Matches · 2026-10-08 · rules version s4
DeepSeek V4.1 Flash vs Jev 1.13
DeepSeek V4.1 Flash won in 20 turns · 2 min wall clock · 126,856 tokens · $0.025
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Decisions
- Team previewJev 1.13 led with
Thundurustherian26% LEAD: thundurustherian, 26% LEAD: tornadustherian, 21% LEAD: greattusk
DeepSeek V4.1 Flash led withGholdengoGholdengo is the safest lead: Air Balloon blanks Landorus-T's Earthquake and U-turn, while Good as Gold blocks status moves. It can set up Nasty Plot against passive leads and threatens most of the opponent's team.
Reasoning trace (1,199 words)
We need choose lead. Opponent has Landorus-T, Thundurus-T, Enamorus-T, Great Tusk, Tornadus-T, Gholdengo. Our team. Best lead? Gholdengo with Air Balloon can handle many, but opposing Landorus-T likely lead with Stealth Rock, and Gholdengo can threaten? Actually Gholdengo vs Landorus-T: Landorus-T EQ, Gholdengo Air Balloon immune, can Nasty Plot or Make It Rain. But opposing Gholdengo could be problematic. Great Tusk is common lead, can Rapid Spin, Knock Off, but opposing Landorus-T intimidate and EQ. Dragapult specs can U-turn. Slowking-Galar can Chilly Reception. Consider opponent likely leads Landorus-T (common). Our Gholdengo with Air Balloon walls Landorus-T's EQ, resists U-turn? Actually U-turn neutral? Gholdengo Steel/Ghost: U-turn Bug neutral? Bug vs Steel neutral? Bug vs Ghost neutral? Bug is neutral against Steel? Bug is not very effective against Steel? Wait Bug vs Steel: not very effective (0.5). Bug vs Ghost: not very effective? Ghost resists Bug? No, Ghost is neutral to Bug? Actually Bug vs Ghost: neutral? Let's check: Bug is super effective against Psychic, Dark, Grass. Not very effective against Fire, Fighting, Poison, Flying, Ghost, Steel, Fairy. Yes Bug is not very effective against Ghost and Steel. So U-turn from Landorus-T does 0.25x? Actually dual type: Bug vs Steel 0.5, vs Ghost 0.5? Wait Ghost resists Bug? Yes Ghost resists Bug. So 0.25x. So Gholdengo hard walls Landorus-T. Also immune to EQ via Air Balloon. So Gholdengo is excellent lead against Landorus-T. But if opponent leads Great Tusk, Gholdengo can be hit by Headlong Rush? Ground vs Steel: 2x, but Air Balloon immune until popped. Great Tusk may Knock Off. But Gholdengo can Make It Rain. Alternatively, Great Tusk lead can handle opposing Gholdengo? Our Great Tusk has Knock Off, Headlong Rush, Close Combat. Opposing Gholdengo is immune to Ground? No, Gholdengo is Steel/Ghost, Ground is neutral? Ground vs Steel 2x, vs Ghost 1x? Actually Ground vs Ghost: neutral? Ghost is immune to Normal and Fighting, but Ground hits Ghost neutral? Wait Ghost is immune to Normal and Fighting, but Ground is not immune. Ground vs Ghost: 1x. Ground vs Steel: 2x. So Ground is 2x against Gholdengo. So Great Tusk can threaten Gholdengo with Headlong Rush. But opposing Gholdengo may have Air Balloon, making Ground immune. Our Great Tusk has Knock Off to pop balloon. But opponent has many Flying types: Landorus-T, Thundurus-T, Enamorus-T, Tornadus-T. Great Tusk's Ground moves are ineffective against them. Gholdengo's Make It Rain is Steel, neutral against Flying? Steel vs Flying: 1x? Actually Steel is neutral against Flying? No, Steel is not very effective against Fire, Water, Electric, Steel. Against Flying it's neutral. Shadow Ball is Ghost, neutral against Flying? Ghost vs Flying: 1x. So Gholdengo can hit them. I think Gholdengo is a solid lead. But let's consider common leads in Gen 9 OU: Landorus-T, Great Tusk, Gholdengo, Dragapult, etc. Opponent has Landorus-T, Thundurus-T, Enamorus-T, Great Tusk, Tornadus-T, Gholdengo. They might lead Landorus-T to set rocks. Our Gholdengo can prevent Defog? Actually Good as Gold blocks status moves like Stealth Rock? No, Good as Gold blocks status moves targeting Gholdengo. Stealth Rock targets the field, not Gholdengo, so it doesn't block. But Gholdengo can threaten Landorus-T with Make It Rain? Make It Rain is Steel, Landorus-T is Ground/Flying, Steel is neutral? Actually Steel vs Ground: 1x? Steel vs Flying: 1x. So neutral. Shadow Ball is Ghost, neutral. So Gholdengo doesn't hit Landorus-T super effectively. But Landorus-T can't do much to Gholdengo. So it's a stalemate. Gholdengo can Nasty Plot while Landorus-T sets rocks. Then Gholdengo can sweep. Alternatively, lead Dragapult: Choice Specs, can U-turn out, or Draco Meteor. But opposing Landorus-T can U-turn, and Dragapult is frail. Lead Great Tusk: can Rapid Spin to remove rocks, Knock Off to remove items. But opposing Landorus-T intimidates, and Great Tusk's Headlong Rush is neutral? Ground vs Ground/Flying: Ground is immune? Flying is immune to Ground. So Headlong Rush does nothing to Landorus-T. Close Combat is neutral? Fighting vs Ground/Flying: Fighting vs Flying is 0.5? Actually Fighting vs Flying: 0.5, vs Ground: 1x, so 0.5x. So Great Tusk can't hit Landorus-T well. So Great Tusk is bad lead against Landorus-T. Lead Slowking-Galar: can Chilly Reception to pivot, but slow. Lead Kingambit: slow, can set up but risky. Lead Landorus-T: can set rocks, intimidate, U-turn. But opposing Landorus-T mirror, speed tie? Our Landorus-T has 218 speed, opponent's base speed 91, likely similar. Could be speed tie. But we have Rocky Helmet. I think Gholdengo is the safest lead. It can handle most leads. If opponent leads Great Tusk, Gholdengo can Make It Rain, but Great Tusk might have Knock Off to pop balloon and then EQ. But Gholdengo is faster? Gholdengo speed 293, Great Tusk base 87, max speed 300? Our Great Tusk has 300 speed. Opponent's Great Tusk likely similar. So Gholdengo is slower than Great Tusk? Actually Gholdengo speed 293, Great Tusk max speed 300, so Great Tusk is faster. So if opponent leads Great Tusk, it can Knock Off first, popping balloon, then we are vulnerable to EQ next turn. But we can Make It Rain, which is super effective? Steel vs Ground/Fighting: Steel vs Ground 1x, vs Fighting 1x? Actually Steel vs Fighting: 1x? Steel is not very effective against Fighting? No, Steel is neutral against Fighting? Wait Steel vs Fighting: 1x? Actually Fighting is super effective against Steel, but Steel is neutral against Fighting. So Make It Rain is neutral against Great Tusk. Shadow Ball is Ghost, neutral. So Gholdengo doesn't hit Great Tusk super effectively. So Gholdengo vs Great Tusk is not great. What about lead Dragapult? Dragapult is faster than Great Tusk (421 vs 300). Can Draco Meteor, but Great Tusk is not weak to Dragon? Dragon vs Ground: 1x, vs Fighting: 1x. So neutral. Shadow Ball is Ghost, neutral. Fire Blast is Fire, neutral? Fire vs Ground: 1x, vs Fighting: 1x. So no super effective. U-turn can pivot. Lead Landorus-T: can intimidate Great Tusk, and EQ is neutral? Ground vs Ground/Fighting: Ground vs Ground 1x, vs Fighting 1x? Actually Ground vs Fighting: 1x. So neutral. But Landorus-T can set rocks. Maybe lead Slowking-Galar? It can Chilly Reception to bring in a threat. But slow. Given the opponent's team, they have many Flying types, so our Ground moves are useless. Our best bet is to use Gholdengo or Dragapult to handle Flying types. Gholdengo can Nasty Plot and Make It Rain. Dragapult can Shadow Ball and Draco Meteor. I think Gholdengo is the best lead because it can set up Nasty Plot against passive leads like Landorus-T, and it has Air Balloon to avoid Ground moves. Also Good as Gold blocks status moves like Thunder Wave, Will-O-Wisp, etc. So I'll choose LEAD: gholdengo. But let's double-check: Opponent might lead Thundurus-T, which is Electric/Flying. Gholdengo is Steel/Ghost, Electric is neutral? Electric vs Steel: 1x, vs Ghost: 1x. So neutral. Thundurus-T might have Focus Blast? But Gholdengo can take a hit. Gholdengo can Make It Rain, which is Steel, neutral against Electric/Flying? Steel vs Electric: 1x, vs Flying: 1x. So neutral. Shadow Ball is Ghost, neutral. So not super effective. But Gholdengo can Nasty Plot. Alternatively, lead Dragapult: can U-turn out against bad matchup. But Gholdengo is more solid. I'll go with Gholdengo.
- Turn 1Jev 1.13 used
Thunderbolt36% MOVE: thunderbolt, 11% MOVE: focusblast, 11% MOVE: sludgewave
DeepSeek V4.1 Flash usedMakeitrainThundurus-Therian is Electric/Flying, so Make It Rain is my strongest neutral STAB and hits hard on its weak Defense. Gholdengo's Air Balloon blocks Ground, and I don't want to give Thundurus a free Nasty Plot turn, so I attack immediately.
Reasoning trace (127 words)
Thundurus-Therian is Electric/Flying with Volt Absorb. Gholdengo's Air Balloon makes it immune to Ground. Thundurus likely has Nasty Plot, Thunderbolt, Focus Blast, Grass Knot. Gholdengo can't be hit by Ground. Make It Rain is strong STAB. But Thundurus may set up Nasty Plot. Gholdengo resists Electric? No, Steel doesn't resist Electric. Ghost/Steel - Electric is neutral. Actually Gholdengo should just attack. Make It Rain hits hard. But Thundurus could Tera or set up. Best to attack with Make It Rain for big damage. Actually, Thundurus-Therian is faster (101 vs 293? No, Gholdengo speed 293, Thundurus base 101 = ~299 at max). Gholdengo 293 speed. Thundurus could be faster. But Make It Rain is the play. Shadow Ball doesn't hit Flying super effectively. Make It Rain is best.
- Turn 2Jev 1.13 used
Thunderbolt79% MOVE: thunderbolt, 6% MOVE: thunderbolt [TERA], 5% SWITCH: gholdengo
DeepSeek V4.1 Flash switched toGreatGholdengo is at 18% HP and won't KO Thundurus at 53% even with Make It Rain (especially at -1 SpA). Thundurus outspeeds? No, Gholdengo is faster, but Thunderbolt KOs next turn. Switch to a Ground-type immune to Thunderbolt — Great Tusk is the safest pivot.
Reasoning trace (115 words)
Gholdengo at 18% HP, Thundurus at 53%. Thundurus likely faster? Thundurus speed 101 base, Gholdengo 293 speed stat. Gholdengo is faster. Make It Rain would do decent damage but Gholdengo is at 18% and Thundurus can KO with Thunderbolt. Actually Gholdengo is faster - can it KO Thundurus at 53%? Make It Rain with -1 SpA... probably not enough. Thundurus will KO next turn. Best to switch out to preserve Gholdengo. Switch to Great Tusk (immune to Electric? No, Ground type is immune to Electric). Great Tusk is Ground/Fighting, immune to Thunderbolt. Good switch. Actually Landorus-Therian is also Ground/Flying, immune to Electric, and has Intimidate. But Great Tusk is fine too. Switch to Great Tusk.
- Turn 3Jev 1.13 switched to
Great34% SWITCH: greattusk, 19% SWITCH: landorustherian, 17% SWITCH: tornadustherian
DeepSeek V4.1 Flash usedClosecombatGreat Tusk outspeeds Thundurus-T (300 vs 101 base) and Close Combat is a strong neutral hit that should knock out the 53% Thundurus-T before it can act. Ground moves are useless against Flying, so Close Combat is the clear choice.
Reasoning trace (126 words)
Thundurus-T is at 53% and weak to nothing here directly, but Great Tusk's Knock Off hits it neutrally and removes item. Actually Thundurus-T is Electric/Flying, so Ground moves don't affect it (Flying). Close Combat is neutral. Knock Off is neutral and removes item. Thundurus-T at 53% - can we KO? Knock Off BP 65 vs 79 HP base... likely not KO. Close Combat 120 neutral could KO. Thundurus-T is fast (101 base speed vs Tusk 300 speed stat - Tusk is faster at 300). Tusk outspeeds. Close Combat should KO 53% Thundurus-T. But Thundurus-T could Tera or switch. Best to just attack. Close Combat is strongest neutral hit. Actually wait - Thundurus-T might switch to a Flying/Levitate mon. But we should just attack. Close Combat KOs.
- Turn 4Jev 1.13 used
Earthquake30% MOVE: earthquake, 26% MOVE: closecombat, 10% MOVE: closecombat [TERA]
DeepSeek V4.1 Flash usedClosecombatOpposing Great Tusk is at 51% HP and much slower (base 87 vs my 300 Speed), so my Great Tusk moves first. A 120 BP Close Combat should knock it out before it can retaliate, avoiding any risk from its attacks.
Reasoning trace (117 words)
Opposing Great Tusk at 51% HP. My Great Tusk is faster (300 vs 87 base... actually base speed 87 vs my 300 stat). My Great Tusk outspeeds. Headlong Rush or Close Combat should KO. Close Combat is super effective? No, Fighting vs Ground/Fighting is neutral. Ground vs Ground/Fighting is neutral too. Both 120 BP neutral. Actually Close Combat lowers my defenses further but I'm already -1/-1. Headlong Rush lowers my defenses too. Either KOs likely. Let me pick Close Combat since it doesn't have the Ground immunity issue... both neutral. Headlong Rush is fine. Actually opponent Great Tusk likely has Headlong Rush/Close Combat too and could KO me. But I'm faster. Pick Close Combat for the KO.
- Turn 5Jev 1.13 used
Earthquake58% MOVE: earthquake, 14% SWITCH: landorustherian, 7% SWITCH: gholdengo
DeepSeek V4.1 Flash usedHeadlongrushOpposing Great Tusk is at 5% HP, so any attack KOs it. My Great Tusk is at 17% and likely won't survive another Earthquake anyway, so trading it to remove their Great Tusk is worthwhile. Headlong Rush avoids contact damage and secures the KO.
Reasoning trace (215 words)
Opposing Great Tusk is at 5% HP. Any attack will KO it. But it's faster? Great Tusk speed 300 vs opposing base 87... my Great Tusk is faster. Actually opposing Great Tusk likely has max speed too. My speed is 300. Opposing could be similar. But at 5% HP, any hit KOs. However, if it moves first with Earthquake, my Great Tusk at 64 HP with -2 def... Earthquake would KO me. Wait, who's faster? Both Great Tusk, same base speed. My speed stat 300. Opposing likely 300 too. Speed tie. Risky. But actually, I should just attack. Headlong Rush KOs. If speed tie, 50/50. Alternatively, switch to avoid risk? But then opposing Great Tusk survives at 5% and can be picked off later. Actually if I switch, opponent might attack my switch-in. Best: use a priority? No priority moves. Just attack with headlongrush. Actually closecombat also KOs. Headlongrush lowers my defenses but doesn't matter. Actually, wait - if speed tie, I might lose Great Tusk. But it's at 17% anyway, low value. Killing their Great Tusk is worth it. Just attack. Use headlongrush (no contact, avoids any rocky helmet). Actually closecombat is fine too. Headlongrush is Ground, opposing is Ground/Fighting - neutral. Closecombat Fighting vs Ground/Fighting - neutral too. Either works. I'll use headlongrush.
DeepSeek V4.1 Flash switched toLandorusOpposing Great Tusk is at 5% HP and will likely switch out rather than stay in. Landorus-Therian is immune to Earthquake, gets Intimidate, and can set Stealth Rock to punish the incoming switch.
Reasoning trace (311 words)
We need answer. Need choose best action. We have fainted Great Tusk, must switch. Opponent Great Tusk at 5% HP. Need pick switch. We need consider what opponent will do. They likely switch out or attack? We need choose best mon to handle. Since opponent at 5%, can we switch to something that threatens and doesn't fear? We need send out. Options: gholdengo 18%, kingambit, dragapult, landorus, slowking-galar. Opponent Great Tusk at 5%, likely will switch out because it's low and can't do much. We need gain advantage. We can switch to Landorus-Therian with Intimidate, immune to EQ, can set rocks or U-turn. Or Dragapult specs can threaten. But if opponent stays, any priority? Great Tusk likely faster? Our Great Tusk was 300 speed, opponent base 87 maybe slower. But we need switch. Best switch: Landorus-Therian: immune to Earthquake, Intimidate lowers attack, can set Stealth Rock or U-turn. But if opponent switches, we can set rocks. However, opponent has Thundurus, Landorus, Enamorus, Tornadus, Gholdengo. Landorus-T is good. But maybe Gholdengo at 18% is risky. Kingambit can Sucker Punch but opponent might switch. Dragapult specs can U-turn. Slowking-Galar can Chilly Reception to pivot. Since opponent Great Tusk at 5% likely switches out. We want to maintain momentum. Landorus-T can set Stealth Rock, which is valuable. But if opponent stays and uses Earthquake, Landorus immune. If opponent uses Ice Spinner? Not revealed. But likely EQ only. Landorus-T can come in safely, Intimidate, then set rocks. That seems best. Alternatively, Dragapult can come in and U-turn to keep momentum, but if opponent switches, we U-turn into something. But we don't know their switch. Landorus-T is safe. Check legal actions: SWITCH: landorustherian. That's one. Need output thought and decision. Keep thought 2-4 sentences. Mention opponent Great Tusk at 5% likely switches, Landorus-T immune to EQ and can set rocks. Decision: SWITCH: landorustherian. Ensure exact format.
- Turn 6Jev 1.13 used
Earthquake18% MOVE: earthquake, 18% SWITCH: landorustherian, 16% SWITCH: gholdengo
DeepSeek V4.1 Flash usedEarthquakeOpposing Great Tusk is at 5% HP and slower than Landorus-T, so Earthquake easily knocks it out before it can act. No need to switch or set hazards.
Reasoning trace (21 words)
Great Tusk at 5% HP, Earthquake will KO it. Landorus-T is faster (218 vs 87). Just Earthquake to finish it off.
Jev 1.13 switched toGholdengo26% SWITCH: gholdengo, 25% SWITCH: landorustherian, 21% SWITCH: tornadustherian
- Turn 7Jev 1.13 used
Poltergeist38% MOVE: poltergeist, 10% MOVE: trick, 10% SWITCH: thundurustherian
DeepSeek V4.1 Flash usedUturnGholdengo is immune to Earthquake, so Landorus-T's Ground STAB is useless here. U-turn keeps momentum and pivots into Kingambit, who resists Gholdengo's Ghost/Steel attacks and can threaten back.
Reasoning trace (107 words)
Gholdengo is immune to Ground (Ghost type), so Earthquake does nothing. Landorus-T can't hit Gholdengo with EQ. Stone Edge is Rock, neutral vs Steel/Ghost. Actually Gholdengo is Steel/Ghost - Rock is neutral. But Gholdengo likely has Make It Rain or Shadow Ball. Landorus-T's best play: U-turn out to bring in a better matchup, or set Stealth Rock. Gholdengo threatens with Make It Rain (Steel special) which hits Landorus neutrally. Landorus-T can U-turn to pivot. Kingambit is a good switch-in for Gholdengo (resists Ghost, immune to... no, Steel resists). Actually Kingambit resists Ghost and Steel. Good matchup. U-turn keeps momentum and brings in Kingambit or Dragapult. Let's U-turn.
DeepSeek V4.1 Flash switched toKingambitU-turn forces me to switch. Opposing Gholdengo is a Steel/Ghost type that Kingambit threatens with super-effective Dark STAB (Kowtow Cleave/Sucker Punch), and Kingambit's bulk handles Poltergeist well. This is the best matchup to bring in.
Reasoning trace (257 words)
The opponent's Gholdengo used Poltergeist (physical) on my Landorus. Landorus is Ground/Flying, so Poltergeist is neutral. My Landorus used U-turn already this turn? Wait, the recent turns show Turn 7 already happened - Landorus used U-turn. But now it's asking for Turn 7 action again? Actually the state says "Turn 7" and shows Landorus used U-turn. Hmm, confusing. The legal actions only show switches, no moves. So I must switch. Wait, legal actions only list switches. That means Landorus must switch out (U-turn effect). Actually U-turn forces a switch. So I need to pick which Pokemon to bring in. Opponent Gholdengo at 81%, Life Orb, physical Poltergeist. I should bring in something that handles Gholdengo. Kingambit resists Ghost? Dark/Steel - Ghost is neutral, Steel resists... Gholdengo's Poltergeist is Ghost physical. Kingambit takes neutral. But Kingambit with Sucker Punch/Kowtow Cleave can threaten Gholdengo. Actually Gholdengo is Steel/Ghost. Kingambit's Dark moves are super effective? Dark vs Steel/Ghost - Dark is super effective vs Ghost, neutral vs Steel. So Kowtow Cleave hits Gholdengo super effectively. Kingambit is a good switch. But wait, Gholdengo might have Make It Rain (Steel special) which hits Kingambit neutral. Kingambit is bulky. Alternatively Dragapult with Shadow Ball. But Dragapult is frail. Kingambit is the best switch - resists Ghost? No, Ghost neutral on Dark/Steel. Actually Ghost vs Dark is neutral, vs Steel is neutral. So neutral. Kingambit threatens with Dark STAB. Let's switch Kingambit. Actually, let me reconsider. Gholdengo's Poltergeist is physical. Kingambit has high defense. Kingambit can Sucker Punch. Good choice. Decision: SWITCH: kingambit
- Turn 8Jev 1.13 used
Poltergeist36% MOVE: poltergeist, 10% SWITCH: enamorustherian, 9% MOVE: poltergeist [TERA]
DeepSeek V4.1 Flash usedKowtowcleaveGholdengo is slower than Kingambit, so I don't need Sucker Punch's priority. Kowtow Cleave is Dark-type and super effective against Ghost/Steel Gholdengo at 81% HP, and with Blackglasses plus Supreme Overlord boost it should knock it out cleanly without risking a Sucker Punch fail.
Reasoning trace (86 words)
Gholdengo is slower than Kingambit (84 vs 136). Sucker Punch only works if opponent attacks. Gholdengo has Poltergeist revealed. Kowtow Cleave is safe and strong. Kingambit with Blackglasses and Supreme Overlord (0 fainted allies? Actually Great Tusk fainted, so 1 fallen = boost). Kowtow Cleave should KO Gholdengo at 81%. Actually Gholdengo is Ghost/Steel. Kowtow Cleave is Dark, super effective. Should KO. Sucker Punch would fail if Gholdengo uses a status move, but it likely attacks. However Kowtow Cleave is guaranteed. Let me pick Kowtow Cleave.
Jev 1.13 switched toEnamorus34% SWITCH: enamorustherian, 30% SWITCH: landorustherian, 25% SWITCH: tornadustherian
- Turn 9Jev 1.13 used
Moonblast47% MOVE: moonblast, 9% SWITCH: landorustherian, 9% SWITCH: tornadustherian
DeepSeek V4.1 Flash usedIronheadEnamorus-Therian is Fairy/Flying and slow (base 46 Speed), so Kingambit moves first. Iron Head is super effective STAB against Fairy and threatens a knockout, while Swords Dance risks eating a strong special hit like Earth Power.
Reasoning trace (185 words)
Enamorus-Therian is Fairy/Flying, slow (46 speed). Kingambit is Dark/Steel. Iron Head is super effective against Fairy. Enamorus-Therian likely has Earth Power or Mystical Fire? Actually Enamorus-Therian commonly runs Calm Mind, Moonblast, Earth Power, Mystical Fire. Kingambit resists Fairy? No, Dark/Steel - Fairy is neutral, Steel resists Fairy... actually Fairy vs Steel is not very effective. Kingambit is weak to Ground and Fire. Iron Head hits Fairy super effectively. Kingambit is slower (136 vs 46? No, Enamorus-Therian speed is 46, so Kingambit is faster at 136). Wait, Enamorus-Therian base speed 46, Kingambit 136. Kingambit is faster. Iron Head should do big damage. But Enamorus-Therian might have Earth Power which is super effective on Kingambit (Steel weak to Ground). Actually Kingambit is Dark/Steel, Ground hits Steel super effectively. Hmm, but Kingambit at 89.6% HP. Iron Head is the best play - super effective STAB with Black Glasses? No, Black Glasses boosts Dark. Iron Head is Steel. Actually Kowtow Cleave is Dark, neutral vs Fairy/Flying. Iron Head is super effective. Go Iron Head. Could also Swords Dance but Enamorus-Therian threatens with Earth Power. Just attack with Iron Head.
Jev 1.13 switched toLandorus40% SWITCH: landorustherian, 37% SWITCH: tornadustherian, 23% SWITCH: thundurustherian
- Turn 10Jev 1.13 used
Earthquake44% MOVE: earthquake, 13% MOVE: earthpower, 13% MOVE: earthquake [TERA]
DeepSeek V4.1 Flash switched toLandorusKingambit is at 20% HP with -1 Atk and slower than Landorus-T, which likely KOs with Earthquake. Sucker Punch fails if Landorus-T doesn't attack. My own Landorus-T is immune to Ground and can Intimidate on the switch-in.
Reasoning trace (131 words)
Kingambit at 20% HP, -1 Atk, facing Landorus-T. Landorus-T likely has Earthquake which will KO Kingambit. Sucker Punch won't help much since Landorus-T is faster? Actually Landorus-T speed 91 base, Kingambit 50 base. Landorus-T is faster. Sucker Punch only works if opponent attacks. Landorus-T could just Earthquake and KO. Kingambit is low HP, better to switch out. Best switch: Landorus-T (our own) to Intimidate back, or Dragapult. Actually Landorus-T can come in on Earthquake immune (Flying). But Landorus-T is Ground/Flying, immune to Ground. Good switch. But opponent might have Stone Edge. Still, Landorus-T is a solid pivot. Actually Slowking-Galar resists... no. Dragapult is immune to Ground too? No, Dragapult is Dragon/Ghost, not immune to Ground. Landorus-T is immune to Ground. Switch to Landorus-T is best - immune to Earthquake, can Intimidate.
- Turn 11Jev 1.13 switched to
Tornadus24% SWITCH: tornadustherian, 15% MOVE: earthpower, 15% MOVE: earthquake
DeepSeek V4.1 Flash usedStealthrockOpposing Landorus-T's only revealed move is Earthquake, which our Ground/Flying Landorus-T is immune to, so this is a safe turn to set Stealth Rock. Rocks are crucial against the opponent's remaining Flying-types, Thundurus-T and Tornadus-T. Staying in also lets Rocky Helmet punish any U-turn.
Reasoning trace (820 words)
We need answer only. Need decide best action. State: our Landorus-T vs opposing Landorus-T. Both Ground/Flying, Earthquake immune. We have Rocky Helmet, 81%. Opponent full, ATK -1. We need choose. Legal includes Stealth Rock, U-turn, Stone Edge, switches. We need infer opponent likely moves? Opposing Landorus-T revealed only Earthquake. It's Ground/Flying, our EQ immune. We can set Stealth Rock safely? Opponent may U-turn, Stone Edge, etc. Our Landorus-T can set rocks. But opponent could switch? We need best tournament action. Our team: Gholdengo 18%, Kingambit 20%, Dragapult 100% specs, Slowking-G 100%, Landorus 81%. Opponent remaining: Thundurus-T 53%, Landorus-T 100%, Tornadus-T unknown. Fainted: Great Tusk, Gholdengo, Enamorus. So opponent has 3 left: Landorus-T active, Thundurus-T, Tornadus-T. We have 5 left (one fainted Great Tusk). We need win. Opposing Landorus-T likely has Stealth Rock? Unknown. It used Earthquake only. Could be Choice Scarf? Base speed 91, our Landorus-T speed 218? Wait our Landorus-T stats SPE 218? That seems low? Actually Landorus-T base speed 91, max speed 309 at neutral? Here stats: SPE 218, maybe defensive. Opponent base stats SPE 91, unknown item. Our Landorus-T likely slower? Our SPE 218 vs opponent maybe 91 base with investment could be 280+. But no speed info. Opponent Landorus-T at -1 Atk. If we set Stealth Rock, opponent may switch to Thundurus-T or Tornadus-T, or attack. Our Landorus-T can take hits. Stealth Rock valuable vs Flying types Thundurus/Tornadus. But opponent could U-turn out. We have Rocky Helmet punishes U-turn. If we use U-turn, we can pivot to Dragapult or Slowking to gain momentum. But U-turn from Landorus-T vs Landorus-T is neutral? Bug vs Ground/Flying: Bug neutral? Ground/Flying resists Bug? Bug vs Ground: neutral? Bug vs Flying: not very effective (0.5). So U-turn weak. But it lets switch. Stone Edge hits opposing Landorus-T super effective? Rock vs Ground/Flying: Rock is 2x vs Flying, neutral vs Ground? Actually Rock vs Ground: 0.5? Type chart: Rock attacking Ground = 0.5? Let's recall: Rock is super effective vs Flying, Bug, Fire, Ice. Not very effective vs Fighting, Ground, Steel. So Rock vs Ground/Flying: 2x * 0.5 = 1x neutral. So Stone Edge neutral, 80% accuracy. Earthquake immune. So no strong attack. Stealth Rock seems best. But if opponent has Taunt? Unknown. Landorus-T often has Stealth Rock, Earthquake, U-turn, Stone Edge. Opponent may set rocks too. We can set rocks first. Our Landorus-T has Rocky Helmet, can punish U-turn. If opponent switches, we get rocks up. If opponent attacks with Stone Edge? It might do some damage but we survive. If opponent uses U-turn, we take little and they switch, we get rocks up? Actually if we use Stealth Rock, we set rocks before their U-turn? Turn order: speed. If opponent faster, they U-turn first, switch to Thundurus/Tornadus, then we set rocks. Still rocks up. If we slower, we set rocks then they U-turn. Either way rocks up unless they Taunt. Taunt possible? Landorus-T can have Taunt? Rare. But could. Alternatively, switch to Dragapult to threaten? Dragapult specs can Draco Meteor Thundurus? But opposing Landorus-T is immune to Ground, Dragapult's Shadow Ball hits neutral? Ghost vs Ground? Ghost vs Ground neutral? Ghost vs Flying neutral? Actually Ghost vs Normal immune, vs Dark 0.5. Against Landorus-T: Ghost neutral. Draco Meteor vs Ground/Flying: Dragon vs Ground neutral, vs Flying neutral? Dragon vs Flying neutral? Dragon is super effective vs Dragon, not vs Flying. So neutral. Fire Blast neutral? Fire vs Ground neutral, vs Flying neutral? Fire vs Flying neutral? Actually Fire vs Flying neutral? Fire is not very effective vs Water/Rock/Dragon, super vs Grass/Ice/Bug/Steel. So neutral. Dragapult can U-turn. But switching to Dragapult on Landorus-T: if opponent uses Earthquake, Dragapult immune? Dragapult is Dragon/Ghost, Ground immune? Ghost is immune to Normal/Fighting, not Ground. Dragon/Ghost: Ground neutral? Actually Ghost is immune to Normal and Fighting, not Ground. So Earthquake hits Dragapult neutral. Dragapult is frail. Not ideal. Switch to Slowking-G: takes Earthquake? Poison/Psychic: Ground neutral? Psychic not immune. Slowking-G is bulky, can take. But opponent could U-turn. Switch to Gholdengo: Steel/Ghost, Ground immune? Steel is not immune to Ground; Flying/Levitate immune. Gholdengo is Steel/Ghost, Ground neutral? Actually Steel is weak to Ground? Steel takes neutral? Wait Steel is weak to Fighting, Ground, Fire. So Gholdengo is weak to Ground? Gholdengo Steel/Ghost: Ground is super effective vs Steel? Yes Ground is super effective against Steel? Let's check: Ground is super effective vs Fire, Electric, Poison, Rock, Steel. So Gholdengo takes 2x from Earthquake. Bad. Kingambit: Dark/Steel, Ground weak? Steel weak to Ground, so 2x. Bad. So staying in and setting rocks is safe because Earthquake immune. Opponent's only revealed move is Earthquake, which we're immune to. They might have Stone Edge, but we can take. Setting Stealth Rock is high value. Also we have Rocky Helmet to punish U-turn. So MOVE: stealthrock. Need output exactly. Ensure no [TERA]? Tera not needed. Use MOVE: stealthrock. Check legal: 1. MOVE: stealthrock. Yes. Final with thought 2-4 sentences.
- Turn 12Jev 1.13 switched to
Landorus23% SWITCH: landorustherian, 19% MOVE: uturn, 14% MOVE: airslash
DeepSeek V4.1 Flash usedUturnTornadus-T outspeeds Landorus-T and threatens with Knock Off or Hurricane, so staying in is risky. U-turn lets me chip it and pivot into Dragapult, who outspeeds and threatens heavily with Choice Specs.
Reasoning trace (89 words)
Tornadus-T is faster (121 vs 91) and likely carries Knock Off or Hurricane. Landorus-T can't hit it super effectively except Stone Edge (80% acc). Best play: U-turn to pivot out and bring in a check while chipping Tornadus. Actually Stone Edge could KO? Tornadus-T is frail. But 80% accuracy risky. U-turn keeps momentum and brings in Dragapult or Gholdengo. Tornadus-T likely uses Knock Off or U-turn itself. U-turn is safe. Actually, Landorus-T vs Tornadus-T: Tornadus threatens with Hurricane/Knock Off. U-turn out to Dragapult (faster, specs) is good. Let's U-turn.
DeepSeek V4.1 Flash switched toDragapultLandorus-T used U-turn, so I must switch. The opponent's Landorus-T threatens Earthquake, which hits Gholdengo, Kingambit, and Slowking-Galar super effectively. Dragapult is neutral to Ground, faster, and can threaten back with Choice Specs Draco Meteor.
Reasoning trace (1,005 words)
We need choose action. We are Landorus-T active vs opposing Landorus-T. Legal actions only switches? Wait no moves listed? LEGAL ACTIONS only switches. That means maybe forced switch? Actually active Landorus-T used U-turn last turn? Recent turn says Your Landorus used U-turn, it was not very effective, opposing Landorus at 79. U-turn should switch? But state says active Landorus-T still? Hmm maybe U-turn didn't switch because? Actually U-turn switches user out after damage. But current active is Landorus-T, so maybe opponent's Landorus used? Wait recent turn: Opposing Landorus came in, intimidate, Your Landorus used U-turn. It was not very effective. Opposing Landorus at 79. If U-turn, we should choose switch now? The legal actions are switches only, consistent with U-turn forcing switch. So we must switch to one of bench. Need choose best. We have Landorus-T at 81%, -1 Atk, vs opposing Landorus-T at 79%. We used U-turn, now must switch. Which mon best? Opponent has Tornadus-T, Thundurus-T, Landorus-T. Hazards on their side. Our team: Gholdengo 18%, Kingambit 20%, Dragapult 100%, Slowking-Galar 100%. Need pick switch. Opposing Landorus-T likely has Earthquake, maybe Stone Edge, U-turn, Stealth Rock? It's Ground/Flying. We need bring in something to handle. Slowking-Galar is bulky special, resists? Landorus EQ hits? Slowking Galar Poison/Psychic: Ground neutral? Psychic weak? Ground vs Poison super? Ground is super effective vs Poison, but Psychic resists? Actually Poison weak to Ground, Psychic neutral? So Ground neutral? Wait Poison is weak to Ground (2x), Psychic resists? No Psychic doesn't resist Ground. So Ground neutral? Type chart: Ground super effective against Poison, Rock, Steel, Fire, Electric. Psychic takes neutral. Dual Poison/Psychic: Ground 2x? Poison weak, Psychic neutral => 2x. So Slowking-Galar is weak to Earthquake. Not ideal. Dragapult: Dragon/Ghost. Ground immune? Ghost immune to Normal/Fighting, not Ground. Dragon neutral, Ghost neutral? Ground vs Ghost neutral? Actually Ground doesn't affect Flying, but Ghost neutral. So Dragapult takes neutral EQ. It's fast, can threaten with Draco Meteor? But Choice Specs. Opposing Landorus likely slower (base 91 vs Dragapult 142). Dragapult can outspeed and hit with Draco Meteor? Landorus is Ground/Flying, Dragon neutral? Dragon vs Ground/Flying: Dragon neutral vs Ground, neutral vs Flying? Actually Dragon is neutral vs Flying? Dragon not very effective vs Steel, super vs Dragon. So neutral. Shadow Ball neutral? Ghost vs Ground/Flying neutral. Fire Blast neutral? Fire vs Ground neutral, vs Flying neutral. U-turn? Bug vs Ground neutral, vs Flying not very effective. So Dragapult can do decent damage. But if we switch Dragapult in on Earthquake, it takes neutral. It can then threaten. Kingambit: Dark/Steel. Ground vs Steel 2x, Dark neutral => 2x weak. Bad. Gholdengo: Steel/Ghost. Ground vs Steel 2x, Ghost neutral => 2x weak. Bad. So best switch is Dragapult? But Dragapult is Choice Specs, can threaten. However, opponent might switch to Tornadus-T or Thundurus-T. Dragapult can U-turn out if needed but locked. Slowking-Galar is also weak to EQ but has Regenerator and can pivot with Chilly Reception. But it's weak to Ground, so switching into EQ is bad. Dragapult is neutral, faster, can revenge kill or force out. But if we switch Dragapult, opponent Landorus might use U-turn or switch. We need consider team composition. We have hazards on their side. Dragapult can threaten with Draco Meteor. But if opponent stays, Dragapult outspeeds and can KO? Landorus-T at 79% HP. Dragapult Choice Specs Draco Meteor: 130 BP, SPA 299. Landorus-T base SPD 80, HP 89. Likely does big damage, maybe KO? Let's estimate: Level 100, 0 SpD Landorus-T? Base 80 SpD, no investment. Dragapult 299 SpA, Choice Specs 1.5x. Draco Meteor 130. Damage roughly: (2*100/5+2)=42, *130*299/ (80? actually SpD stat maybe 196?) /50 +2. Let's approximate: 42*130=5460, *299=1,632,540, / (196*50=9800) = 166.6 +2 = 168.6, *1.5 specs = 253, * random 0.85-1 = 215-253. Landorus HP 89 base, max HP maybe 331? 79% = 261. So Draco Meteor likely does 215-253, not KO but heavy. If it's not KO, Landorus can EQ back? Dragapult HP 317, EQ from Landorus: base 145 Atk, likely invested. EQ 100 BP. Damage to Dragapult: (42*100* (maybe 300 Atk?)/ (186 Def*50)) = 42*100=4200*300=1,260,000 / 9300 = 135.5 +2 = 137.5, *1.5? no STAB? Landorus EQ STAB 1.5 = 206. So Dragapult takes ~206, survives with ~111 HP. Then Dragapult can attack again? But it's Choice Specs, locked into Draco Meteor, -2 SpA. Next turn weaker. But we could switch out. Alternatively, switch Slowking-Galar: it can take EQ? It's 2x weak, so EQ does a lot. Not good. Maybe switch Gholdengo? 18% HP, weak to EQ, would die. Kingambit 20% HP, weak to EQ, would die. So Dragapult is only safe switch. But wait, we have Landorus-T at 81% and we used U-turn. Why must switch? Because U-turn forces switch. So we must choose. Dragapult is best. But let's think: Opponent's Landorus-T might be Choice Scarf? It's at 79% after SR. It used Earthquake earlier. It might have U-turn. If we switch Dragapult, opponent might switch to Tornadus-T or Thundurus-T. Tornadus-T is Flying, immune to Ground, resists? Dragapult's Draco Meteor neutral vs Flying? Dragon vs Flying neutral. Shadow Ball neutral. Fire Blast neutral. U-turn not very effective. So Tornadus-T can take a hit. But we have Stealth Rock on their side, so Tornadus-T takes 25% on switch. Thundurus-T also takes 25%? Electric/Flying, SR 25%. So they lose health. Dragapult can threaten. Alternatively, switch Slowking-Galar to set Future Sight or Chilly Reception. But it's weak to EQ, so if opponent predicts and uses EQ, Slowking takes heavy damage. However, Slowking has Regenerator, so it can heal. But it's 2x weak, so EQ might do 50-60%. Not ideal. Given we must switch, Dragapult is the safest and most offensive. So decision: SWITCH: dragapult. But wait, legal actions only switches. So we must pick one. I'll pick Dragapult. Let's double-check if any other switch is better. Kingambit has Sucker Punch, but at 20% HP, it would die to EQ. Gholdengo at 18% would die. Slowking-Galar at 100% but weak to EQ. Dragapult at 100% neutral to EQ, faster. So Dragapult. Thus final answer.
- Turn 13Jev 1.13 switched to
Tornadus29% SWITCH: tornadustherian, 20% MOVE: earthquake, 16% SWITCH: thundurustherian
DeepSeek V4.1 Flash usedDracometeorautopilotReasoning trace (1,046 words)
We need choose best action. Need consider battle. Active Dragapult Choice Specs, full HP, vs opposing Landorus-T 79%, rocks on their side. Legal moves. Need decide. We are expert. Need infer opponent likely set? Landorus-T with Earthquake revealed, Intimidate. Could be defensive or offensive. Dragapult specs. Draco Meteor hits Landorus? Dragon vs Ground/Flying neutral? Dragon is neutral vs Ground, neutral vs Flying? Actually Dragon vs Ground 1x, vs Flying 1x, so neutral. Shadow Ball vs Ground/Flying neutral? Ghost vs Ground 1x, Flying 1x, neutral. Fire Blast vs Ground/Flying: Fire vs Ground 1x, vs Flying 1x? Fire vs Flying neutral? Fire is neutral vs Flying? Actually Fire vs Flying 1x, vs Ground 1x. So all neutral except? U-turn Bug vs Ground/Flying: Bug vs Ground 1x, vs Flying 0.5? Bug vs Flying 0.5, so not very effective. Draco Meteor high BP but 90 acc, lowers SpA. Shadow Ball 80. Fire Blast 110 85 acc. Need KO? Landorus-T 79% HP. Base stats HP 89, likely 319? At 79% maybe ~252 HP. Dragapult Specs SpA 299. Draco Meteor: 130 BP, STAB? Dragapult Dragon type, Draco Meteor Dragon STAB 1.5. Damage likely huge. Let's calculate rough: Level 50? Stats given maybe level 100? HP 317. SpA 299. Draco Meteor vs Landorus-T with maybe 0 SpD? Landorus-T base SpD 80, likely 196? Damage formula: ((2*level/5+2)*power*Atk/Def)/50+2. At level 100: (42*130*299/196)/50+2 = (42*130=5460; *299=1,632,540; /196=8329; /50=166.6+2=168.6) * STAB 1.5 = 253. * random 0.85-1 = 215-253. Landorus HP maybe 319? 79% = 252. So Draco Meteor likely KO after rocks? They have 79% after rocks? Actually opposing Landorus is at 79/100 HP from U-turn? Wait recent: Opposing Landorus came in, Stealth Rock, at 88/100 HP, Intimidate, your Landorus U-turn, not very effective, Opposing Landorus at 79/100 HP. So current 79% HP. If max HP 319, 79% = 252. Draco Meteor 215-253, might not guaranteed KO. But with Stealth Rock? They already took rocks on switch, current HP includes rocks. No additional. Shadow Ball: 80 BP STAB Ghost: (42*80*299/196)/50+2 = (42*80=3360*299=1,004,640/196=5125/50=102.5+2=104.5)*1.5=156.8 * random = 133-157. Not KO. Fire Blast: 110 BP no STAB: (42*110*299/196)/50+2 = (4620*299=1,381,380/196=7048/50=141+2=143)* random = 121-143. Not KO. U-turn weak. But maybe Landorus-T is offensive with low SpD? Still Draco likely best. However Draco Meteor 90% accuracy. Could miss. Shadow Ball guaranteed but doesn't KO. Fire Blast 85% and less damage. Draco Meteor is strongest. But if it doesn't KO, Dragapult gets hit by Earthquake? Landorus-T likely faster? Dragapult speed 421, Landorus speed 91 base, so Dragapult faster. Landorus-T may use Earthquake, but Dragapult is Ghost? Dragapult Dragon/Ghost, Ground doesn't affect Ghost? Ground vs Ghost? Ground is ineffective? Actually Ground vs Ghost: 0? Ground cannot hit Ghost? Yes Ground-type moves have no effect on Ghost-type? Wait Ground vs Ghost: 0? In Pokémon, Ground is super effective vs Electric, Poison, Rock, Steel; not very effective vs Bug, Grass; no effect vs Flying. Ghost is immune to Normal and Fighting, not Ground. Ground hits Ghost neutral? Let's recall type chart: Ground attacking Ghost = 1x? Actually Ghost is immune to Normal and Fighting. Ground is not immune. So Earthquake hits Dragapult neutral. Dragapult HP 317, Def 186. Landorus-T ATK 145 base, likely 326? Earthquake STAB 100 BP. Damage: (42*100*326/186)/50+2 = (4200*326=1,369,200/186=7361/50=147+2=149)*1.5=223.5 * random = 190-223. Dragapult full HP 317, survives. But if Landorus has Choice Band? unknown item. Could be Life Orb? If offensive, might do more. But Dragapult can take one hit likely. Then next turn can finish? But if Draco Meteor lowers SpA, next Shadow Ball weaker. But we might switch. Need consider opponent's team: Thundurus-T 53%, Tornadus-T 100%, Landorus-T active. Our team: Dragapult full, Gholdengo 18%, Kingambit 20%, Landorus-T 81%, Slowking-G 100%. We have hazards on their side. We need win. Dragapult is Choice Specs, locked into move. If we use Draco Meteor, we likely KO Landorus-T? Let's verify damage more accurately with actual stats. Opponent Landorus-T base stats: HP 89, ATK 145, DEF 90, SPA 105, SPD 80, SPE 91. At level 100, max HP = 2*89+31+0? Actually 2*89=178 + 31 IV + 0 EV = 209? Wait formula: HP = floor((2*Base + IV + EV/4) * Level / 100) + Level + 10. At level 100: 2*89=178 + 31 = 209 + 100 + 10 = 319. So max HP 319. 79% = 252. SpD: base 80, IV 31, EV 0? = 2*80=160+31=191+5? Actually stat = floor((2*Base + IV + EV/4) * Level / 100) + 5. At level 100: 2*80=160+31=191+5=196. So SpD 196. Dragapult SpA 299. Draco Meteor damage: Level 100, power 130, STAB 1.5. Formula: Damage = floor(floor(floor(2*Level/5+2) * Power * A / D / 50) + 2) * Modifier. 2*100/5+2 = 42. A=299, D=196. 42*130=5460. 5460*299=1,632,540. /196 = 8329.285. /50 = 166.585. +2 = 168.585. floor = 168. STAB 1.5 = 252. Random 0.85-1.0: 214.2 to 252. So max 252. Landorus HP 252. So Draco Meteor can KO if max roll, but not guaranteed. Actually if Landorus has 0 HP EVs? It likely has 252 HP EVs? Wait base HP 89, max HP with 252 EVs = 319? Let's recalc: HP = floor((2*89 + 31 + 252/4) * 100 / 100) + 100 + 10 = (178+31+63)=272 + 110 = 382? Wait formula: HP = floor((2*Base + IV + EV/4) * Level / 100) + Level + 10. At level 100: (2*89 + 31 + 63) = 178+31+63=272. *100/100 = 272. +100+10 = 382. So max HP is 382. But opponent's Landorus-T HP is shown as 79/100 HP, not actual. The base stats given: HP: 89. But actual HP could be 382 if 252 EVs. In recent turns, "Opposing Landorus is at 88/100 HP" and "79/100 HP" - they use percentage. So actual HP unknown. If it's defensive Landorus-T, it likely has 252 HP EVs, so max HP 382. 79% of 382 = 302. Draco Meteor max 252, so cannot KO. If it's offensive, maybe 0 HP EVs, max HP 319, 79% = 252, Draco can KO with max roll. But likely Landorus-T is defensive? It used Earthquake, Intimidate. Could be defensive pivot. In Gen 9 OU, Landorus-T often defensive with Rocky Helmet or Leftovers. Our Landorus-T has Rocky Helmet. Opponent's Landorus-T unknown item. It could be Choice Scarf? But it used Earthquake. If defensive, Draco Meteor won't KO. Then we get hit by Earthquake, survive,
Incident report
[PARSE ERROR] answer cut off at the 2048-token budget (missing <decision>...</decision> block). Default move played. Raw answer:
- Turn 14Jev 1.13 used
Airslash22% MOVE: airslash, 18% MOVE: uturn, 14% SWITCH: landorustherian
DeepSeek V4.1 Flash usedDracometeorDragapult outspeeds Tornadus-T (421 vs ~353) and Choice Specs Draco Meteor should OHKO the frail Flying-type before it can act. No need to switch.
Reasoning trace (78 words)
Tornadus-T is faster than Dragapult? No, Dragapult is 421 speed, Tornadus is 121 base ~ 353. Dragapult is faster. Draco Meteor hits Tornadus neutrally (Dragon vs Flying). Tornadus likely has no Fairy. But Tornadus could U-turn or Knock Off. Draco Meteor should do big damage. Tornadus at 76% - Draco Meteor likely KOs? Tornadus is frail (79/80/90). Specs Draco Meteor should OHKO. Go for it. Actually Tornadus-T could be a threat but Dragapult outspeeds. Draco Meteor is best.
- Turn 15Jev 1.13 used
Airslash51% MOVE: airslash, 23% SWITCH: landorustherian, 18% SWITCH: thundurustherian
DeepSeek V4.1 Flash usedDracometeorDragapult outspeeds Tornadus and Choice Specs Draco Meteor should knock out the 76% Tornadus before it can act. Despite two prior misses, this is the highest-value play and Tornadus threatens Air Slash chip.
Reasoning trace (65 words)
Tornadus is faster? No, Dragapult 421 speed vs Tornadus 121 base... Dragapult is much faster. Draco Meteor hits Tornadus neutrally (Dragon vs Flying). Tornadus at 76% HP. Draco Meteor should KO. But it missed twice already. Still best play - it's a guaranteed KO on Tornadus likely. Actually Tornadus is Flying type, Draco Meteor is neutral. With specs, Draco Meteor should OHKO. Go for it.
Jev 1.13 switched toLandorus59% SWITCH: landorustherian, 41% SWITCH: thundurustherian
- Turn 16Jev 1.13 used
Earthquake50% MOVE: earthquake, 19% MOVE: earthpower, 15% SWITCH: thundurustherian
DeepSeek V4.1 Flash switched toLandorusDragapult is at 6.3% HP with -2 SpA, so Draco Meteor won't KO Landorus-T and Dragapult dies to any hit. Switching to Landorus-Therian is ideal: it's immune to Earthquake, resets Intimidate, and can threaten back.
Reasoning trace (98 words)
Dragapult is at 6.3% HP, likely to die to any hit. Landorus-T is slower (91 base vs 421 speed), so Dragapult moves first. But Dragapult has -2 SpA, so Draco Meteor won't KO. Better to switch out to preserve... actually Dragapult is nearly dead anyway. Switching to Slowking-Galar gives a safe Regenerator pivot. Landorus-T likely uses Earthquake, which Slowking-Galar resists? No, Slowking-Galar is Poison/Psychic, Ground is neutral. Actually Slowking-Galar takes neutral from EQ. Landorus-T could also U-turn. Best to switch to Landorus-Therian to intimidate and take EQ immune (Flying). Landorus-T is immune to Ground. That's the safest switch.
- Turn 17Jev 1.13 switched to
Thundurus37% SWITCH: thundurustherian, 19% MOVE: uturn, 16% MOVE: earthpower
DeepSeek V4.1 Flash usedStoneedgeOpposing Landorus-T is immune to Earthquake and already has Stealth Rock on its side, so setting hazards is useless. Stone Edge is our best neutral damage and can 2HKO, while staying in avoids switching into a Ground-weak teammate.
Reasoning trace (731 words)
We need answer only. Need decide best action. State: our Landorus-T vs opposing Landorus-T at 67%, both Ground/Flying. Opp has -1 Atk from Intimidate. We have Rocky Helmet. Legal moves. Need choose single best. We need assess. Our Landorus 81%, moves. Opp Landorus likely has Earthquake, maybe U-turn, Stone Edge, Stealth Rock? We know only EQ. Since both Ground/Flying, Earthquake immune. Stone Edge can hit Flying? Rock vs Ground/Flying neutral? Actually Rock vs Ground/Flying: Rock hits Flying super effective? Rock vs Flying 2x, Ground resists? Rock vs Ground 0.5? Combined: Rock vs Ground/Flying = 1x? Let's calculate: Rock vs Ground 0.5, vs Flying 2 = 1x. So Stone Edge neutral. Our Stone Edge 100 BP, 80 acc. Opp Landorus HP 67%, likely can be KO? Our Atk 326, opp Def 90 base, HP 89. Need calc. Landorus-T base stats: HP 89, Def 90. At level 100, likely 319 HP? 67% ~214 HP. Our Atk 326. Stone Edge 100 BP neutral. Damage formula: (2*100/5+2)=42; *100*326/ (opp Def maybe 216?) /50 +2. 42*100*326=1,369,200 /216=6339 /50=126 +2=128? Wait that's too low? Let's recalc: Level 100 formula: ((2*L/5+2)*Power*A/D)/50 +2. L=100 => (40+2)=42. 42*100*326 = 1,369,200. Opp Def stat maybe 216 (base 90, no invest? Landorus-T often 216 Def? Actually base 90 Def at level 100 neutral nature no EV = 216? Formula: (2*90+31+0)*100/100 +5 = 216. Yes. 1,369,200/216=6338.9. /50=126.8 +2=128.8. That seems low? Wait Stone Edge 100 BP from 326 Atk should do ~40% to 319 HP? 128 is 40%. Yes. So not KO. If opp has defensive investment, less. So Stone Edge does ~40%, not KO. Earthquake immune. U-turn 70 BP Bug vs Ground/Flying: Bug vs Ground neutral? Bug vs Flying 0.5, vs Ground 1 => 0.5. Very weak. Stealth Rock sets hazards on opponent side already has SR? Opp side hazards: Stealth_Rock already. So setting SR useless. We need switch? Our Landorus can U-turn to pivot, but weak. Maybe switch to Slowking-Galar to handle Landorus? Slowking-Galar is Poison/Psychic, weak to Ground? Psychic neutral to Ground? Poison weak to Ground? Poison vs Ground: Ground is super effective vs Poison? Ground hits Poison 2x, Psychic neutral? Actually Poison type: Ground 2x. Psychic: Ground 1x. So Slowking-Galar is 2x weak to Earthquake. Bad. Gholdengo Steel/Ghost: Ground 2x? Steel weak to Ground? Ground vs Steel 2x, Ghost immune? Ghost immune to Normal/Fighting, not Ground. So Gholdengo weak to Ground. Kingambit Dark/Steel: Ground 2x? Steel weak to Ground, Dark neutral => 2x. Dragapult Dragon/Ghost: Ground neutral? Dragon neutral, Ghost neutral. But 20 HP, likely dies to anything. Slowking-Galar can take special but EQ 2x. Our Landorus is immune to EQ, so staying is good. Opp Landorus can't hit us with EQ. It might have Stone Edge or U-turn. We can attack with Stone Edge for ~40%, maybe 2HKO. Or set SR? Already SR on opp side. U-turn to pivot? But if we U-turn, we take possible Stone Edge? U-turn does little and switches to something that may be worse. Best is Stone Edge to damage. But 80% accuracy risk. Could use Earthquake? Immune. Stealth Rock already up. So Stone Edge. Need consider Tera? Tera could boost? If Tera Rock? Stone Edge [TERA] maybe Tera type? Not specified. Tera could change type, but no need. Tera Rock would boost Stone Edge? Actually Tera Rock gives STAB on Rock, 1.5x. Could KO? If Tera Rock, Stone Edge becomes STAB: 128 * 1.5 = 192, still not KO 214? Maybe if opp HP 67% of 319 = 214, 192 < 214. If Tera Rock and maybe opp Def lower? Could be close. But Tera might be better saved. Also Tera Rock removes Ground/Flying typing? Tera Rock makes us Rock type, losing Ground/Flying immunities? Then EQ would hit? Actually if we Tera Rock, we lose Flying immunity to Ground, so opposing Landorus EQ would hit us super effectively? Rock weak to Ground? Rock is weak to Ground? Ground vs Rock 2x. So Tera Rock would make us weak to EQ, bad. Tera something else? Tera Flying? Not needed. So no Tera. Thus MOVE: stoneedge. Check if any switch better? Slowking-Galar can take special but not EQ. Opp Landorus likely physical. Our Landorus is immune to EQ and resists U-turn? U-turn Bug vs Ground/Flying: Bug 0.5. Stone Edge neutral. So Landorus is best. Attack with Stone Edge. Need final with thought and decision. Ensure exactly one action line. Use move_id stoneedge. No [TERA].
Jev 1.13 switched toLandorus100% SWITCH: landorustherian
- Turn 18Jev 1.13 used
Earthquake27% MOVE: earthquake, 23% MOVE: uturn, 16% MOVE: earthpower
DeepSeek V4.1 Flash usedStealthrockOpposing Landorus-T is Ground/Flying, so my Earthquake is useless and its Earthquake can't touch me either. This is a free turn to set Stealth Rock, pressuring its remaining team since I have no hazards up.
Reasoning trace (135 words)
Opposing Landorus-T is at 55%, likely will Earthquake. My Landorus-T is Ground/Flying, immune to Earthquake. I can set Stealth Rock or attack. Stone Edge is super effective against Flying but Landorus-T is Ground/Flying so Rock is neutral... actually Rock vs Ground/Flying is neutral (Rock hits Flying super effective, Ground resists? No, Ground doesn't resist Rock). Rock vs Ground = neutral, Rock vs Flying = super effective, combined = neutral. Earthquake vs Landorus-T: Ground vs Ground/Flying - Flying immune. So Earthquake does nothing. Best play: set Stealth Rock since opponent has no hazards on my side and I have none set. Actually I should set rocks to pressure. Or U-turn to pivot. Setting Stealth Rock is good value. Actually opponent Landorus likely uses Earthquake which is immune. So I get a free turn. Set Stealth Rock.
- Turn 19Jev 1.13 used
Uturn37% MOVE: uturn, 19% MOVE: earthpower, 13% MOVE: stealthrock
DeepSeek V4.1 Flash usedStoneedgeBoth Landorus formes are Ground/Flying, so Earthquake is useless here. Stone Edge is super effective against opposing Landorus-T at 55% HP and should knock it out, removing their hazard setter and pivot.
Reasoning trace (112 words)
Opposing Landorus-T is at 55%, and my Landorus has -1 ATK. Stone Edge is super effective but 80% accuracy. Earthquake does neutral. Actually opposing Lando is Ground/Flying, so Earthquake is immune... no wait, both are Ground/Flying, so Earthquake is immune to each other. Stone Edge is the only damaging option that hits. Stone Edge at -1 ATK: 100 BP super effective. Opposing Lando has 55% HP. Likely KOs? Base 89 HP, 90 Def. My Lando 326 ATK at -1 = ~217. Stone Edge 100 BP * 2x = strong. Probably KOs. But 80% accuracy risk. Alternatively U-turn to pivot. But Stone Edge likely KOs and removes their Lando. Let's go Stone Edge.
- Turn 20Jev 1.13 used
Uturn44% MOVE: uturn, 14% MOVE: earthquake, 13% MOVE: earthquake [TERA]
DeepSeek V4.1 Flash usedUturnOpposing Landorus-T is at 5% HP, so any hit KOs it. Earthquake is useless (Ground/Flying immunity), and Stone Edge is only 80% accurate. U-turn is 100% accurate, secures the KO, and gives me momentum to bring in a fresh teammate.
Reasoning trace (73 words)
Opponent Landorus is at 5% HP. Any hit KOs. Stone Edge is 80% accurate; Earthquake is 100% accurate but Landorus is Ground/Flying so immune to Ground. U-turn is 100% accurate and would KO (Bug vs Ground/Flying is neutral). Actually U-turn BP 70, at -1 atk. Landorus-T 5% HP, any hit KOs. U-turn is safest 100% accurate and gives momentum. Stone Edge 80% risky. U-turn is best: guaranteed KO and brings in a teammate.