Matches · 2026-10-08 · rules version s4
GPT-6 Luna Decisions vs MiMo V2.6 Flash
MiMo V2.6 Flash won in 22 turns · 8 min wall clock · 126,743 tokens · $0.018
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Decisions
- Team previewGPT-6 Luna Decisions led with
Tornadustherian87% LEAD: tornadustherian, 7% LEAD: greattusk, 5% LEAD: dragapult
MiMo V2.6 Flash led withGreattuskautopilotReasoning trace (1,261 words)
At team preview, need to choose a lead. My team: greattusk, gholdengo, kingambit, dragapult, ogerponwellspring, clodsire. Opponent: greattusk, dragapult, gholdengo, tornadustherian, heatran, kingambit. Common leads: Dragapult is a good fast lead — outspeeds everything on opponent's team (base142 vs dragapult base 142 mirror, tornadus 121, etc.). But Rocky Helmet Tusk leads with Rocky Helmet on my side. Let me think about what's best. Lead considerations: - My Great Tusk has rocky helmet, protosynthesis, 300 speed (pretty fast for Tusk — likely invested). It can set stealth rock and rapid spin. - Dragapult is fastest generally, can U-turn, willowisp, thunderwave. Opponent's likely leads: Great Tusk (hazards), Heatran (against my Tusk/Ogerpon), Tornadus (utility), Gholdengo (nasty plot / block rapid spin). Best safe lead: Great Tusk — standard, sets rocks, matches up against Heatran poorly though (Heatran traps with Magma Storm... actually Heatran can't trap... it can with Magma Storm). My Tusk has earthquake, closecombat, rapidspin, stealthrock. Actually a good lead would be something that can handle multiple leads. Dragapult as lead gives information and U-turn momentum. With Infiltrator and heavy duty boots. If I lead Great Tusk, opponent may lead Gholdengo (blocks rapid spin with Good as Gold? No, Good as Gold blocks status moves — actually Good as Gold blocks status moves targeting... yes, blocks status moves targeting Gholdengo). So rapid spin wouldn't be blocked by Good as Gold — rapid spin is a damaging move that also clears hazards. Hmm, Good as Gold blocks only status moves (non-damaging) — rapid spin is a damaging move with secondary effect, so it's not blocked. Actually, wait: Good as Gold makes the Pokémon immune to status moves (moves with no damage). Rapid Spin has base power 50, so it's a damaging move. If I lead Great Tusk and opponent leads Heatran: I can't do much except maybe switch. Heatran takes little from my attacks. Lead Dragapult: Outspeeds everything except opposing Dragapult (speed tie or they might be different). My Dragapult 421 speed, at level 100 presumably. If opponent's Dragapult also max speed, speed tie. But my Dragapult has willowisp and thunderwave and U-turn. Against Heatran: U-turn does4x resisted? Heatran resists Bug? Bug vs Steel/Fire — Fire resists Bug, Steel resists... Bug is resisted by Fire, Fighting, Ghost, Poison, Steel, Flying, Fairy? Let's recall: Bug is resisted by Fire, Fighting, Poison, Ghost, Steel, Flying, Fairy. So Heatran resists heavily. Dragapult with Dragon Darts vs Heatran: Heatran is neutral to Dragon (Fire/Steel both... Fire takes neutral from Dragon, Steel takes neutral... Dragon is resisted by Steel! Steel resists Dragon. So Heatran resists Dragon). Dragon Darts would be resisted. Common Dragapult sets: Dragon Darts, U-turn, Willowisp, Thunder Wave. Given the moveset has no Hex, no Shadow Ball. Hmm. Consider Ogerpon-Wellspring as lead: 339 attack, 350 speed — outspeeds most of opponent's team except Dragapult. Ivycudgel is strong STAB. Opponent has Tornadus (Flying, neutral), Heatran (resists Grass? Fire/Steel — Fire resists Grass, Steel... Grass is resisted by Fire, Flying, Poison, Bug, Steel, Dragon. So Heatran 4x? Fire and Steel both resist Grass → 4x resist. Actually Heatran is Fire/Steel — Grass: Fire resists, Steel resists → 0.25x. Ogerpon can't do much to Heatran, though Knock Off helps. Clodsire lead: good specially defensive wall, sets Toxic Spikes, walls Gholdengo? Good as Gold blocks Toxic Spikes? No, Good as Gold blocks status moves — Toxic Spikes is a status move used on... hmm, Toxic Spikes targets the opponent field, but does it affect Gholdengo? Good as Gold blocks status moves targeting the Pokémon. Toxic Spikes is a status move — I believe Gholdengo's Good as Gold prevents Toxic Spikes from being set? Actually no — Toxic Spikes is placed on the opponent's side. Hmm, I recall Good as Gold makes Gholdengo immune to Toxic Spikes? Let me think — the ability description: "This Pokémon is immune to status moves." If a status move would affect it. Toxic Spikes doesn't target a Pokémon directly; it's a field hazard. I recall that Good as Gold does NOT block Toxic Spikes... Actually, I remember testing: Good as Gold blocks moves like Toxic, Thunder Wave, Will-O-Wisp, Leech Seed, etc. — single-target status moves. It doesn't block entry hazards because those aren't targeted at the Pokémon. Hmm, but I vaguely recall Smogon discussions about Gholdengo being immune to Toxic Spikes from... no that's Immunity ability (Poison-type immunity). Gholdengo is not Poison type so Toxic Spikes would poison it on switch-in. Also Clodsire is a good answer to Heatran (Earthquake) and Tornadus? Tornadus is Flying with likely Hurricane/Knock Off/Heat Wave. Opponent's team has Heatran which walls my Ogerpon and could hurt Gholdengo (though Gholdengo takes Heatran hits... Heatran's Magma Storm is Fire STAB — Gholdengo takes super effective... Fire vs Steel/Ghost: Steel weak to Fire → 2x). My Gholdengo would lose to Heatran. I have Clodsire with EQ for Heatran. Great. What's the best lead? Standard tournament play: lead Great Tusk for hazards is common, or lead with something to gain info. Given opponent team: Great Tusk, Dragapult, Gholdengo, Tornadus-T, Heatran, Kingambit. Common leads for opponent: Tornadus-T (utility, U-turn, momentum), Great Tusk (rocks), Heatran (if expecting Tusk/Ogerpon lead), Gholdengo. If I lead Great Tusk vs their Tornadus-T: I take Hurricane/Knock Off; they take helmet chip. Not great. If I lead Dragapult vs their Tornadus: I can U-turn or Thunder Wave. If they lead Gholdengo: Thunder Wave? Good as Gold blocks Thunder Wave! Good as Gold blocks status moves. So Dragapult can't status Gholdengo. U-turn works. If I lead Kingambit: slow, weak to Fighting (their Tusk, Tornadus with Heat Wave?), risky. If I lead Clodsire: walls Tornadus (Hurricane neutral, Knock Off super effective vs Poison/Ground — Knock Off is Dark, super effective vs Ghost/Psychic only; Clodsire Poison/Ground takes neutral from Dark). Clodsire walls Heatran except Earth Power/Fire Blast neutral-ish... Clodsire has high SpDef (328). Toxicspikes lead is decent. But wait — a really good lead might be Gholdengo? It blocks... hmm, against their Tusk lead, Gholdengo threatens Make It Rain/Shadow Ball. But Tornadus-T with Heat Wave threatens Gholdengo. Let's consider the deciding factor — this is team preview, I should pick something that's generally safe. I'd go with Great Tusk as lead: it sets rocks, and with rocky helmet punishes physical attackers. But Heatran lead would be bad for my Tusk. Actually, considering a common competitive heuristic: lead with the fastest utility mon — Dragapult — to scout. Dragapult outspeeds everything (except their Dragapult speed tie), and U-turn gives momentum against almost anything. Its only bad matchup is their Kingambit (Sucker Punch priority... actually Kingambit's Sucker Punch is Dark, super effective vs Dragapult Ghost/Dragon — 2x). And their Gholdengo (blocks status, resists... Shadow Ball from Gholdengo would hurt Dragapult; but I don't have Shadow Ball on my Dragapult anyway). Hmm. Opponent's likely lead given my team preview: they see my team (Tusk, Gholdengo, Kingambit, Dragapult, Ogerpon-W, Clodsire). Their best leads: Heatran (walls Ogerpon, Tusk; threatens Gholdengo), Tornadus-T (fast U-turn, Heat Wave), Great Tusk (mirror rocks). If they lead Heatran: my Great Tusk is bad (Fire moves), my Clodsire is great (EQ). My Gholdengo: Make It Rain neutral? Steel vs Fire/Steel — Steel resisted by Fire and Steel → 0.25x; Shadow Ball neutral on Heatran (Ghost hits neutral on Fire/Steel? Steel doesn't resist Ghost, Fire doesn't resist Ghost → neutral). Gholdengo vs Heatran: I take Magma Storm SE (Fire vs Steel = 2x). So Gholdengo loses that matchup. Clodsire lead: vs Heatran — EQ strong, they can't touch me much (Earth Power neutral on Poison/Ground? Ground vs Poison/Ground — Ground is neutral on Poison (not very... Poison resists
Incident report
[PARSE ERROR] answer cut off at the 2048-token budget (missing <decision>...</decision> block). Leading with the first Pokémon.
- Turn 1GPT-6 Luna Decisions used
Bleakwindstorm46% MOVE: bleakwindstorm, 16% MOVE: uturn, 8% MOVE: knockoff
MiMo V2.6 Flash usedStealthrockTornadus-Therian is faster and a Flying type, so Earthquake won't connect and it likely U-turns out to a pivot anyway. Setting Stealth Rock now punishes its Regenerator pivoting and any later switches, giving lasting value before Tusk takes a hit.
Reasoning trace (115 words)
Tornadus-Therian lead vs Great Tusk. Torn-T often carries U-turn, Hurricane, Knock Off, etc. Great Tusk can set Stealth Rock. Torn-T is faster (base 121 vs 87... actually Tusk speed 300 stat vs Torn base 121). Torn-T outspeeds. Best play: set Stealth Rock, or Earthquake. Torn-T is Flying type, so Earthquake won't hit it. Close Combat would hit but Torn-T likely pivots out with U-turn. Setting Stealth Rock is a good default play — it punishes Regenerator pivoting. Actually, Torn-T often leads with Knock Off or U-turn. Great Tusk with rocky helmet... Setting rocks seems standard. But if opponent U-turns to a Flying-resistant... rocks still chip. I'll go with Stealth Rock as the safe value play.
- Turn 2GPT-6 Luna Decisions used
Bleakwindstorm59% MOVE: bleakwindstorm, 11% MOVE: uturn, 9% MOVE: knockoff
MiMo V2.6 Flash switched toClodsireGreat Tusk is dead to any attack from Tornadus-T, but Clodsire's 328 SpD walls Bleakwind Storm easily and can threaten Toxic Spikes back. Switching preserves Tusk as a potential sack later while getting a special wall in safely.
Reasoning trace (258 words)
Great Tusk is at 24 HP, will die to any attack. Tornadus-T is faster. Switching to something that resists Flying... Clodsire is Poison/Ground, takes neutral from Flying. Gholdengo is Steel/Ghost, neutral. Kingambit Dark/Steel, neutral. Dragapult Dragon/Ghost, neutral. Ogerpon Grass/Water, neutral. Tornadus might use Bleakwind Storm again or switch. Great Tusk at 24 HP — could sack it to get a free switch, or switch to preserve it for later Rapid Spin. Actually Great Tusk with 24 HP is nearly useless except as a sack. But keeping it alive means we could get rocks/spin later... at 24 HP it dies to rocks? No, it's Ground/Fighting, rocks are neutral... actually Rock is super effective vs Flying, neutral vs Ground/Fighting. So 24 HP survives rocks (25%? no, neutral is 12.5%... wait Rock vs Ground is neutral, vs Fighting neutral. So 12.5% of 434 = 54. Survives). Best play: sack Great Tusk? Or switch to a wall. Tornadus Bleakwind is special Flying. Clodsire has 328 SpD, would take it well. Switching to Clodsire preserves Tusk and gets a special wall in. But Tornadus has U-turn/Heat Wave etc. Actually, saving Great Tusk at 24 HP — it's basically only good for a sack later or emergency spin. Switching to Clodsire seems good: it tanks Bleakwind easily and can set Toxic Spikes. Alternatively just let Tusk die for a free switch-in. That's also valid — gives initiative. But Clodsire coming in on a predicted switch is fine too. I'll switch to clodsire to absorb the hit and keep Tusk as a potential sack later.
- Turn 3GPT-6 Luna Decisions used
Knockoff25% MOVE: knockoff, 16% MOVE: uturn, 15% MOVE: taunt
MiMo V2.6 Flash usedToxicspikesClodsire walls Tornadus-Therian's Bleakwind Storm easily with its Poison/Ground typing (neutral to Flying) and massive Special Defense. Tornadus can't break through and the opponent will likely switch to a grounded threat. Toxic Spikes is the best long-term play, punishing Heatran and other grounded switch-ins while Tornadus can't capitalize.
Reasoning trace (759 words)
Tornadus-Therian is on the field. Clodsire is a Poison/Ground type with 464 HP, 328 SPD. It walls Tornadus's Bleakwind Storm well due to high special defense and Poison/Ground resistance to Flying? No, Flying is neutral on Clodsire (Poison is weak to... wait, let me think. Clodsire is Poison/Ground. Flying is not very effective against Poison (wait, Flying is neutral against Poison, super effective against Grass, Fighting, Bug). Ground is weak to Ice, Water, Grass, Flying... but wait, Poison/Ground: Flying is super effective against Ground? No, Flying is super effective against Grass, Fighting, Bug. Ground is weak to Water, Grass, Ice, Flying? No! Ground is weak to Water, Grass, Ice. Flying is NOT super effective against Ground. Wait, actually Ground is weak to: Water, Grass, Ice. Flying is neutral to Ground. Let me check again. Ground weaknesses: Grass, Ice, Water. Flying effectiveness: Super effective vs Grass, Fighting, Bug. Not very effective vs Electric, Rock, Steel. Neutral vs everything else. So Clodsire (Poison/Ground) takes neutral from Flying moves. With 328 SPD and 464 HP, it should take Bleakwind Storm well. Actually, the battle log shows "It was super effective" on Turn 1 against Great Tusk. Great Tusk is Ground/Fighting. Flying IS super effective against Fighting type. So Bleakwind Storm was SE against Great Tusk due to the Fighting typing. For Clodsire (Poison/Ground), Bleakwind Storm should be neutral. Clodsire has massive special defense (328) so it should take the hit fine. Now what should I do? Tornadus-Therian has Regenerator, so it might switch out. Clodsire walls Tornadus pretty well. Options: 1. Toxic Spikes - sets up poison on opponent's grounded Pokemon 2. Recover - keeps healthy 3. Earthquake - does some damage 4. Sludge Bomb - does some damage 5. Switch to something Tornadus can't really threaten Clodsire much with just Bleakwind Storm. The opponent might switch out since Tornadus can't break through Clodsire. If the opponent switches to something that beats Clodsire (like a special attacker that hits hard, or something with Levitate/flying to avoid Toxic Spikes), that could be bad. Setting up Toxic Spikes is valuable here since: - If Tornadus stays, it gets hurt (but Tornadus can be airborne... wait, Tornadus is Flying type but doesn't have Levitate, it has Regenerator. Toxic Spikes affect grounded Pokemon only. Is Tornadus grounded? Tornadus-Therian is Flying type. Flying types are NOT grounded (unless they have something like Iron Ball or Gravity). So Toxic Spikes wouldn't affect Tornadus directly. But setting up Toxic Spikes is still useful for the opponent's grounded Pokemon that might switch in later. Actually, the opponent likely has Heatran (which is grounded unless it has Levitate... in Gen 9 Heatran has Flash Fire, so it IS grounded). Heatran would be poisoned by Toxic Spikes. That's great for Clodsire's team. Given Clodsire walls Tornadus and the opponent probably switches, Toxic Spikes is the best play to punish grounded switch-ins. Wait, but the opponent might also just switch to something that threatens Clodsire. Let me think about what could be on the opponent's team. From team preview: greattusk, dragapult, gholdengo, heatran, kingambit, and Tornadus-Therian. Tornadus can't do much to Clodsire. The opponent might switch to something. Heatran would be a problem for Clodsire (can hit with Magma Storm/Earth Power). But Toxic Spikes would poison Heatran. Actually, if I set Toxic Spikes and they bring in Heatran, Heatran's Flash Fire would... no, Toxic Spikes poison the Pokemon when they switch in (grounded). Heatran doesn't have Levitate so it gets poisoned. But then Heatran is dangerous for Clodsire. Maybe I should Earthquake to catch a Heatran switch-in? Heatran is 4x weak to Ground, so Earthquake would OHKO it. Hmm, but if Tornadus stays in, Earthquake just does some damage and then Tornadus continues. The most punishing play for likely switch-ins: - Heatran switches in → Earthquake OHKOs (4x weak) - Great Tusk switches in → Earthquake does big damage - Most grounded threats take big damage from Earthquake If Tornadus stays → Earthquake does decent damage (Tornadus is frail with 80 DEF), might even 2HKO or OHKO. Actually, Tornadus-Therian has 80 base DEF and Clodsire has 167 ATK. Earthquake (BP 100) from Clodsire against Tornadus would do significant damage. Let me estimate... Tornadus has low defense. This could be a 2HKO at least. But Toxic Spikes has more long-term value. If the opponent switches (likely), I can get the spikes up for free. I think Toxic Spikes is the better long-term play. Clodsire walls Tornadus, so there's no urgency. And Toxic Spikes punish almost any grounded switch-in. Let me go with Toxic Spikes.
- Turn 4GPT-6 Luna Decisions used
Taunt28% MOVE: taunt, 16% MOVE: knockoff, 12% MOVE: bleakwindstorm
MiMo V2.6 Flash usedRecoverClodsire lost its Leftovers to Knock Off and Tornadus can keep attacking with Bleakwind Storm. Recovering keeps Clodsire healthy as a special wall, and the first layer of Toxic Spikes is already up—there's no urgent need for a second layer right now.
Reasoning trace (237 words)
Clodsire is at 79% with 328 SpD. Tornadus-Therian's Bleakwind Storm does decent damage but Clodsire can recover. However, Knock Off already removed Leftovers. Tornadus has Regenerator so it can pivot out. Toxic Spikes are already up (1 layer). A second layer would poison. But Tornadus might switch out to a grounded poison type or use U-turn. Actually, the opponent has Heatran, Great Tusk, Gholdengo, Kingambit, Dragapult on their team. Gholdengo can absorb... no, Gholdengo is Steel/Poison? No, Gholdengo is Steel/Ghost. It doesn't remove Toxic Spikes. Wait, the opponent's team from team preview: greattusk, dragapult, gholdengo, heatran, kingambit. Plus tornadustherian. That's 6. None of these are Poison type, so Toxic Spikes won't be absorbed. But Great Tusk can Rapid Spin them away. Clodsire is slow and Tornadus is fast. Tornadus could just keep attacking. Recover seems safe to stay healthy, or set up second layer of Toxic Spikes. Actually, Tornadus has Regenerator and might switch out. If it switches to something that can't handle Clodsire... I think Recover is the safe play to stay healthy, or Earthquake to chip. But Tornadus is Flying type so Earthquake won't hit it. Let me think: Clodsire's role is to be a special wall and set hazards. T-Spikes are already up (1 layer). Getting the second layer would be nice but Tornadus might just attack again. Recover keeps Clodsire healthy. I'd go with Recover to stay healthy since Leftovers was knocked off.
- Turn 5GPT-6 Luna Decisions used
Knockoff26% MOVE: knockoff, 17% MOVE: uturn, 12% MOVE: bleakwindstorm
MiMo V2.6 Flash usedSludgebombClodsire is Taunted, so Recover and Toxic Spikes are blocked; Earthquake is immune against the Flying-type Tornadus. Sludgebomb is the only attacking option that connects, so I'll fire it off for chip damage.
Reasoning trace (70 words)
Clodsire is taunted, so status moves (toxicspikes, recover) are blocked. Only earthquake and sludgebomb are usable. Tornadus is Flying type, so earthquake is immune. Sludgebomb is the play. Tornadus is at 100%, Clodsire at 79%. Taunt prevents recover. Sludgebomb does neutral damage to Tornadus (Flying, not poisoned... actually poison is neutral vs flying). Just use sludgebomb. Alternatively switch to something that can handle Tornadus. But sludgebomb is fine and safe.
- Turn 6GPT-6 Luna Decisions used
Knockoff20% MOVE: knockoff, 18% MOVE: uturn, 14% MOVE: bleakwindstorm
MiMo V2.6 Flash usedEarthquakeTornadus is at 82% and Clodsire is taunted, so Recover and Toxic Spikes are off the table. Earthquake gets STAB with Clodsire's higher physical attack, making it the best damage option to wear down the faster Tornadus before it can keep chipping Clodsire.
Reasoning trace (286 words)
Tornadus is at 82 HP (82%). Sludge Bomb from Clodsire did18% earlier (100→82). So another Sludge Bomb does ~18%, not enough to KO. Earthquake would do more probably? Clodsire's ATK 167 vs SPA 126... Earthquake BP 100 physical vs Tornadus def 80 base. Sludge Bomb 90 special vs SPD 90 base. Clodsire ATK 167, SPA 126. Earthquake likely does more. Tornadus is faster and will KO... actually Clodsire at 296/464 with SpD 328. Bleakwind Storm does decent but Clodsire should survive a hit. Taunt is up on... Taunt was turn 4, still active? Taunt lasts 3 turns. Turn 4 taunt, so turns 4,5,6 taunted - Clodsire can't use status moves this turn anyway. Recover is blocked. Knock off already removed item. Tornadus at 82% - Sludge Bomb poisoned? No, poison chance30%. Best: earthquake for max damage. Or sludge bomb to finish... earthquake probably does ~30-40%, enough to KO from 82? Let's think: Clodsire EQ vs Tornadus: 167 atk, STAB? Clodsire is Ground/Poison, EQ gets STAB (1.5x). BP 100 × 1.5 = 150 effective. vs base80 def. Damage roughly: (2×50/250+2)×167×150/80... level50: ((2×50/250+2)×167×150/80)/50+2 ≈ (2.4×167×1.875)/50 + 2 ≈ (742.5)/50+2 ≈ 16.9%. Hmm, that's low. Maybe higher level. Let's say ~30%. Tornadus will hit Clodsire with Bleakwind or Knock Off. Clodsire survives and can EQ next turn. So EQ now for damage. Actually the opponent's Tornadus is at 82 HP meaning 82% - from earlier "Opposing Tornadus is at 82/100 HP". So 82%. Sludge bomb did 18% (100→82). EQ likely does more with STAB 100 BP vs 90 BP non-STAB... wait Sludge Bomb is STAB too (Poison). Sludge Bomb 90×1.5=135, EQ 100×1.5=150. EQ higher BP and better stat (167 vs 126). EQ clearly better. Tera? Not needed. Decision: earthquake.
- Turn 7GPT-6 Luna Decisions used
Bleakwindstorm17% MOVE: bleakwindstorm, 15% MOVE: knockoff, 14% MOVE: uturn
MiMo V2.6 Flash switched toGholdengoTornadus outspeeds Clodsire and threatens a KO with Bleakwind Storm or another Knock Off; Clodsire's Sludge Bomb only does ~18%, so staying in is a bad matchup. Gholdengo resists Flying and threatens back with Make It Rain or Shadow Ball, making it the safest switch.
Reasoning trace (353 words)
Tornadus is at 82% and faster than Clodsire. Clodsire at 48%. Tornadus has Bleakwind Storm, Knock Off, Taunt. Clodsire's Sludge Bomb did 18% earlier (82/100 after sludge bomb... actually Tornadus went from 100 to 82, so 18%). So Sludge Bomb won't KO. Tornadus likely uses Bleakwind Storm or Knock Off. Clodsire can Recover to stay healthy. But opponent has Taunt — if they taunt, Recover fails. Actually, opponent's Tornadus is at 82%, and Clodsire's Sludge Bomb does ~18%. Two more hits would KO but Tornadus is faster and will hit Clodsire. Clodsire has 328 SpD, Tornadus Bleakwind Storm does decent damage. Knock Off already removed item. Best play: Recover to stay healthy? Or switch to a counter. Gholdengo is immune to... no, Flying isn't. Gholdengo resists Flying? No, Steel resists Flying. Gholdengo is Steel/Ghost — resists Bleakwind Storm, immune to nothing relevant. Knock Off would remove Leftovers though. Actually Gholdengo resists Flying (Steel) and takes neutral from Dark (Knock Off). But loses Leftovers. Alternatively, switch to Kingambit — Dark/Steel, resists both Flying and Dark. But weak to Fighting. Kingambit takes Bleakwind Storm at 1/4 resistance (Steel resists Flying, Dark doesn't) — actually Steel resists Flying, Dark doesn't resist or weak. So 0.5x. Knock Off: Steel resists Dark? No, Steel doesn't resist Dark. Dark resists Dark. So Kingambit takes 0.5x from Knock Off (Dark resists Dark). Kingambit seems like a good switch — takes both hits well. But Tornadus has Regenerator and might switch out. Actually, the opponent has hazards on their side (Stealth Rock + Toxic Spikes). Tornadus at 82% — if it switches out, Regenerator heals it. I think switching to Gholdengo is good — it threatens with Make It Rain/Shadow Ball and resists Flying. But loses Leftovers to Knock Off. Or just Recover with Clodsire to stay healthy and stall. Given Taunt is a risk, maybe switching is safer. Let me go with Gholdengo — it's a strong offensive presence and resists Bleakwind Storm. Actually, Kingambit resists both moves better and doesn't lose an item that matters as much (Black Glasses vs Leftovers). But Kingambit is slower. I'll switch to Gholdengo.
- Turn 8GPT-6 Luna Decisions used
Knockoff24% MOVE: knockoff, 14% MOVE: uturn, 13% SWITCH: dragapult
MiMo V2.6 Flash usedMakeitrainTornadus is at 82% and Make it Rain (120 BP Steel, neutral vs Flying) should knock it out from Gholdengo's high SpA; even if it switches, the move still chunks whatever comes in. Shadow Ball likely leaves it alive, and Recover/Nasty Plot give it a free turn.
Reasoning trace (200 words)
Tornadus is at 82% HP. Shadow Ball (80 BP) vs Tornadus — Gholdengo SPA 303, Tornadus SPD base 90. Let me estimate: Shadow Ball should do around 50-60% to a Tornadus-Therian. At 82%, might not KO. Make it Rain (120 BP Steel) vs Flying type — Steel is neutral vs Flying (Flying is weak to... no, Flying resists nothing from Steel? Actually Steel hits Flying neutrally. Flying is not resistant to Steel). Wait — Steel type effectiveness: Flying is neutral vs Steel attacks. Yes, Make it Rain would do much more. Make it Rain 120 BP vs Tornadus SPD 90 base. Gholdengo SpA 303. This should easily KO at 82%. But opponent could switch. Tornadus has Regenerator, they might switch out. But hazards (Stealth Rock + Toxic Spikes) on their side — if they switch, Tornadus takes hazard damage. Stealth Rock vs Flying = 25%, Toxic Spikes... Tornadus is not poisoned by Toxic Spikes (Flying type — no, Toxic Spikes poison grounded only; Tornadus is Flying so immune). Best play: Make it Rain should KO Tornadus at 82% if it stays. If it switches, Make it Rain still does good damage. Let's go with Make it Rain, no Tera needed.
- Turn 9GPT-6 Luna Decisions used
Knockoff28% MOVE: knockoff, 14% SWITCH: dragapult, 12% SWITCH: gholdengo
MiMo V2.6 Flash usedMakeitrainTornadus sits at 31% HP and my Gholdengo is at -1 Spa; Make It Rain is the only move with a realistic knockout roll, since Shadow Ball is too weak. It also punishes a switch into the opponent's bench, so damage is never wasted.
Reasoning trace (497 words)
Tornadus at 31% HP, Gholdengo at -1 SPA. Make It Rain at -1 from 303 base SPA... Let's estimate: Make It Rain 120 BP vs Tornadus 90 SpD. At -1, roughly. Base 303 SPA at -1 → ~202 effective. Tornadus HP 31%. Make It Rain does roughly 60-70% to Tornadus at neutral; at -1, ~40-50%. Might knock out 31%. Shadow Ball 80 BP at -1 would be weaker. Tornadus could Regenerator switch out anyway. Alternatively, opponent might switch out to preserve Regenerator. Knock off could KO Gholdengo? Knock Off at 65 BP from 100 ATK vs 226 Def... Tornadus attack 100, at 31% HP still full power. Knock Off does maybe 40-50%, Gholdengo at 175/378 = 46%. Risky. Safest: Recover to be safe? But then Tornadus gets a free hit or switch. Opponent likely switches to preserve Tornadus (Regenerator heals 33% on switch-out). Actually switching out heals it to 64%. Actually makeitrain also drops SPA further if it hits. Shadow Ball doesn't drop stats. If opponent switches, Make It Rain hits incoming. If stays, might KO. Recover is safe but gives opponent free turn. Gholdengo at 46% - Knock Off could do ~40-50%. Risky. I think Shadow Ball is decent: doesn't lower SPA, likely KO if staying (80 BP at -1 vs 120 BP at -1... Make It Rain stronger). Hmm. Make It Rain at -1: effective SPA = 303 * 2/3 = 202. Power 120. Against 90 SpD, 79 HP... Base damage ~ let's compute: (2*50/50+2)*120*202/90 /250 ≈ (4)*120*2.24/250... Actually formula: ((2*Level/5+2)*Power*Atk/Def)/250 + 2. Level 50: (22)*120*202/90/250 + 2 = 22*120=2640; 2640*202=533280; /90=5925; /250=23.7 +2 ≈ 25.7%. That's low — Tornadus at 31% survives. Hmm, with STAB 1.5x: ~38%. Still survives at 31%? 38% > 31%, KO. Actually Tornadus 31% HP. Wait, I should account for actual HP totals, not base. Gholdengo SPA 303 → at -1 = 202 (well, actually stats shown may already... they show SPA: 303 with boost -1, so effective = 303*2/3 = 202). Tornadus HP: base 79, at level 50 → ~... In this battle Tornadus at 31% of its max. Its max HP unknown but around 310ish. Make It Rain with STAB: 120*1.5=180 effective power. Damage ≈ 22*180*202/90/250 + 2 = 22*180=3960; *202=800, 3960*202=799920; /90=8888; /250=35.6+2=37.6%. Min roll ~30% (0.85). So 31% Tornadus might barely survive with min roll. Shadow Ball: 80*1.5=120 power → 25% damage. Won't KO. So Make It Rain has a chance to KO; Shadow Ball doesn't. But Make It Rain lowers SPA again. If opponent switches, Make It Rain hits incoming with ~37% which is decent. But risk: Knock Off KOs Gholdengo if we don't KO. Rough calc: Tornadus ATK... base 100 → stat ~236? Actually physical. Knock Off 65*1.5... no STAB is Dark, Tornadus is Flying → no STAB. 65 BP vs 226 Def: 22*65*ATK/226/250+2. ATK around 236 (base 100 at level 50 ≈ 166 actually). Let's say 166: 22*65=1430; *166=237,380; /226=1050; /250=4.2+2 ≈ 6.2%? That seems too low. Hmm, formula: ((2*50/5+2)*Power*A/D)/250+2 = (22)*65*166/226/250. 22*65=1
GPT-6 Luna Decisions switched toGreat57% SWITCH: greattusk, 31% SWITCH: dragapult, 8% SWITCH: kingambit
- Turn 10GPT-6 Luna Decisions used
Earthquake77% MOVE: earthquake, 12% MOVE: earthquake [TERA], 3% MOVE: knockoff
MiMo V2.6 Flash switched toOgerponGholdengo is at 21% with -2 Special Attack, so it loses to Great Tusk's Earthquake and can't threaten back — bad matchup, must switch. Ogerpon-Wellspring resists Ground, outspeeds Tusk (350 vs 300), and threatens a knockout with Horn Leech or Ivy Cudgel.
Reasoning trace (176 words)
Gholdengo at 81 HP, -2 SPA, facing Great Tusk which likely OHKOs with Earthquake. Switch out. Kingambit resists... Great Tusk EQ is neutral on Kingambit (Dark/Steel: Ground is neutral? Steel resists... Ground hits Steel super effectively? No — Ground is not very effective vs Steel? Actually Ground is super effective against Steel? Ground is SE vs Fire, Electric, Poison, Rock, Steel. Yes, Ground is SE vs Steel. Kingambit takes SE from EQ. But Kingambit is bulky: 404 HP, 276 DEF. Tusk ATK 299 (with booster?). Tusk EQ vs Kingambit: 299 ATK, SE — could do ~50%+. Ogerpon resists Ground? Grass/Water — Ground is neutral vs Grass (resists? Grass resists Ground? No, Grass resists Ground... actually Ground is not very effective vs Grass). Yes, Ground is resisted by Grass. Ogerpon takes ~30%. Ogerpon also threatens back with Horn Leech/Ivy Cudgel. Clodsire at 48% with high SpD but low Def, Ground SE vs Poison? Ground is SE vs Poison. Clodsire would take big EQ. Switch Ogerpon — resists EQ, outspeeds Tusk (350 vs 300), threatens KO. Good choice.
- Turn 11GPT-6 Luna Decisions used
Stoneedge30% MOVE: stoneedge, 18% SWITCH: dragapult, 10% MOVE: earthquake
MiMo V2.6 Flash usedIvycudgelOgerpon is much faster than Great Tusk and already survived its Earthquake comfortably; attacking directly guarantees the knockout over two turns since Ogerpon strikes first both turns.
Reasoning trace (549 words)
Ogerpon at 65% HP vs Great Tusk at 100%. Great Tusk's EQ does about... Ogerpon has 204 DEF, Tusk ATK ~299 (with booster maybe). EQ does maybe 60-70%? Ogerpon survived 196/301 after EQ at turn 10 — wait, that was after the EQ hit? It says "Your Ogerpon is at 196/301 HP" after EQ. So Ogerpon took 105 damage from EQ (301→196... actually it came in at full? "Your Ogerpon-Wellspring came in" then EQ, so 301→196 = 105 damage, ~35%). Hmm, but now Ogerpon is at 196/301 = 65%. Ivy Cudgel vs Tusk: Ogerpon ATK 339 vs Tusk DEF ~299 (boosted?). Ivy Cudgel BP 100 STAB... does it KO? Ogerpon at 339 ATK with STAB 1.5 = ~508 effective vs 299 DEF. Roughly 200+ damage but Tusk has 434 HP max... Tusk is at 100% HP with 115 base HP. Could be ~400 HP. Ivy Cudgel probably does ~55-65%, not a KO. Meanwhile Tusk EQ does ~35% to Ogerpon. Ogerpon survives multiple EQs. Should I Swords Dance? If I SD, Tusk EQ does 35%, Ogerpon at 196-105=91, then +2 Ivy Cudgel might KO. Actually with SD, next turn Ogerpon at ~91 HP, +2 Ivy Cudgel: 508*2 = ~1016 effective... wait, +2 doubles ATK to 678, STAB = 1017, vs DEF 299 → damage ~ 1017 * 100/299 ≈ 340 * STAB... let me not compute exactly. Roughly: base damage = (2*339+5)*100/299 *1.5 STAB... Actually simpler: unboosted Ivy Cudgel does 2*339*100/299 ≈ 227, ×1.5 STAB ≈ 340... that's already 85%+ of Tusk. Hmm wait, base power 100 with same-type attack bonus... damage = ((2*339/299+2)*100)*... let me use standard: damage = ((2*Level/5+2)*BP*Atk/Def)/50+2. Level 50: (22)*100*339/299/50+2 ≈ 22*100*1.134/50 + 2 ≈ 50+2 = 52, ×1.5 STAB ≈ 78. Plus stab... that seems low. Actually the 1.5 is applied earlier. Roughly ~50% damage unboosted? That's low. Hmm, so unboosted Ivy Cudgel ~50%, needs 2 hits. Tusk EQ ~35% per turn. Ogerpon survives ~2-3 EQs. With SD: +2 → ~4x damage of... +2 doubles → ~100%+? Actually +2 = 2x multiplier, so ~100%, might KO. Plan: Swords Dance now. Tusk hits EQ for 35%, Ogerpon at 91 HP survives another EQ (35% of 301 = 105, 91 < 105 — dies!). Hmm, 91 HP can't survive 105 damage. Wait, but Ogerpon took 105 damage from EQ. If Ogerpon SDs now, Tusk EQ brings to 91. Next turn Ogerpon +2 attacks before Tusk (Ogerpon SPE 350 vs Tusk 87... but Tusk has booster energy possibly on speed? Unknown item). Ogerpon at 350 speed is much faster. +2 Ivy Cudgel likely KO. Alternatively just attack now: Ivy Cudgel ~50%, then next turn another Ivy Cudgel ~50% — but Tusk might kill Ogerpon first? Ogerpon is faster, attacks first each turn. Turn 11: Cudgel (50%), Tusk EQ (Ogerpon 91). Turn 12: Cudgel (Tusk at 50%, KO'd at ~100 total? no, second hit takes Tusk to ~0 if first did 50%). Actually first Cudgel does 50%, Tusk at 50%. Second Cudgel KO. So Ogerpon kills Tusk in 2 turns taking 2 EQs (210 dmg), Ogerpon at 196-210 = dies? 196 - 105 = 91, then turn 12 Ogerpon attacks first and kills Tusk before Tusk's second EQ. So Ogerpon survives at 91. Wait — but does Tusk have priority or higher speed? Tusk speed 87 base, Ogerpon 350
- Turn 12GPT-6 Luna Decisions used
Stoneedge32% MOVE: stoneedge, 15% MOVE: earthquake, 11% MOVE: stoneedge [TERA]
MiMo V2.6 Flash usedIvycudgelOgerpon outspeeds the low-HP Great Tusk easily, so Ivy Cudgel should secure the knockout before Tusk can move again.
Reasoning trace (25 words)
Ogerpon at 55 HP, opponent Great Tusk at 7%. Ogerpon is faster (350 vs 87). Ivy Cudgel knocks it out. Simple: knock out the Tusk.
GPT-6 Luna Decisions switched toDragapult86% SWITCH: dragapult, 11% SWITCH: kingambit, 2% SWITCH: heatran
- Turn 13GPT-6 Luna Decisions used
Thunderbolt58% MOVE: thunderbolt, 33% MOVE: dracometeor, 6% MOVE: shadowball
MiMo V2.6 Flash switched toKingambitOgerpon is slower than Dragapult and would be knocked out before moving, so this is a bad matchup to stay in. Kingambit switches in cleanly, resists Dragapult's STABs, and threatens back with Sucker Punch.
Reasoning trace (45 words)
Ogerpon at 55 HP vs Dragapult, slower (350 vs 421). Dragapult likely kills with any attack. Switching to Kingambit is good — sucker punch pressure, takes hits well. Dragapult could use Dragon Darts or U-turn. Kingambit at 100% is a good answer. Switch to kingambit.
- Turn 14GPT-6 Luna Decisions used
Shadowball22% MOVE: shadowball, 20% MOVE: dracometeor, 19% MOVE: thunderbolt
MiMo V2.6 Flash usedSwordsdanceautopilotReasoning trace (926 words)
Kingambit at 66% vs Dragapult. Dragapult is faster. Sucker punch has 8 priority... wait, in Gen 9, sucker punch BP 70 (after nerf). Kingambit with black glasses and405 ATK, supreme overlord... sucker punch vs Dragapult: Dragapult frail defenses (75/75). Should do good damage but not KO from 100%. Tera option: Tera Dark sucker punch would boost. Dragapult at 100%, sucker punch base 70 * 1.2 black glasses * stab1.5 * Tera 1.5... Let's estimate: 405 Atk, 70 BP, vs 75 Def. Roughly: 405/2 = 202.5... damage≈ (2*405/50 + 2) * 70 * 1.5 /75... Actually formula: ((2*L/5+2)*BP*A/D)/50 + 2, L=100: (42*70*405/75)/50+2 = (42*70*5.4)/50+2 = 15876/50+2 ≈ 319.5... that's over317 max HP. Hmm, that would KO? Wait, no Tera: STAB 1.5 → 319*1.5*... let me redo. (2*100/5+2)=42. 42*70=2940. 2940*405=1,190,700. /75 = 15,876. /50 = 317.5 +2 = 319.5. That's without STAB. With Dark STAB 1.5 → 480. That can't be right—max HP ~317 for Dragapult... Dragapult base HP 88, HP stat ~317 at level 100. So sucker punch does 480 damage pre-crit? That one-shot would KO easily. Hmm, but that seems too strong. Let me sanity check with earthquake100 BP: ~685 damage? Great Tusk earthquake would do 685? That can't be right — typical earthquake from 405 ATK vs 75 Def... Real calc: Garchomp 328 ATK EQ does ~50% to Toxapex (140 def, but...). Hmm. Actually this damage calc ignores stat modifiers like... no it's direct. Let's check: 100 BP EQ from 405 ATK vs 75 Def: 42*100*405/75/50 = 42*100*5.4/50 = 45360... wait 42*100=4200, *405=1,701,000, /75=22,680, /50=453.6+2=455.6 * STAB 1.5 = 683. Yeah that's huge but Dragapult has75 base def with 75... in-game stats shown are actual: Dragapult DEF 75? Base stats: DEF 75. Yes. So EQ would do 683 = OHKO. But Kingambit's EQ not available; it's dark/steel. Sucker punch 480 with STAB = OHKO on Dragapult 100%?480 > 317. Yes. But Dragapult might have... any Ghost resist? No. Kingambit sucker punch priority +1 always moves first. Even without Tera, sucker punch does 480 → OHKO. Wait, but accuracy and whether opponent switches. If opponent switches to Heatran or Gholdengo (Steel resists Dark): sucker punch 480*0.5 = 240. Gholdengo at full, resists. Hmm. But sucker punch is still safe: if opponent stays in, KO. Given opponent's Dragapult is their speed advantage... Actually opponent could also just attack. If I Swords Dance, Dragapult hits with Thunderbolt again — Kingambit resists? Dark/Steel: Electric neutral (Steel not resist Electric... wait Steel resists Electric! Yes Steel resists Electric, Flying, Ice... Electric: Steel resists). So Thunderbolt did 269→ wait Kingambit at 269/404 after crit. Base Tbolt does ~20%. Kingambit survives another hit. But sucker punch OHKO is the play. Even if opponent switches to Heatran (Fire/Steel, resists Dark) — sucker does 240, Heatran at full takes240/~340 ~70%. Then Kingambit follows up. The safest high-value play: sucker punch. If it kills Dragapult, great. Priority ensures we move first regardless of speed. But consider Tera Dark suckerpunch for guaranteed OHKO even through possible... base sucker already 480 > 317. No Tera needed. Save Tera. Hmm, but opponent might be Choice item Scarf... doesn't matter, priority. Also possibility: opponent's Dragapult uses Dragon Darts/Phantom Force? Irrelevant. Decision: sucker punch without Tera. Actually, wait — check calc more carefully: is480 damage plausible? Sucker punch 70 BP, STAB 1.5, Black Glasses 1.2 → effective multiplier. Recompute: base before modifiers319.5. STAB → 479. Black glasses → 575. Then random 0.85-1.0 → 489+. So min 489 > 317. Definitely OHKO. But could opponent's Dragapult have higher HP shown? "100.0% HP" of its max which is presumably ~317 (like mine). Even if ~330, still OHKO. Also, if opponent switches, sucker punch fails (no target). Risk: opponent switches to Heatran/Gholdengo and sucker punch fails entirely (in Gen 9, sucker punch fails if opponent switches). That wastes a turn but not terrible. Alternatively Kowtow Cleave always hits,85 BP: 386 *1.2 = 463 *0.85 = 394 > 317. Also OHKO without needing priority! Wait, Kowtow Cleave 85 BP: 319.5*(85/70)=388, *1.5 STAB=582, *1.2 glasses=698... wait, I already included STAB in 479 for sucker. Let me redo: sucker 319.5 base, STAB 479, glasses 575. Kowtow: 319.5*(85/70) = 387.7, *1.5=581.6, *1.2=698. Massive overkill. Kowtow Cleave: no accuracy issues (never misses), always hits even on switch. It's slower than Dragapult though — Dragapult moves first with 421 speed. Dragapult's Thunderbolt does ~20% (with crit did66.6→? Actually previous hit: Kingambit was at 404, now 269 after crit Tbolt = 135 damage = 33%). Another Tbolt could do ~100 damage non-crit, maybe 66. Kingambit survives at 269-100=169 easily. But Dragapult could use... Dragon Darts? Super effective vs Kingambit? Dragon vs Steel: resisted. Phantom Force? Neutral. So Kingambit survives a hit. But if Dragapult uses something that KOs... nothing KOs from 66%. So Kowtow Cleave: survives hit, then OHKOs. Also works if opponent switches (except into Steel-resist). Compare sucker punch: kills first if opponent stays; fails if switches. Kowtow: always hits, takes a hit first (fine). Opponent likely stays in? Dragapult can't OHKO Kingambit. Opponent might switch to Heatran (resists both) or Gholdengo (resists both). If opponent switches to Heatran, sucker fails (turn wasted but no damage taken). Kowtow hits Heatran for 698*0.5 = 349... Heatran HP ~340ish, could nearly OHKO or 2HKO. Actually Heatran resists Dark (0.5) — wait Heatran Fire/Steel: Dark neutral? Steel doesn't resist Dark... Let's check: Dark resists... Type defenses of Steel: resists Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy. Not Dark. Fire: resists Grass, Ice, Bug, Steel, Fairy, Fire. So Heatran takes Dark neutrally! Kowtow 698 → OHKO Heatran too. Gholdengo Steel/Ghost
Incident report
[PARSE ERROR] answer cut off at the 2048-token budget (missing <decision>...</decision> block). Default move played. Raw answer:
- Turn 15GPT-6 Luna Decisions used
Dracometeor50% MOVE: dracometeor, 16% MOVE: thunderbolt, 9% SWITCH: gholdengo
MiMo V2.6 Flash usedSuckerpunchteraKingambit is at +2 Attack with Black Glasses, and Sucker Punch has priority over Dragapult's faster attacks. A Tera Dark Sucker Punch should guarantee the knockout even through potential bulk, and Dragapult is very likely to attack rather than switch.
Reasoning trace (156 words)
Kingambit at +2 attack with blackglasses, suckerpunch should knock out Dragapult from 100%. Dragapult is faster but suckerpunch goes first if it attacks. Risk: Dragapult might use a non-attacking move, but it's likely to attack. Sucker punch with +2 and blackglasses vs 75 base SPD... should be a KO. Let me think about Tera - Tera Dark would boost suckerpunch further but might not be needed. Actually Dragapult has 100 base HP, 75 base SpD - sucker punch at +2 with blackglasses should do a lot. Let me estimate: Kingambit ATK 405 (with +2 = 810 effective), suckerpunch BP 70 * 1.5 (blackglasses) * 2 (STAB) = 210 BP effective. vs Dragapult's bulk... should be enough. Actually, Dragapult could also switch out. But suckerpunch is the safest play since it's priority. If Dragapult attacks, it dies. If it switches, we lose suckerpunch but still have position. I'll go with suckerpunch, possibly with Tera Dark for insurance.
GPT-6 Luna Decisions switched toGholdengo44% SWITCH: gholdengo, 38% SWITCH: kingambit, 18% SWITCH: heatran
- Turn 16GPT-6 Luna Decisions used
Focusblast80% MOVE: focusblast, 7% MOVE: focusblast [TERA], 6% MOVE: shadowball
MiMo V2.6 Flash usedKowtowcleaveKingambit is faster than Gholdengo and sits at +2 Attack with Black Glasses and Tera Dark. Sucker Punch risks failing if Gholdengo goes for Nasty Plot or Recover, while Kowtow Cleave is a reliable STAB hit that should knock it out from 94%.
Reasoning trace (149 words)
Kingambit at +2 ATK with Black Glasses, Tera Dark, Supreme Overlord (1 fainted? Actually fainted teammates: none of mine fainted yet? Bench shows 5 alive, so 1 fainted... team of 6, 5 bench + active = 6, all alive. So no boost). Gholdengo at 94%, Steel/Ghost — immune to neither Dark nor Steel... Steel is not very effective vs Steel? Steel vs Steel is not very effective, Steel vs Ghost neutral. Dark vs Steel not very effective (0.5), Dark vs Ghost super effective (2x) → net 1x. Kowtow Cleave at +2 with 405 ATK (405 = huge) vs Gholdengo 91 base SpD... physical DEF 95 base. Should do massive damage. Sucker Punch could fail if Gholdengo uses status (Nasty Plot, Recover). Kowtow Cleave is safe and hits for neutral. Speed: Kingambit 136 vs Gholdengo 84 — Kingambit faster. Kowtow cleave at +2 should likely OHKO or near. Use kowtowcleave.
GPT-6 Luna Decisions switched toKingambit90% SWITCH: kingambit, 10% SWITCH: heatran
- Turn 17GPT-6 Luna Decisions used
Kowtowcleave92% MOVE: kowtowcleave, 5% MOVE: kowtowcleave [TERA], 2% MOVE: suckerpunch
MiMo V2.6 Flash usedKowtowcleaveI'm faster than their Kingambit and Kowtow Cleave is my strongest reliable STAB option; Sucker Punch is risky if they make a non-attacking move, and I need consistent damage to break through their resist.
Reasoning trace (548 words)
My Kingambit is Tera Dark, +2 ATK, 204 HP. Opponent Kingambit at 94% HP, not terastallized. Sucker punch is Dark-type, super effective vs Steel/Dark... wait, opponent is Dark/Steel, so Dark moves are neutral? Dark vs Steel: neutral. Dark vs Dark: resisted (0.5). So Dark moves are 0.5x vs Kingambit. Hmm. Actually Kingambit is Dark/Steel. Dark-type move: vs Dark = 0.5, vs Steel = 1 → 0.5x. So Sucker Punch is resisted. Iron Head: Steel vs Steel = 0.5, vs Dark = 1 → 0.5x. Also resisted. Kowtow Cleave: Dark, 0.5x. So all my moves are resisted. With +2 ATK and Black Glasses and Supreme Overlord... Let's estimate. Base 135 ATK, +2 → 405 ATK stat shown. Kowtow Cleave BP 85, STAB (Tera Dark) → 85*1.5 = 127.5, *0.5 (resist) = ~63.75 effective. Black glasses 1.2x. Opponent Kingambit 94% HP, base 120 HP, defense 120. Damage calc roughly: (2*50/50+2)*405*63.75/ (def... ) Let's do proper: level 50. ((2*50/5+2)*405*63.75/180)/50 + 2 roughly. Actually formula: ((2*Level/5+2)*BP*A/D)/50 + 2. Level 50: 2*50/5+2 = 22. 22*405*63.75/180 = 22*405 = 8910; 8910*63.75 = 567,937; /180 = 3155; /50 = 63 + 2 = 65. That's 65/404 ≈ 16%? Wait HP base 100 → HP stat ~ 2*100+... at level 50, HP = (2*100+31+210)*50/100+50+10 = (200+31+210)=441*0.5=220.5+60=280. So 65/280 ≈ 23%. Hmm, plus black glasses already? I didn't include. Let me not be too precise. Actually opponent at 94% of 280 = 263 HP. My Kowtow does maybe ~25-30%. Not a KO. Opponent Kingambit likely has Sucker Punch too, and I'm at 50% with -1 SPD. Opponent's Sucker Punch: base 135 ATK, no boosts, STAB, vs my Tera Dark (Dark type) → 0.5x... wait I'm Tera Dark, so Dark move vs Dark = 0.5. Plus my defense 276. So it's resisted too. Hmm, this is a Kingambit mirror. Opponent not terastallized. My Tera Dark means opponent's Sucker Punch is resisted (0.5x), and my Sucker Punch is also resisted against their Dark/Steel. Actually wait — opponent is Dark/Steel, I'm Tera Dark (pure Dark). Their Sucker Punch: Dark vs Dark = 0.5x. Their Iron Head: Steel vs Dark = 1x neutral. Hmm. So they could hit me neutrally with Iron Head. I'm at 50%. What's the best play? Swords Dance again? I'm already +2. Supreme Overlord boosts with fainted allies — I have 2 fainted? Actually my bench has 5 alive, so 0 fainted... wait, my team: greattusk, gholdengo, dragapult, ogerpon, clodsire + kingambit = 6, all alive. So Supreme Overlord gives no boost. Options: Kowtow Cleave for consistent damage, or Sucker Punch for priority (in case they switch or SD). Opponent might Swords Dance. If they SD, Sucker Punch hits. If they attack, Sucker Punch still works (if they attack). Sucker Punch fails only on status moves. Given they're at 94% and I'm at 50%, and I'm faster (136 vs 50 speed... wait their speed base 50, mine 136 but I'm Tera Dark so speed stays 136). I'm faster. Sucker Punch priority ensures I hit first regardless. But Sucker Punch is 0.5x resisted: BP 70*0.5 = 35 effective, *1.5 STAB = 52.5, *0.5 resist... wait let me redo. Sucker Punch Dark-type, I'm Tera Dark so STAB 1.5x. Target Dark/Steel: Dark vs Dark 0.5, Dark vs Steel 1 → 0.5x. So 70*1.5*0.5 = 52.5 effective BP. Kowtow Cleave: 85*1.5*
- Turn 18GPT-6 Luna Decisions used
Kowtowcleave65% MOVE: kowtowcleave, 12% MOVE: kowtowcleave [TERA], 12% MOVE: suckerpunch
MiMo V2.6 Flash usedKowtowcleaveI'm faster than the opposing Kingambit and my +2 Kowtow Cleave already dealt ~62% last turn, so it should knock out their 38% HP before they can move. Sucker Punch risks failing on a switch, while Kowtow always lands damage.
Reasoning trace (399 words)
My Kingambit is at 107 HP with +2 ATK, opponent's Kingambit at 38%. Kowtow Cleave from me at +2 should knock out... but opponent is Dark/Steel, and I'm Dark-type tera so my Kowtow is Dark-type, resisted by Steel. Still +2 with 405 ATK vs 38% HP. Actually opponent's Kowtow Cleave hits me for... I'm Tera Dark, so it's resisted (not very effective as shown). I survived at 107. Opponent at 38% + leftovers. Sucker punch: Dark-type, resisted by Steel too. Kowtow Cleave BP 85 vs Sucker Punch BP 70 — Kowtow is stronger. But Sucker Punch has priority in case opponent is faster — but opponent Kingambit speed 50 vs my 136, I'm faster anyway. Wait, but opponent could switch. Opponent has Heatran left (not seen). If opponent switches to Heatran, Dark moves are resisted by... Heatran is Fire/Steel, Dark neutral? Steel resists Dark. Fire doesn't. So Dark is resisted by Heatran too. Iron Head (Steel) vs Kingambit: Steel resisted by Steel. Neutral on... Kingambit is Dark/Steel, Steel hits Steel resisted, Dark neutral → not very effective. Hmm. Kowtow Cleave at +2 with 405 ATK vs 38% HP Kingambit with 120 DEF. Let's estimate: 405 ATK * 85 BP * 1.5 (STAB... wait I'm Tera Dark so STAB 1.5) = huge. Actually Tera Dark gives STAB. Damage ≈ (2*405/2.2... let me not. +2 Kowtow on resisted target at 38% — likely KO. Actually the opponent's Kingambit took my Kowtow at some point and went to 32%. That was at +2 already? Turn 16 I had +2? Let's see: Turn 17 my Kowtow took opponent from 94→32, that's 62% damage at +2. So another Kowtow at +2 does ~62% → opponent at 38% would take 62% → KO (overkill). But leftovers healed to 38%. So Kowtow Cleave should KO. But opponent might switch to Heatran. Heatran resists Dark. Hmm. Sucker punch fails if opponent switches/uses status. Kowtow is safer — always deals damage. If opponent stays in, Kowtow KOs. If opponent switches to Heatran, Kowtow does resisted damage but Heatran comes in weakened. Actually wait — opponent's Kingambit could also just attack me. I'm at 107 HP, opponent's Kowtow did ~... I went from higher to 107. I survived. If I use Kowtow and don't KO, opponent Kowtow me and I might die. I'm faster (136 vs 50), so I attack first. Kowtow should KO at 38%. Go with kowtowcleave.
MiMo V2.6 Flash switched toClodsirehallucinationReasoning trace (281 words)
Opponent Kingambit at 44% with Kowtow Cleave. Clodsire is Poison/Ground, resists... Kowtow Cleave is Dark. Poison resists Dark? No — Poison is not resistant to Dark. Ground doesn't resist Dark either. Actually Dark vs Poison: no resistance. Clodsire has huge SpD but physical defense low. Kingambit ATK is boosted? Opponent Kingambit's boosts unknown — it used Kowtow Cleave, likely +2 from Swords Dance earlier? It's at 44% HP. Clodsire at 224/464. Kowtow Cleave from Kingambit with maybe +2 ATK... could KO. But Clodsire is our best check with high HP. Dragapult at 100% — faster (SPE 421 vs 50), Dragon Darts super effective vs Steel/Dark? Dragon vs Steel: resisted. Dragon vs Dark: neutral. So Dragon Darts is not very effective overall (Steel resists Dragon). U-turn Bug vs Dark: super effective; Bug vs Steel: resisted → neutral. Actually Kingambit 4x weak to Fighting, 2x to Ground. Dragapult could Willowisp to burn, halving its ATK. Dragapult is faster. Burn would cripple Kingambit. But if Kingambit has Sucker Punch... it revealed only Kowtow Cleave. Sucker priority could hit Dragapult for super effective (Dark vs Ghost = SE). Dragapult at 317 HP, would survive one Sucker Punch probably. Clodsire: Earthquake is super effective (Ground vs Steel... Kingambit is Dark/Steel, Ground hits Steel SE, Dark neutral → SE). Clodsire slower though. Kingambit would move first and could KO Clodsire at 224 HP with +2 Kowtow Cleave? Possibly. Dragapult: faster, can burn with Willowisp. If Kingambit uses Sucker Punch, Dragapult takes SE damage but survives. Burn then makes it harmless. This seems best. Alternatively switch Clodsire in to tank then EQ. But risk of being KO'd. Dragapult Willowisp seems safest — speed advantage and cripples the threat.
Incident report
[INVALID] 'MOVE: willowisp' is not a legal action. Default move played. Original reasoning: Dragapult outspeeds Kingambit easily and can burn it with Willowisp, cutting its attack to harmless levels. Even if it carries Sucker Punch, Dragapult at full HP should tank one hit, making speed the deciding factor here.
- Turn 19GPT-6 Luna Decisions used
Kowtowcleave53% MOVE: kowtowcleave, 41% SWITCH: heatran, 2% MOVE: kowtowcleave [TERA]
MiMo V2.6 Flash usedEarthquakeKingambit is at 44% with Stealth Rock up. Clodsire's Unaware and high SpD let it tank Kowtow Cleave, and Earthquake from Clodsire's Attack stat threatens a knockout on the weakened Kingambit. Speed isn't an issue here—Clodsire just needs to land the hit to remove their last major threat besides Heatran.
Reasoning trace (134 words)
Opposing Kingambit at 44%. Clodsire's EQ from167 Atk vs 120 Def... Clodsire at 224 HP. Kowtow Cleave from Kingambit (135 Atk, boosted by Supreme Overlord with fainted teammates) vs Clodsire's 157 Def / 328 SpD. Clodsire should survive. Clodsire EQ: 167 Atk vs 120 Def, BP 100. Might not KO 44% Kingambit since Kingambit has high Def. But Clodsire has Unaware — doesn't matter here since no boosts. Kowtow is dark type, hits Clodsire neutrally (Poison/Ground). Should be fine. I think EQ is best — try to KO. If it doesn't KO, Recover after. Kingambit's attack with 1.5x modifier (Supreme Overlord with 3 fainted) ~200 Atk after boost. vs157 Def... Kowtow BP 85. Should do maybe 35-40%. Clodsire at 48% can take a hit or two. Actually let me just pick earthquake to damage/kill.
MiMo V2.6 Flash switched toDragapultKingambit's Kowtow Cleave is super effective against Ghost types, but Dragapult at 100% HP can comfortably take one hit and outspeed to revenge kill or cripple it with Willowisp. The other options are all too low HP to survive.
Reasoning trace (209 words)
Opponent's Kingambit at 50% HP. My options: Dragapult (100%), Gholdengo (21%), Ogerpon (18%), Great Tusk (5%). Kingambit's Kowtow Cleave is Dark-type, super effective against Ghost types (Dragapult, Gholdengo). Dragapult is faster (SPE 421 vs 136) but Kowtow Cleave would likely KO Dragapult from 100%? Kingambit ATK 405 (with blackglasses? no, opponent's item is leftovers). Opponent Kingambit ATK base 135, probably around 350ish stat. Kowtow Cleave 85 BP vs Dragapult's 186 DEF... could be close to KO. Actually, Dragapult has willowisp and thunderwave. If I switch in Dragapult, I take a Kowtow Cleave which could be ~50-70% damage. Then I can willowisp to halve its attack, or just outspeed and U-turn. Gholdengo is weak to Dark too. Ogerpon resists Dark (Grass/Water - no, Dark hits neutral on Grass/Water... actually Dark is neutral against Grass and Water). Ogerpon at 18% would die. Great Tusk at 5.5% dies to anything. Dragapult at 100% is the safest switch. It's faster, can U-turn or willowisp. Even if it takes a Kowtow Cleave, it should survive (Ghost/Dragon - Dark is super effective against Ghost). Let me estimate: Kingambit ATK ~350, Kowtow 85 BP, super effective = 170, vs Dragapult DEF 186. That's roughly 50-60% damage. Dragapult survives and can U-turn out or willowisp. Switch Dragapult.
- Turn 20GPT-6 Luna Decisions used
Kowtowcleave59% MOVE: kowtowcleave, 34% MOVE: suckerpunch, 5% MOVE: suckerpunch [TERA]
MiMo V2.6 Flash usedDragondartsDragapult outspeeds Kingambit easily and Dragon Darts at 339 Attack should knock out the 50% Kingambit before it can move. Speed and a likely knockout decide this.
Reasoning trace (48 words)
Dragapult at full HP vs Kingambit at 50%. Dragondarts should KO. Kingambit is slow. Dragondarts is the play — it's STAB and hits Kingambit neutrally? Dragon vs Dark/Steel: neutral. 339 ATK vs 120 DEF... should do well over 50%. Willowisp could burn but accuracy risk. Dragondarts likely KO.
MiMo V2.6 Flash switched toOgerponMy Dragapult fainted, so I must pick a switch. Ogerpon is the fastest remaining at 350 speed and Ivy Cudgel should knock out the Kingambit at 38% before it can move, making it the best revenge-kill option.
Reasoning trace (579 words)
Ogerpon at 55/301 speed 350, ivycudgel would likely knock out Kingambit at 38%. But Kingambit's kowtow cleave would KO Ogerpon first? Speed: Ogerpon 350 vs Kingambit base 50 — Ogerpon faster. Actually wait, opponent's Kingambit speed shown base 50, Ogerpon speed 350 actual. Ogerpon attacks first with Ivy Cudgel — likely KO at 38%. Risk: Kingambit Sucker Punch? Revealed moves only kowtowcleave. Ivy Cudgel at 38% should KO with 339 atk. But Ogerpon at 55 HP, if attack fails to kill, dies. Ivy Cudgel 100 BP vs Dark/Steel: Steel resists... wait Kingambit is Dark/Steel, resisted by Steel (0.5x) and Dark not resist. So 100*0.5 = 50 BP effective, plus STAB 1.5 = 75 effective... 339 atk vs 120 def... maybe ~40%. Could be close. Knockoff 65 BP: Dark vs Dark 0.5, Steel 0.5 → 0.25x. Bad. Gholdengo shadowball: Steel resists... Ghost vs Steel 0.5, vs Dark neutral... wait Shadow Ball Ghost hits Steel 0.5x? Steel resists Ghost? No, Steel does not resist Ghost. Ghost hits Dark 1x... Actually Ghost is not very effective vs Dark? No, Ghost is neutral vs Dark (Dark resists... Dark is immune to... no). Ghost vs Dark: Dark types resist Ghost? Yes! Dark resists Ghost. Wait, no — Ghost is super effective against Ghost and Psychic; Dark resists Ghost? Let me recall: Dark resisted by... Bug, Dark, Fairy resist Dark. Ghost type defensive: weak to Ghost and Dark; resists Poison and Bug; immune to Normal and Fighting. Dark defensive: weak to Fighting, Bug, Fairy; resists Ghost and Dark; immune to Psychic. So Ghost (Shadow Ball) is resisted by Dark. Kingambit is Dark/Steel — Shadow Ball 0.5x from Dark resist. Steel doesn't resist Ghost. Hmm. What about Make It Rain (Steel)? Steel vs Steel 0.5, vs Dark 1x → 0.5x. SPA 303 vs DEF 120, 120 BP STAB... maybe decent: 303 atk * 120 BP * 1.5 STAB * 0.5 = could be around 45-55%. Gholdengo at 81 HP, Kingambit slower so Gholdengo moves first. Speed: Gholdengo 293 vs Kingambit — base 50, actual maybe ~200. Gholdengo faster. Ogerpon Ivy Cudgel: 339 atk, 100 BP * 1.5 STAB * 0.5 (Steel resist) = 75 effective BP-ish. Gholdengo: 303 spa, 120 BP * 1.5 * 0.5 = 90. Gholdengo's Make It Rain likely stronger. Also Ogerpon at 18% risks dying if not KO. Actually wait — Gholdengo at 81/378, could survive a Kowtow Cleave? Kowtow 85 BP * 1.5 STAB vs Gholdengo (Steel/Ghost): Steel resists Dark 0.5, Ghost neutral → super effective? Dark vs Ghost: Dark is super effective vs Ghost. So Kowtow: Dark vs Ghost = 2x, vs Steel = 0.5x → 1x. 405 atk (opponent Kingambit atk maybe 405 with blackglasses? unknown item - leftovers). Probably would KO Gholdengo from 21%. Ogerpon: Dark vs Grass = 1x, vs Water 1x → 1x. Kowtow would KO Ogerpon too from 18%. So both die if they fail to KO. Speed: Ogerpon 350 is fastest. Gholdengo 293. Both outspeed base 50 Kingambit. Ogerpon Ivy Cudgel damage: 339 atk, 100 BP, STAB 1.5, 0.5 resist = eff ~1.5*0.5*100 = 75 BP raw. Kingambit HP 38/404 ≈ 154 HP, def 120 with Eviolite? No, it's Kingambit with leftovers, def 120. Rough calc: (2*350/2.5+2)*100*... let's just estimate: Gholdengo 303 spa vs 85 spd with 120 BP STAB Make It Rain *0.5 resist. Gholdengo Make It Rain: (2*303/50+2)*120*1.5*0.5/... standard damage formula: base = 2*350/50+2 = 16... for atk 303: 2*303/50+2 = 14.12. *120 BP *1.5 STAB *0.5 type /50 (def) = 14.
- Turn 21GPT-6 Luna Decisions used
Kowtowcleave55% MOVE: kowtowcleave, 19% MOVE: suckerpunch, 12% SWITCH: heatran
MiMo V2.6 Flash usedIvycudgelOgerpon is much faster than Kingambit and Ivy Cudgel should deal well over the 38% HP Kingambit has left, even with Steel resisting Grass. Knocking out Kingambit before it can swing is the clean play; Horn Leech or Knock Off are weaker and Swords Dance risks a free hit.
Reasoning trace (602 words)
Ogerpon at 18% HP, Kingambit at 38%. Ogerpon is faster (SPE 350 vs 50). Ivy Cudgel at +0 with ATK 339 vs Kingambit's DEF... Kingambit is Dark/Steel, Grass hits neutrally? Steel resists Grass, Dark... Grass vs Steel = not very effective. Steel resists Grass. So Ivy Cudgel is resisted. Horn Leech also Grass, resisted. Knockoff is Dark, Kingambit is Dark/Steel — Dark vs Dark = resisted? Dark is not very effective against Dark. Actually Dark resists Dark. So Knockoff also resisted. Hmm, Kingambit is at 38% HP with high defense. Ogerpon's moves are all resisted. Need Swords Dance to boost and then hit? With +2, Ivy Cudgel might knock out. But Kingambit can KO Ogerpon with Kowtow Cleave (super effective vs... Ogerpon is Grass/Water, Dark vs Grass/Water — neutral. Actually Kowtow Cleave hit Dragapult super effective (Ghost). vs Ogerpon neutral. Ogerpon at 55/301 HP, survives a neutral hit? Kingambit ATK ~ high. Kowtow Cleave BP 85, STAB Dark, plus Black... Leftovers item though. Opponent's Kingambit has leftovers. ATK base 135, boosted maybe. Ogerpon DEF 204, SPD 229. Might survive one hit. Strategy: Swords Dance first, then attack next turn. Or switch to Gholdengo which is immune to Dark? Gholdengo is Steel/Ghost — Kowtow Cleave super effective (Ghost weak to Dark). Bad. Great Tusk at 5.5% - dies to anything. If Ogerpon survives a hit, Swords Dance then Ivy Cudgel +2 would KO. Let's compute rough damage: Ogerpon ATK 339 (already boosted? maybe +1 from somewhere). Kingambit DEF 120 base, actual maybe ~270-300. Ivy Cudgel 100 BP resisted (0.5x) → 339 * 100/... damage ≈ (2*339/280+2)*100*0.5 ≈ (2.42+2)*100*0.5 ≈ 221 → Kingambit HP 380ish? Kingambit HP base 100 → ~340. 221/340 = 65%. Not KO at +0. At +2: *2 → ~442 → KO. So Swords Dance this turn, hope to survive Kowtow Cleave. Ogerpon at 55 HP — likely dies to Kowtow Cleave. 85 BP STAB with 135+ ATK vs 204 DEF: damage ≈ (2*260/204+2)*85 ≈ (2.55+2)*85 ≈ 387. Way over 55. Ogerpon dies. So Ogerpon can't survive. Switching? Gholdengo at 21% dies to Kowtow Cleave too (super effective). Great Tusk dies. Hmm. Opponent has 5 mons, we have... let's count: Ogerpon active, Great Tusk 5.5%, Gholdengo 21.4%, rest fainted. So 3 vs 5? Wait opponent revealed 4 fainted (Tornadus, Great Tusk, Dragapult, Gholdengo) + Kingambit active + Heatran not seen = 6 total. So opponent has Kingambit and Heatran alive = 2. We have Ogerpon, Gholdengo, Great Tusk = 3. We might actually be ahead in count. Kingambit at 38% HP. Best play: maybe switch to Gholdengo? Gholdengo is immune to... Kingambit's moves revealed only Kowtow Cleave. Gholdengo has Good as Gold, immune to status. Kowtow Cleave super effective vs Ghost. Gholdengo at 81 HP, would die. Alternatively switch Great Tusk (sacrifice) to bring in Gholdengo or Ogerpon safely? Great Tusk dies, then send Ogerpon in at 18%... still doesn't help. Actually maybe Ogerpon should just attack — Knock Off removes leftovers but resisted. Ivy Cudgel ~65% damage, Kingambit at 38% → might KO! Let's recompute: 38% HP of ~340 = ~129 HP. Ivy Cudgel ~221 damage → KO. Wait, I misread — Kingambit at 38% HP, not 380. So Ivy Cudgel does 221 damage vs 129 remaining → definitely KO. But Kingambit is faster? No, Ogerpon SPE 350 vs 50. Ogerpon moves first. So Ivy Cudgel KOs Kingambit! But does Kingambit survive? Let's be careful: actual Kingambit defense stat unknown. Base 120 → at level 100, ~296 with 0 IV? Standard calc: 100 base HP → ~341, 120 base Def → ~296. Ogerpon ATK 339 (boosted). Damage = ((2*339/296 +
GPT-6 Luna Decisions switched toHeatran100% SWITCH: heatran
- Turn 22GPT-6 Luna Decisions used
Magmastorm74% MOVE: magmastorm, 15% MOVE: magmastorm [TERA], 7% MOVE: earthpower
MiMo V2.6 Flash usedIvycudgelOgerpon is faster than Heatran and Ivy Cudgel is its strongest neutral option here; at 18% HP it will faint next turn regardless, so the deciding factor is getting maximum damage off before it goes down rather than switching into a doomed low-HP backup.
Reasoning trace (342 words)
Ogerpon at 18% HP vs Heatran. Ivy Cudgel (Grass) would be super effective vs Heatran (Fire/Steel)... actually Grass vs Fire/Steel: Fire resists... Grass is super effective vs Fire, not very effective vs Steel. Steel resists Grass. So neutral? Fire weak to Grass (2x), Steel resist (0.5x) = neutral 1x. Ogerpon ATK 339, Heatran DEF ~212 (106 base). Ivy Cudgel 100 BP neutral: 339/212*100*100/... roughly 339/212 = 1.6 * 100 BP = ~160 vs Heatran's HP ~380. Not a KO. But Ogerpon at 55 HP dies to any Heatran attack. Heatran likely faster? Ogerpon SPE 350 vs Heatran 77 base (~240ish). Ogerpon is faster. Options: switch to gholdengo (21%) - Heatran likely uses Fire move, kills Gholdengo too. Great Tusk at 5.5% dies to anything. Actually Ogerpon is faster. Ivy Cudgel won't KO. But what about knockoff? Dark vs Fire/Steel: not very effective (Steel resists Dark). Horn leech 75 BP resisted. Best might be switch to gholdengo hoping to take a hit? Gholdengo weak to Fire. Bad. Great Tusk: weak to... Heatran has no fighting weakness actually Heatran is weak to Ground, Fighting, Water. Great Tusk has EQ (Ground) - super effective! Great Tusk at 24 HP though, but Heatran's attack - if Heatran uses a Fire move or Earth Power... Great Tusk EQ would KO Heatran? Tusk ATK 299, Heatran DEF 212, EQ 100 BP SE (2x): 299/212 = 1.41 *100 *2 = 282... Heatran HP ~380. Not quite. Hmm. Ogerpon faster and deals damage. Actually Ogerpon with SD first? But Heatran will attack and KO. Best damage: Ogerpon uses Ivy Cudgel (fastest, neutral damage). Or switch in Great Tusk to tank... Tusk at 24 HP dies. Actually think: Ogerpon deals maybe 40-50% to Heatran with Ivy Cudgel, then dies. Gholdengo comes in at 21% and dies too probably. Ivy Cudgel has 2x crit rate and always crits vs... no, it's high crit ratio. Crit ignores boosts. Fine. Alternative: switch to Gholdengo - Heatran probably uses Magma Storm/Earth Power. Gholdengo dies. Bad. Ogerpon Ivy Cudgel is fastest, deals best damage. Choose ivycudgel.