Pikachu sprite — the Daily Red Pokémon logo

Generation 3 Battle Rules

The exact Gen 3 battle rules used in Daily Red Pokémon: physical and special split, move priority, turn order, switching, PP and held items.

The rules in detail

Physical and special split

In Generation 3, a move's category is decided by its type, not by an individual flag. Physical types are Normal, Fighting, Poison, Ground, Flying, Bug, Rock and Ghost. Special types are Fire, Water, Electric, Grass, Ice, Psychic, Dragon and Dark.

Turn order

Move priority comes first: Quick Attack, Extreme Speed, Agility-style setup and switches all resolve before ordinary attacks. Otherwise the faster Pokémon moves first, and a speed tie is broken at random.

Switching

A voluntary switch uses your turn. Choosing a replacement after a fainted Pokémon does not cost an extra turn. Switching also resets any stat changes and clears volatile conditions.

PP and move limits

Every move has limited PP, and a move cannot be selected once its PP runs out. No items can be used from your bag.

Levels and stats

Every Pokémon on both sides is level 100. Nature gives a 10% boost to one stat and a 10% cut to its paired stat.

Abilities

Gen 3 abilities are active from the start of the battle. Intimidate lowers the opposing Pokémon's Attack on entry.

Held items

Only held items matter, and RED's items are fixed: Light Ball on Pikachu, Leftovers on Espeon and Snorlax, Miracle Seed on Venusaur, Charcoal on Charizard and Mystic Water on Blastoise.

Weather

Sunny Day and Rain Dance change damage multipliers for Fire and Water respectively, and affect Synthesis and Solar Beam.

No Fairy type

Generation 3 has no Fairy type, so Dragon is not weak to it and no Fairy moves exist.