison, Bug and Ground attacks are neutral against this dual typing. Looking only at its Grass type gives the wrong answer.

Miracle Seed boosts Grass damage by 10% in this ruleset. At 121 HP or less, Overgrow adds a low-health boost to Grass-type move power. A nearly defeated Venusaur can still threaten damage and regain health through Giga Drain.

There is no Sleep Powder, Leech Seed or Synthesis in Red's current set. Its recovery comes from Giga Drain, not a hidden stall moveset.

Plan around it: account for both types, and avoid giving a weakened Venusaur an easy Grass-type target to drain.

Training, base stats and move details

Serious nature. IVs: HP 31 / Attack 31 / Defense 31 / Sp. Atk 31 / Sp. Def 31 / Speed 31. EVs: HP 252 / Sp. Atk 252 / Sp. Def 6.

Gen 3 species base stats, not this build's battle values.
HPAttackDefenseSp. AtkSp. DefSpeed
80828310010080

Overgrow: When this Pokemon has 1/3 or less of its maximum HP, rounded down, its Grass-type attacks have their power multiplied by 1.5.

Miracle Seed: Holder's Grass-type attacks have 1.1x power.

  • Giga Drain: base PP 5 → game PP 8; no contact; priority 0.
  • Sludge Bomb: base PP 10 → game PP 16; no contact; priority 0.
  • Earthquake: base PP 10 → game PP 16; no contact; priority 0.
  • Razor Leaf: base PP 25 → game PP 40; no contact; priority 0.
Compare type matchups ↓

#006 / Fast Fire pressure

Charizard

FireFlying
Lv. 100
Charizard in its FireRed and LeafGreen front-facing sprite
1.7 m · 90.5 kg
Actual Lv.100 stats
HP
298
Attack
204
Defense
192
Sp. Atk
317
Sp. Def
206
Speed
299

Before item effects, status and stat changes. Scale: 0–550.

Ability
Blaze
Held item
Charcoal
Weak to
Electric 2×Rock 4×Water 2×
Resists
Grass ¼×Steel ½×Bug ¼×Fighting ½×Fire ½×
Immune to
Ground 0×

The four moves / Gen 3 values

Charizard's configured moves. PP is the starting maximum in this game.
MoveType / categoryPowerAccuracyPPEffect
FlamethrowerSame-type bonusFireSpecial95100%2410% chance to burn the target.
Dragon ClawDragonSpecial80100%24No additional effect.
EarthquakeGroundPhysical100100%16Hits adjacent Pokemon. Power doubles on Dig.
Aerial AceSame-type bonusFlyingPhysical60No check32This move does not check accuracy.

Power is the base value, before the same-type bonus (×1.5), items or abilities. “No check” means the move does not check accuracy.

Charizard flies on powerful wings and breathes intense heat. Despite its appearance, this form is Fire/Flying, not Dragon.

Flamethrower is its main Fire attack, backed by 317 Special Attack and Charcoal's 10% boost. Dragon Claw is also special in Gen 3. Earthquake and Aerial Ace are physical, using 204 Attack instead.

Rock attacks hit for four times normal damage. Water and Electric attacks hit for double damage. Ground attacks do not affect it under normal conditions because it is Flying, while Ice is neutral: Fire's resistance cancels Flying's weakness.

The four-times Rock weakness is a useful opening, but Charizard has 299 Speed and carries Earthquake. A grounded Rock-type attacker may take a super-effective hit before it can act. Aerial Ace does not check accuracy; it should not be described as a normal 100%-accuracy move.

At 99 HP or less, Blaze boosts its Fire-type move power. Finishing the battle with a weakened Fire-weak Pokemon can still be dangerous.

Plan around it: preserve a suitable Rock, Water or Electric attack, then check the defender's coverage and actual turn order. There is no Mega Evolution in this matchup.

Training, base stats and move details

Serious nature. IVs: HP 31 / Attack 31 / Defense 31 / Sp. Atk 31 / Sp. Def 31 / Speed 31. EVs: HP 6 / Sp. Atk 252 / Speed 252.

Gen 3 species base stats, not this build's battle values.
HPAttackDefenseSp. AtkSp. DefSpeed
78847810985100

Blaze: When this Pokemon has 1/3 or less of its maximum HP, rounded down, its Fire-type attacks have their power multiplied by 1.5.

Charcoal: Holder's Fire-type attacks have 1.1x power.

  • Flamethrower: base PP 15 → game PP 24; no contact; priority 0.
  • Dragon Claw: base PP 15 → game PP 24; makes contact; priority 0.
  • Earthquake: base PP 10 → game PP 16; no contact; priority 0.
  • Aerial Ace: base PP 20 → game PP 32; makes contact; priority 0.
Compare type matchups ↓

#009 / Water & Ice coverage

Blastoise

Water
Lv. 100
Blastoise in its FireRed and LeafGreen front-facing sprite
1.6 m · 85.5 kg
Actual Lv.100 stats
HP
362
Attack
202
Defense
236
Sp. Atk
269
Sp. Def
247
Speed
192

Before item effects, status and stat changes. Scale: 0–550.

Ability
Torrent
Held item
Mystic Water
Weak to
Electric 2×Grass 2×
Resists
Steel ½×Fire ½×Ice ½×Water ½×
Immune to
None by type

The four moves / Gen 3 values

Blastoise's configured moves. PP is the starting maximum in this game.
MoveType / categoryPowerAccuracyPPEffect
SurfSame-type bonusWaterSpecial95100%24Hits foes. Power doubles against Dive.
Ice BeamIceSpecial95100%1610% chance to freeze the target.
EarthquakeGroundPhysical100100%16Hits adjacent Pokemon. Power doubles on Dig.
Brick BreakFightingPhysical75100%24Destroys screens, even if the target is immune.

Power is the base value, before the same-type bonus (×1.5), items or abilities. “No check” means the move does not check accuracy.

Blastoise is protected by a heavy shell. Red's build has 362 HP, 236 Defense and 247 Special Defense, so an unboosted neutral hit may not be enough to remove it quickly.

Surf is its same-type Water attack. Ice Beam covers targets that resist or threaten Water, especially Grass and Dragon types. Both use 269 Special Attack. Earthquake and Brick Break are physical and use its lower 202 Attack.

Electric and Grass attacks are super effective. Before switching one of those types in, check the move it might receive: Earthquake threatens Electric types, while Ice Beam threatens Grass types. Your Pokemon's second type can change the final multiplier.

Mystic Water boosts Water damage by 10%. At 120 HP or less, Torrent increases Water-type move power further. Brick Break can also remove Reflect and Light Screen; protection from a screen is not always permanent.

This set does not include Shell Smash, Rapid Spin or a healing move. The practical problem is its damage and coverage, not a setup sequence imported from a different guide.

Plan around it: keep an effective attack available, but choose its user with Ice Beam and Earthquake in mind.

Training, base stats and move details

Serious nature. IVs: HP 31 / Attack 31 / Defense 31 / Sp. Atk 31 / Sp. Def 31 / Speed 31. EVs: HP 252 / Sp. Atk 252 / Sp. Def 6.

Gen 3 species base stats, not this build's battle values.
HPAttackDefenseSp. AtkSp. DefSpeed
79831008510578

Torrent: When this Pokemon has 1/3 or less of its maximum HP, rounded down, its Water-type attacks have their power multiplied by 1.5.

Mystic Water: Holder's Water-type attacks have 1.1x power.

  • Surf: base PP 15 → game PP 24; no contact; priority 0.
  • Ice Beam: base PP 10 → game PP 16; no contact; priority 0.
  • Earthquake: base PP 10 → game PP 16; no contact; priority 0.
  • Brick Break: base PP 15 → game PP 24; makes contact; priority 0.
Compare type matchups ↓
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02 / Read both types

Check Red's type matchups

Use the Daily Red Pokemon matchup chart to compare one attacking type against all six defenders. These multipliers describe type effectiveness only, not final damage or a guaranteed knockout.

0× immune · ¼× / ½× resisted · 1× neutral · 2× / 4× super effective. Stats, move power, same-type bonuses, abilities, items and battle conditions also matter.

View the full 17-type chart
Attacking types are rows; Red's Pokemon are columns. Type effectiveness only.
Attack typePikachuEspeonSnorlaxVenusaurCharizardBlastoise
Electric½×1×1×½×2×2×
Ghost1×2×0×1×1×1×
Grass1×1×1×¼×¼×2×
Steel½×1×1×1×½×½×
Dark1×2×1×1×1×1×
Bug1×2×1×1×¼×1×
Dragon1×1×1×1×1×1×
Fighting1×½×2×½×½×1×
Fire1×1×1×2×½×½×
Flying½×1×1×2×1×1×
Ground2×1×1×1×0×1×
Ice1×1×1×2×1×½×
Normal1×1×1×1×1×1×
Poison1×1×1×1×1×1×
Psychic1×½×1×2×1×1×
Rock1×1×1×1×4×1×
Water1×1×1×½×2×½×

03 / Plan the next turn

Who moves first?

Pikachu and Espeon both carry Quick Attack, which has increased priority. Paralysis and stat changes can also change the starting Speed order.

Compare Speed at equal move priority, before status or stat changes. A tie is not a guaranteed first move.

Espeon319
Charizard299
Pikachu279
Venusaur196
Blastoise192
Snorlax96
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04 / Think in Gen 3

Gen 3 rules that change the battle

A move's type decides its category

Shadow Ball and Sludge Bomb are physical. Bite and Dragon Claw are special. Contact is separate: a special move can make contact, and a physical move can avoid it.

Physical: Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel.

Special: Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark.

Items differ from modern games

Light Ball doubles Pikachu's Special Attack only: 199 becomes an effective 398 before other modifiers. Its Attack is unchanged.

Miracle Seed, Charcoal and Mystic Water boost their matching type by 10%. Leftovers restores one sixteenth of maximum HP, rounded down: 17 HP for Espeon and 32 HP for Snorlax, up to full health.

Low HP can mean more damage

Overgrow, Blaze and Torrent increase matching-type move power by 50% at one third HP or less.

Venusaur · Overgrow at ≤121 / 364 HP
Charizard · Blaze at ≤99 / 298 HP
Blastoise · Torrent at ≤120 / 362 HP

Read the generation's move values

Thunderbolt, Flamethrower, Surf and Ice Beam have 95 power in Gen 3. Giga Drain has 60 power and 5 base PP; this game starts it at 8 PP with PP increases.

The snow on the website is scenery. It does not automatically start hail in battle.

05 / Your move

Build your battle plan

  1. Plan the opening. Check your available Ground attacks, defensive typing and Speed before facing Pikachu.
  2. Keep coverage for later. A move useful against Pikachu may not help against an immune Charizard.
  3. Check the counterattack. Read all four moves, not just the type badge. A type advantage can still be a dangerous switch.
  4. Recheck the current battle. HP, status, stat changes and priority can change the next turn.
Review your team and play Daily Red Pokemon

Red team questions

Does Red get a different team every day?

In this Daily Red game, his six Pokemon and their builds are fixed. The changing challenge is the team available to you.

Does Red always send them out in this order?

No. Pikachu is the opening Pokemon, but Red can switch, and later choices depend on the battle. The roster order is not a scripted sequence.

Why is Espeon here instead of Lapras?

The six species match Red's Gold and Silver roster. HeartGold and SoulSilver use Lapras instead of Espeon. This game uses its own level-100 builds with Gen 3 rules, not either original battle's exact settings.

Why are these stats different from another Pokedex?

A species' base stats are not the same as its level-100 battle stats. Training, individual values and nature affect the latter. Generations also matter: Pikachu's Defense and Special Defense base stats were lower in Gen 3 than in modern games.

Does the snowy mountain mean hail is active?

No. The site's background is scenery, not an automatic battle-weather effect. Check the battle's own weather state.

Do the type multipliers tell me exactly how much damage I will deal?

No. They are one part of damage calculation. Move power, offensive and defensive stats, same-type bonuses, abilities, items and current battle conditions also matter.

Can I use this guide without changing my current battle?

The navigation opens this guide in a new tab, so your original battle can keep running. Switch back to that tab to continue. Daily and practice battles can also be resumed in the same browser when local storage is available. Use only one tab to control a battle at a time; another tab's changes require you to resume the latest save.

Data notes

Battle data follows this game's configured builds and Gen 3 ruleset. Species background was checked on October 16, 2026. Strategy notes describe opportunities and risks, not guaranteed outcomes.

Species and mechanics references

Light Ball across generations · Shadow Ball category changes · Gold and Silver's Red roster

MAKE THE JOURNEY YOURS

World settings

A little atmosphere, or a quieter summit. Your battle stays the same.

World motion is off. Preferences are saved in this browser.

Sound and effects start enabled. Music begins after your first click or key press, and the summit theme gives way to battle music when you play. Site audio mutes all channels without resetting volumes. Your choices are saved. Mouse pointers do not appear on touchscreens.