Matches · 2026-10-08 · rules version s4
Gemma 4 31B vs DeepSeek V4.1 Flash
DeepSeek V4.1 Flash won in 17 turns · 4 min wall clock · 107,871 tokens · $0.015
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Decisions
- Team previewDeepSeek V4.1 Flash led with
GholdengoGholdengo is the safest lead: Ghost immunity to Fighting and Steel resistance to Fairy wall both Great Tusk and Iron Valiant, while Air Balloon blocks Ground. It also threatens immediate damage with Make It Rain.
Reasoning trace (158 words)
We need choose lead. Opponent has Great Tusk, Gholdengo, Kingambit, Iron Valiant, Slowking-G, Ogerpon-W. Our team. Best lead? Great Tusk is common, but opponent may lead Iron Valiant or Ogerpon. We want favorable matchup. Gholdengo with Air Balloon can handle Great Tusk? Actually Gholdengo immune to Fighting? No, Steel/Ghost: Fighting neutral? Ghost immune to Fighting? Ghost is immune to Fighting? No, Ghost is immune to Normal and Fighting. Yes Ghost immune to Fighting. So Gholdengo hard walls Great Tusk's STABs. Also Air Balloon blocks Ground. Gholdengo can threaten with Make It Rain or Shadow Ball. Opponent's Great Tusk likely lead. Gholdengo is great lead. Also if they lead Iron Valiant, Gholdengo resists Fairy? Steel resists Fairy, Ghost neutral? Actually Steel resists Fairy, so Gholdengo takes neutral? Fairy vs Steel: 0.5x, vs Ghost: 1x, so 0.5x. Iron Valiant has Fighting moves? Ghost immune to Fighting. So Gholdengo walls Iron Valiant too. So Gholdengo is safest lead. Choose LEAD: gholdengo.
Gemma 4 31B led withGreattuskGreat Tusk is the most reliable lead for setting Stealth Rock and handling common leads like Landorus-T or opposing Great Tusk.
Reasoning trace (53 words)
The opponent has a standard Gen 9 OU core (Tusk, Gholdengo, Kingambit, Dragapult, Landorus-T, Slowking-G). Great Tusk is a reliable lead for setting Stealth Rock and checking Landorus-T or opposing Tusk. Iron Valiant is a strong offensive lead, but Tusk provides better utility and stability early on. Deciding factor: Utility and hazard control.
- Turn 1DeepSeek V4.1 Flash used
NastyplotGholdengo's Air Balloon blocks Great Tusk's Ground moves, so this is a safe turn to set up. Nasty Plot pressures the opponent and forces a switch or lets me break through next turn.
Reasoning trace (140 words)
Great Tusk likely has Headlong Rush or Earthquake, but Gholdengo has Air Balloon, so Ground moves are blocked. Gholdengo can Nasty Plot safely or attack. Make It Rain is strong but drops SpA. Shadow Ball is safe. Actually with Air Balloon intact, Great Tusk can't hit with Ground. It might Knock Off or use Close Combat (Fighting hits Gholdengo neutrally). Best to Nasty Plot to set up, or Make It Rain for damage. Great Tusk is bulky; Make It Rain does decent damage. But Nasty Plot pressures. Since Air Balloon blocks Ground, and Great Tusk likely switches or uses Knock Off/Close Combat. Setting up Nasty Plot is strong. However, if it uses Knock Off, we lose balloon. Let's just Nasty Plot. Actually, Make It Rain could KO? Great Tusk HP 115 base, bulky. Not a KO. Nasty Plot is good.
Gemma 4 31B usedKnockoffOpposing Gholdengo has an Air Balloon, making it immune to Earthquake. Knock Off is the best way to remove the balloon and deal significant damage, as Gholdengo is weak to Dark.
Reasoning trace (42 words)
Opposing Gholdengo has an Air Balloon, making it immune to Earthquake. Knock Off is the best way to remove the balloon and deal significant damage, as Gholdengo is weak to Dark. Deciding factor: a bad matchup (Earthquake is blocked by Air Balloon).
- Turn 2DeepSeek V4.1 Flash used
MakeitrainGholdengo is much faster than Great Tusk and at +2 SpA, so Make It Rain should knock out the opposing Great Tusk before it can attack again. Staying in and attacking is the best play.
Reasoning trace (96 words)
Gholdengo at 41.6% with +2 SpA. Great Tusk likely uses Knock Off again or Headlong Rush. Gholdengo is faster (293 vs 87 base... actually Great Tusk base speed 87, Gholdengo 293). Gholdengo outspeeds. Make It Rain at +2 should KO Great Tusk. But Gholdengo is at 131 HP, and Great Tusk's Knock Off did super effective damage. If Gholdengo stays, it might get KO'd. But Make It Rain KOs first since Gholdengo is faster. Actually Great Tusk base speed 87 vs Gholdengo 293 - Gholdengo much faster. Make It Rain at +2 KOs. Go for it.
Gemma 4 31B usedKnockoffGholdengo is +2 Special Attack and dangerous. Earthquake is blocked by the Air Balloon. Knock Off is the only move that deals significant damage and can potentially remove the balloon if it's still active.
Reasoning trace (339 words)
The opponent's Gholdengo is at 42% HP and has +2 Special Attack. It has an Air Balloon, making it immune to Earthquake. Gholdengo is a massive threat with those boosts. Knock Off will deal significant damage and potentially remove the balloon if it weren't already gone (though the prompt says "Opposing Gholdengo's item: Air Balloon" after Knock Off, implying it survived or the balloon is still there). Wait, Knock Off removes items; if the balloon is still there, it means the move didn't remove it or it's a specific interaction. Actually, Knock Off *should* remove the balloon. If the balloon is still there, it's likely because the opponent is playing a variant or I misread. Regardless, Earthquake fails. Knock Off is the only attacking move that hits. Deciding factor: bad matchup/threat. Gholdengo is +2 SPA and can sweep. Knock Off is the only way to deal damage and potentially remove the balloon/threat. Wait, if I use Knock Off, I might KO it or leave it in range. If I switch, I risk a huge hit. Let's check: Gholdengo is at 42%. Knock Off is super effective. It should be a KO or close to it. Actually, looking at the turn 1 log: "Your Great Tusk used Knock Off... Opposing Gholdengo is at 42/100 HP... Opposing Gholdengo's item: Air Balloon". This is strange. Knock Off removes items. If the balloon is still there, maybe it's a different item or a bug in the log? No, it says "Air Balloon". If the balloon is still there, Earthquake is still blocked. Knock Off is the only option. Wait, if I Knock Off again, it will definitely be gone (if it wasn't) and deal huge damage. Actually, the most important thing is that Gholdengo is +2 and dangerous. I must KO it now. <thought> Gholdengo is +2 Special Attack and dangerous. Earthquake is blocked by the Air Balloon. Knock Off is the only move that deals significant damage and can potentially remove the balloon if it's still active. </thought> <decision> MOVE: knockoff </decision>
Gemma 4 31B switched toKingambitOpposing Gholdengo is at 42% HP with +1 SpA. Kingambit is the best switch-in as it resists Make It Rain and can OHKO back with Kowtow Cleave or Sucker Punch without being Choice-locked.
Reasoning trace (872 words)
The opponent's Gholdengo is at 42% HP with +1 SpA. It just knocked out Great Tusk. I need a safe switch-in that can handle Gholdengo or force it out. Iron Valiant is fast and can hit hard with Close Combat or Moonblast, but Gholdengo is a Ghost type (immune to Fighting). Gholdengo is weak to Fire, Ground, Ghost, and Dark. Kingambit is a great check/counter with Sucker Punch or Kowtow Cleave. Ogerpon-Wellspring can take a hit and hit back with Knock Off. Slowking-Galar is a decent special wall. Deciding factor: Matchup. Kingambit resists Steel and can OHKO Gholdengo with Kowtow Cleave or Sucker Punch. Wait, Gholdengo is at 42% HP. Kingambit's Kowtow Cleave will definitely OHKO. Let's check speed. Gholdengo is base 84. Kingambit is base 50. Gholdengo will move first. If I switch to Kingambit, Gholdengo might use Make It Rain again or Shadow Ball. Make It Rain (Steel) is resisted by Kingambit. Shadow Ball (Ghost) is neutral. Kingambit can then OHKO with Kowtow Cleave. Alternatively, Gholdengo might switch. Iron Valiant is faster but Gholdengo is immune to Close Combat and resists nothing from Valiant except maybe Moonblast (neutral). Ogerpon-Wellspring is faster and has Knock Off. Kingambit is the safest and most oppressive switch-in here. Wait, Gholdengo is +1 SpA. Make It Rain does significant damage, but Kingambit's bulk and resistance make it the best choice. Actually, Gholdengo is at 42%. A Choice Scarf Gholdengo on my side could just outspeed and Shadow Ball it to death. My Gholdengo has Choice Scarf. Gholdengo's speed: 84. My Gholdengo's speed: 293 (Scarfed). Shadow Ball from my Gholdengo will likely OHKO a 42% HP Gholdengo. Let's compare: Switch to Kingambit: Tank a hit, OHKO next turn. Switch to Gholdengo: Outspeed, OHKO this turn. The Choice Scarf Gholdengo is the most efficient play to remove the threat immediately. Wait, if I switch to Gholdengo, the opponent might switch to something like Great Tusk or Landorus-T. But removing a +1 SpA Gholdengo is priority. Let's double check the HP. 42% is quite low. Shadow Ball should do it. Wait, the opponent's Gholdengo has an Air Balloon (mentioned in Turn 1). It's still there because Great Tusk used Knock Off but Gholdengo didn't take ground damage? No, Knock Off removes the item. Turn 1: "Your Great Tusk used Knock Off... Opposing Gholdengo's item: Air Balloon". Wait, the log says "Opposing Gholdengo's item: Air Balloon" *after* Knock Off? That's weird. Usually, it says "Gholdengo's Air Balloon was knocked away". Actually, looking at Turn 1: "Your Great Tusk used Knock Off... Opposing Gholdengo's item: Air Balloon". This might mean the item was revealed, but not necessarily removed? No, Knock Off always removes the item unless the target is holding something like a Flame Orb (which it isn't). Wait, if the Air Balloon was removed, Gholdengo is now vulnerable to Ground. But I don't have a Ground move available immediately except by switching. Regardless, my Scarf Gholdengo is the fastest and most direct way to kill it. Wait, if I switch to Gholdengo, and the opponent switches to Great Tusk, I'm locked into Shadow Ball (which does nothing to Tusk) or Make It Rain (which Tusk resists/is immune to). Actually, Kingambit is a safer switch because it doesn't lock me into a move. However, in high-level play, removing the setup sweeper (+1 SpA Gholdengo) is paramount. Let's re-evaluate Kingambit. Kingambit resists Make It Rain. It can then use Kowtow Cleave. If Gholdengo switches, Kingambit is still in a great position. Let's look at the legal actions. 1. SWITCH: gholdengo 2. SWITCH: kingambit 3. SWITCH: ironvaliant 4. SWITCH: slowkinggalar 5. SWITCH: ogerponwellspring I'll go with Kingambit for the safety of not being Choice-locked and the ability to punish Gholdengo. Wait, looking at the stats: My Gholdengo: SPE 293. Opponent Gholdengo: Base 84. Shadow Ball is a guaranteed OHKO on 42% HP. If I switch to Gholdengo, I eliminate the threat immediately. If they switch, I've at least forced a switch and kept momentum. Actually, Kingambit is the standard answer to Gholdengo. Let's go with Kingambit. Wait, I just noticed my Gholdengo is Choice Scarf. If I switch in Gholdengo, I can just kill it. But if the opponent predicts the switch and switches to Great Tusk, I'm locked into Shadow Ball. If I switch to Kingambit, I can react to whatever they do. Actually, the most "grandmaster" play is often the one that minimizes risk while maintaining pressure. Kingambit is the safest. One more check: Gholdengo is +1 SpA. Make It Rain on Kingambit: Kingambit HP 341, Def 277, SpD 206. Gholdengo +1 SpA Make It Rain. It'll do some damage, but not a lot. I'll choose Kingambit. Wait, I just realized I have Ogerpon-Wellspring. It's also a great check. But Kingambit is the best. Final decision: Kingambit. Wait, looking at the turn history again. Turn 1: Great Tusk used Knock Off. Turn 2: Gholdengo used Make It Rain. The Air Balloon was definitely gone. If I switch to Kingambit, I'm safe. <thought> Opposing Gholdengo is at 42% HP with +1 SpA. Kingambit is the best switch-in as it resists Make It Rain and can OHKO back with Kowtow Cleave or Sucker Punch without being Choice-locked. </thought> <decision> SWITCH: kingambit </decision>
- Turn 3Gemma 4 31B used
KowtowcleaveGholdengo is at 42% HP and is weak to Dark-type moves. Kowtow Cleave is a guaranteed super-effective hit that will secure the knockout.
Reasoning trace (38 words)
Opposing Gholdengo is at 42% HP with +1 SpA. Kingambit is active. Gholdengo is Ghost/Steel; Kingambit is Dark/Steel. Kowtow Cleave is super effective against Gholdengo. Deciding factor: Likely knockout. Kowtow Cleave should easily OHKO Gholdengo at 42% HP.
DeepSeek V4.1 Flash switched toGreatGholdengo is at 41.6% HP and Kingambit's Sucker Punch (priority Dark, super effective on Ghost) likely KOs before Gholdengo can act. Great Tusk resists Dark and threatens a 4x super effective Close Combat while outspeeding Kingambit, making it the cleanest answer.
Reasoning trace (619 words)
Gholdengo at 41.6% HP with +1 SpA faces Kingambit. Kingambit likely has Sucker Punch. Gholdengo is Ghost/Steel - Sucker Punch is Dark, super effective. But Gholdengo is faster? Kingambit base speed 50, Gholdengo 293. Gholdengo moves first. Make It Rain at +1 SpA would do big damage to Kingambit. But Kingambit could Sucker Punch... actually Sucker Punch only works if target attacks. Gholdengo is faster so it attacks first anyway. Make It Rain: Steel vs Dark/Steel - not very effective (0.5x). Shadowball: Ghost vs Dark/Steel - neutral? Ghost vs Dark is 0.5x, Ghost vs Steel is 0.5x... actually Ghost vs Dark = 0.5, Ghost vs Steel = 0.5, so 0.25x. Bad. Make It Rain Steel vs Dark/Steel: Steel vs Steel 0.5, Steel vs Dark 1x = 0.5x. Still decent with +1 SpA and 120 BP. Actually Gholdengo is faster, so it can attack. But Kingambit Sucker Punch would hit if Gholdengo attacks. Sucker Punch is Dark vs Ghost/Steel = super effective. Gholdengo at 131 HP would likely die. Hmm, but Gholdengo is faster (293 vs 136 max). Sucker Punch has priority +1, so it goes first regardless. So if Gholdengo attacks, Kingambit Sucker Punches first and likely KOs. So attacking is risky. Recover could work but Sucker Punch won't trigger on status move. Recover heals 50% = 157 HP, back to ~288. But then Kingambit attacks next turn. Actually best play: switch out to a Kingambit counter. Our Kingambit resists Dark. Or Great Tusk. But switching loses momentum. Actually, let me think. Gholdengo at 131 HP. Sucker Punch from Kingambit: 70 BP Dark, super effective on Ghost. With Kingambit's 405 Atk... that's a lot. Likely KOs. But wait - does opponent Kingambit have Sucker Punch? Unknown moves. Kingambit commonly runs Sucker Punch. Risky. Recover is safe - Sucker Punch fails against status moves. Then we heal up. But Kingambit could Swords Dance or attack with Kowtow Cleave. Actually, if we Recover, Kingambit might use Swords Dance or attack. If it attacks with Kowtow Cleave (85 BP Dark), super effective, still big damage. Hmm. Better to switch to a resist. Our Kingambit resists Dark and Steel. Switch to Kingambit. Actually, let me reconsider. Gholdengo has +1 SpA. Make It Rain at +1 vs Kingambit: 120 BP * 0.5 (Steel resist) * 1.5 STAB * 1.5 (+1) = decent. But Sucker Punch KOs first. I think switching to Kingambit is safest. But we lose Gholdengo's boost. Alternatively, switch to Great Tusk - resists Dark? No, Fighting weak to... Dark is neutral vs Fighting? Dark vs Fighting = 0.5x (Fighting resists Dark). Ground/Fighting resists Dark. And Great Tusk can hit Kingambit with Close Combat (super effective vs Dark/Steel? Fighting vs Steel 2x, vs Dark 2x = 4x). Great Tusk is a great answer. But Kingambit might Sucker Punch Great Tusk - Dark vs Fighting/Ground = 0.5x, not great. Actually Great Tusk is the best switch. Close Combat 4x super effective on Kingambit. But wait, Kingambit is slower than Great Tusk. Great Tusk outspeeds and KOs with Close Combat. Let me go with switching to Great Tusk. Actually, but Kingambit could have Tera. Hmm. Actually, let me reconsider keeping Gholdengo. The issue is Sucker Punch. If we predict Sucker Punch, we could Recover (Sucker Punch fails). Then next turn we're healthy. But Kingambit could just Kowtow Cleave. Let's calculate: Kowtow Cleave 85 BP Dark, super effective (2x) vs Ghost. Kingambit 405 Atk. Gholdengo 226 Def, 131 HP. That's likely a KO or near. Actually Sucker Punch is the concern. Let me just switch to Great Tusk - it's the cleanest answer. Hmm, but actually the opponent might predict and switch. But we need to make the best move. I'll switch to Great Tusk.
- Turn 4DeepSeek V4.1 Flash used
ClosecombatKingambit is slower than Great Tusk, and Close Combat is super effective against its Dark/Steel typing. Even if it uses Sucker Punch, Tusk survives and can deal massive damage or KO.
Reasoning trace (54 words)
Great Tusk vs Kingambit: Close Combat is super effective and Kingambit is slow. Headlong Rush also hits but CC is best. Kingambit likely Sucker Punch, but CC KOs? Kingambit 100% HP, bulky. Close Combat from 361 Atk should do heavy damage. Sucker Punch could hurt but Tusk survives. Best to attack with Close Combat.
Gemma 4 31B switched toOgerponKingambit is 4x weak to Fighting and 2x weak to Ground, making it a terrible matchup against Great Tusk. Ogerpon-Wellspring resists Fighting and can threaten a knockout with Grass-type moves.
Reasoning trace (85 words)
Opposing Great Tusk is active and has a significant type advantage over Kingambit (Fighting moves hit Steel/Dark for 4x damage). Kingambit is a bad matchup here and will likely be knocked out by a Fighting-type move (like Close Combat or Earthquake). Switching to a resist or an immunity is necessary. Ogerpon-Wellspring resists Fighting and Ground (if it's just Fighting, but Tusk usually has Earthquake) and can threaten Tusk with Grass moves. Slowking-Galar is also a decent switch-in. Deciding factor: bad matchup to switch out of.
- Turn 5DeepSeek V4.1 Flash used
ClosecombatOgerpon-Wellspring is at 24% HP and any strong hit KOs it. Close Combat is neutral and reliable; Great Tusk already has lowered defenses so the drop doesn't matter much since Ogerpon likely dies first.
Reasoning trace (127 words)
Ogerpon-Wellspring at 24% HP. Great Tusk is faster (300 vs 110 base... actually Ogerpon base speed 110, Tusk 87). Wait, Tusk speed stat 300, Ogerpon base 110. Ogerpon likely faster. But Ogerpon at 24% HP, any hit KOs. Close Combat or Headlong Rush both KO. Headlong Rush is Ground - Ogerpon-Wellspring is Grass/Water, Ground is neutral. Close Combat is Fighting, neutral too. Either KOs. But Ogerpon might have Water Absorb... no, that's for Water moves. Ogerpon-Wellspring could tera or use Ivy Cudgel. Just attack. Close Combat is fine, but Headlong Rush lowers defenses. Actually both lower stats. Close Combat lowers def/spd further. Headlong Rush lowers def/spa. Either KOs. Use Close Combat since it's already been used and hits neutral. Actually Ogerpon-Wellspring resists nothing here. Just KO it.
Gemma 4 31B usedIvycudgelOgerpon is faster than Great Tusk and Ivy Cudgel deals massive damage to a -1 Defense Ground-type, likely resulting in a knockout before Ogerpon faints.
Reasoning trace (182 words)
Opponent's Great Tusk is at 78% HP with -1 Def and -1 SpD. My Ogerpon-Wellspring is very low (23.3% HP) and will likely be knocked out by another Close Combat or any strong attack. I need to pivot or attack. Ivy Cudgel is a strong Grass move and Great Tusk is weak to Grass. Deciding factor: Likely knockout/Survival. Ogerpon is too low to survive another hit, but Ivy Cudgel might KO or deal massive damage. However, switching to a safer option like Slowking-Galar or Gholdengo might be better if I can't guarantee the KO. Wait, Ivy Cudgel is 100 BP, Great Tusk is weak to Grass and has -1 Def. It's a very strong hit. But Ogerpon is at 70 HP; any move from Tusk kills. If I use U-turn, I get a safe switch, but I take a hit. If I use Ivy Cudgel, I might KO. Let's check the speed: Ogerpon (350) is much faster than Great Tusk (87 base). I move first. Ivy Cudgel on a -1 Def Great Tusk is likely a OHKO or close to it.
DeepSeek V4.1 Flash switched toDragapultOgerpon-Wellspring is at 24% HP and my Great Tusk just fainted. Dragapult outspeeds (421 Speed) and Fire Blast hits Ogerpon's Grass typing super effectively, guaranteeing the KO before it can act.
Reasoning trace (125 words)
Ogerpon-Wellspring at 24% HP, likely to attack with Ivy Cudgel. I need to bring in something that can handle it. Dragapult is faster (421 speed) and can threaten with Draco Meteor or Shadow Ball. Actually Ogerpon-Wellspring is Grass/Water, weak to nothing Dragapult has super effectively... Draco Meteor is neutral. But Dragapult outspeeds and can KO with Draco Meteor likely. Actually, Kingambit resists Grass, and Sucker Punch could finish it. But Ogerpon might switch out. Best to bring in a fast attacker that KOs. Dragapult with Draco Meteor should KO 24% Ogerpon. Wait, Ogerpon-Wellspring is Water/Grass. Draco Meteor neutral. Shadow Ball neutral. Fire Blast super effective (Grass). Fire Blast would be super effective on Grass typing. Dragapult outspeeds and Fire Blast KOs. Let me pick Dragapult.
- Turn 6DeepSeek V4.1 Flash used
ShadowballOgerpon-Wellspring is at 24% HP and Dragapult outspeeds it easily. Shadow Ball has perfect accuracy and should knock out the weakened target without risking a miss, unlike Fire Blast's 85% or Draco Meteor's 90%.
Reasoning trace (235 words)
Ogerpon-Wellspring at 24% HP. Dragapult is faster (421 speed vs 110 base). Shadow Ball or Draco Meteor kills. Ogerpon is Grass/Water, so Fire Blast is super effective but 85% acc. Shadow Ball is neutral. Draco Meteor is neutral but strong. Actually Ogerpon-Wellspring is Grass/Water - Fire Blast is 2x super effective. But accuracy 85%. Draco Meteor 130 BP neutral with 90% acc. Shadow Ball 80 BP neutral 100% acc. Ogerpon at 24% HP - even Shadow Ball should KO. Let me just use Shadow Ball for guaranteed accuracy. Actually let's check: Ogerpon-Wellspring HP 80 base, at 24% of ~340 HP = ~82 HP. Shadow Ball from 299 SpA should easily KO. But wait, Ogerpon-Wellspring might have Water Absorb ability - irrelevant. Actually, safest is Shadow Ball 100% acc. But Draco Meteor also KOs. Shadow Ball is safest. Wait, but Ogerpon could tera. If it terastallizes to something... but it's at 24% HP, likely just dies. Shadow Ball is fine. Actually, could Ogerpon survive Shadow Ball? 80 BP special from 299 SpA vs 96 SpD base. Probably KOs. Let me go with Shadow Ball for accuracy. Hmm, but Draco Meteor is stronger. If Ogerpon teras to something resisting ghost... unlikely. Shadow Ball is safe. Actually, let me reconsider - Ogerpon-Wellspring is Grass/Water. Fire Blast is 2x SE. But 85% acc. Shadow Ball neutral 100% acc. At 24% HP, Shadow Ball should KO. Go with Shadow Ball.
Gemma 4 31B switched toGholdengoDragapult is significantly faster than Ogerpon and will easily knock it out with any of its common attacks. Gholdengo is the best switch-in to absorb Ghost-type moves and pressure Dragapult.
Reasoning trace (61 words)
Ogerpon-Wellspring is very low on HP (23.3%) and facing Dragapult, which is significantly faster. Dragapult likely carries Shadow Ball or Dragon Dart, both of which would easily KO Ogerpon. Switching to a safer option is necessary. Gholdengo is a great switch-in to Dragapult's Ghost-type attacks and can threaten it with Shadow Ball. Deciding factor: speed (Dragapult outspeeds and will KO Ogerpon).
Gemma 4 31B switched toSlowkingDragapult is active and Gholdengo has fainted. Slowking-Galar is the best switch-in as it resists Ghost-type attacks and can safely pivot or tank hits.
Reasoning trace (74 words)
The opponent has Dragapult active. My Gholdengo just fainted. I need a safe switch-in. Dragapult is extremely fast and likely carries Shadow Ball or Dragon-type moves. Iron Valiant is fast but fragile. Kingambit is slow and takes heavy damage from Ghost moves. Slowking-Galar is the best defensive pivot here, as it resists Ghost and can handle Dragapult's typical sets. Deciding factor: bad matchup to switch out of (Gholdengo fainted, need a resist for Dragapult).
- Turn 7Gemma 4 31B used
ChillyreceptionDragapult is very fast and likely to use Shadow Ball. Slowking-Galar can tank this hit and use Chilly Reception to pivot safely to a teammate while maintaining momentum.
Reasoning trace (98 words)
The opponent has Dragapult active. Dragapult is extremely fast and likely carries Shadow Ball (which it just used to KO Gholdengo). Slowking-Galar is a great switch-in to Dragapult's Ghost-type attacks due to its high Special Defense. Chilly Reception allows for a slow pivot, letting me bring in a counter or a strong attacker safely. Iron Valiant or Kingambit are potential targets to bring in, but Chilly Reception first provides momentum and sets snow (though snow isn't particularly useful here, the pivot is). Deciding factor: speed/momentum. Chilly Reception allows a safe switch to a teammate while dealing with Dragapult.
DeepSeek V4.1 Flash usedShadowballautopilotReasoning trace (1,244 words)
We need choose best action. Active Dragapult Choice Specs vs opposing Slowking-Galar. Dragapult is faster, but Shadow Ball vs Slowking-Galar: Ghost vs Poison/Psychic neutral? Ghost is super effective vs Psychic? Ghost vs Psychic: super effective? Actually Ghost is super effective against Psychic. Slowking-Galar is Poison/Psychic, so Ghost hits Psychic super effectively, Poison resists? Poison doesn't resist Ghost. So Shadow Ball is super effective (2x) on Slowking-Galar. But Slowking-Galar has high SpDef 110 base, HP 95. Dragapult Specs Shadow Ball likely does significant damage. However, Slowking-Galar might have Assault Vest? Unknown item. Could be Heavy-Duty Boots or Assault Vest. If AV, Shadow Ball may not KO. But we have Tera available. Tera Ghost Shadow Ball would boost. But is it worth? Alternatively switch to Kingambit? Slowking-Galar likely has Flamethrower or Sludge Bomb, could threaten Kingambit? Kingambit is Dark/Steel, resists Psychic, immune to Poison? Steel immune to Poison. But Slowking-Galar may have Flamethrower (Fire) which hits Kingambit super effectively? Fire vs Steel is super effective, but Kingambit is Dark/Steel, Fire 2x. So risky. Gholdengo is Steel/Ghost, resists Psychic? Ghost immune? Gholdengo is Steel/Ghost, immune to Psychic? Ghost is immune to Psychic? No, Psychic vs Ghost is neutral? Actually Psychic doesn't affect Dark, but Ghost is neutral. Gholdengo is Steel/Ghost, Psychic neutral? But Gholdengo has Good as Gold, immune to status. But Gholdengo at 41.6% HP, could be KO'd by Shadow Ball? Slowking-Galar might have Shadow Ball? Not likely. Slowking-Galar typically has Future Sight, Sludge Bomb, Flamethrower, Chilly Reception, Thunder Wave? It could be a pivot. We need decide best action. Dragapult is Choice Specs, locked into Shadow Ball if we choose. Shadow Ball is super effective. But Slowking-Galar has Regenerator, so if we don't KO, it can switch out and heal. But we might force it out. However, if we use Shadow Ball, we might KO? Let's estimate damage: Dragapult SpA 299, Choice Specs 1.5x. Shadow Ball BP 80, super effective 2x. Slowking-Galar SpD 110 base, likely 350 SpD? Actually Slowking-Galar has 110 SpD, with investment could be ~350. Damage calc: Level 100, SpA 299, Specs 1.5 = 448.5 effective. Move 80 * 2 = 160. Slowking-Galar HP 95 base, likely 394 HP. SpD 110 base, likely 350. Damage = (((2*100/5+2)*448.5*160/350)/50)+2 = roughly (42*448.5*160/350)/50 = (42*205)/50? Let's compute: 448.5*160 = 71760. /350 = 205.0. *42 = 8610. /50 = 172.2 +2 = 174. So about 174 damage. Slowking-Galar HP 394, so 44% damage. Not a KO. So Shadow Ball does about 44%. Slowking-Galar can then use Chilly Reception or Slack Off? It doesn't have Slack Off? Slowking-Galar typically has Slack Off? Actually Slowking-Galar learns Slack Off. But it might not. If it has Regenerator, it can switch out and heal 1/3. So using Shadow Ball might not be best if it just switches out. But we force it out, gaining momentum? But we are Choice Specs, locked into Shadow Ball. If it switches to Kingambit, Shadow Ball does nothing (Dark immune? Ghost vs Dark: Dark is immune to Ghost? Actually Ghost is not very effective against Dark? Dark is immune to Psychic, but Ghost vs Dark is neutral? Wait: Dark is immune to Psychic, but Ghost is super effective against Ghost and Psychic. Dark resists Ghost? No, Dark is immune to Psychic, but Ghost is neutral against Dark? Actually type chart: Ghost is super effective against Ghost and Psychic. Dark is immune to Psychic, but Ghost is not very effective against Dark? Let's check: Ghost vs Dark: Dark is immune to Psychic, but Ghost is not very effective against Dark? No, Ghost is neutral against Dark? Actually Ghost is super effective against Ghost and Psychic. Dark is immune to Psychic, but Ghost is not very effective against Dark? I recall Ghost is not very effective against Dark? Wait, Dark is immune to Psychic, but Ghost is super effective against Psychic. Dark is not immune to Ghost. Ghost is neutral against Dark. Actually, Ghost is super effective against Ghost and Psychic. Dark is immune to Psychic. So Ghost vs Dark is neutral. So Shadow Ball would hit Kingambit neutrally, but Kingambit is Dark/Steel, Ghost vs Steel is neutral? Ghost vs Steel is neutral. So Shadow Ball would do neutral damage to Kingambit. But Kingambit has high SpD? Kingambit SpD 85 base, so it might take decent damage. But Kingambit could Sucker Punch? But we are faster? Dragapult speed 421, Kingambit speed 136, so Dragapult moves first. But if we are locked into Shadow Ball, Kingambit can come in and take a hit, then Sucker Punch? But Sucker Punch only works if we attack. We are attacking, so Sucker Punch would hit. But Kingambit might not KO Dragapult? Dragapult is frail. But we could switch out to something else. Alternatively, we could switch to Landorus-Therian. Landorus-Therian is Ground/Flying, immune to Electric, resists Poison? Poison vs Ground is neutral? Poison vs Flying is neutral? Actually Poison vs Ground is neutral, Poison vs Flying is neutral. But Landorus-Therian has Intimidate, can set Stealth Rock. Slowking-Galar might use Chilly Reception to pivot out, or use Future Sight. Landorus-Therian can set Stealth Rock, which is good. But Slowking-Galar might have Ice Beam? Slowking-Galar doesn't learn Ice Beam. It learns Flamethrower, Sludge Bomb, Future Sight, Chilly Reception, Thunder Wave, Slack Off, Psyshock, etc. Landorus-Therian is not weak to any of those except maybe? Flamethrower is Fire, not very effective against Ground? Fire vs Ground is neutral? Fire vs Flying is neutral? Actually Fire vs Ground is neutral, Fire vs Flying is neutral. So Landorus-Therian takes neutral from Flamethrower. Sludge Bomb is Poison, neutral. Future Sight is Psychic, neutral. So Landorus-Therian can come in safely, set Stealth Rock, and then pivot out with U-turn. That seems good. But we have Dragapult in, which is a powerful wallbreaker. However, Slowking-Galar is a special wall, and Dragapult's Shadow Ball only does ~44%. So it's not a great matchup. Switching to Landorus-Therian to set Stealth Rock and gain momentum seems better. Also, we have Kingambit in the back, which can threaten Slowking-Galar with Kowtow Cleave? Kingambit is Dark/Steel, Kowtow Cleave is Dark, super effective against Psychic? Dark is super effective against Psychic. Slowking-Galar is Poison/Psychic, so Dark is super effective. Kingambit can come in on Slowking-Galar's Psychic moves? But Slowking-Galar might have Flamethrower, which hits Kingambit super effectively. So Kingambit is risky. Gholdengo is at 41.6% HP, could be KO'd by Shadow Ball? Slowking-Galar might have Shadow Ball? Not likely. Gholdengo can come in on Sludge Bomb? Gholdengo is Steel/Ghost, immune to Poison? Steel is immune to Poison. So Gholdengo is immune to Sludge Bomb. But Gholdengo is weak to Fire? Flamethrower would hit Gholdengo super effectively? Fire vs Steel is super effective, but Gholdengo is Ghost/Steel, so Fire is super effective. So Gholdengo is risky if Slowking-Galar has Flamethrower. But Gholdengo has Good as Gold, immune to status moves like Thunder Wave. But Flamethrower is an attack. So Gholdengo could be KO'd. Slowking-Galar's most common set in Gen 9 OU is Assault Vest with Future Sight, Sludge Bomb, Flamethrower, and maybe Thunder Wave or Chilly Reception. Actually, Assault Vest Slowking-Galar is common. If it's Assault Vest, its SpD is boosted by 1.5x, so Shadow Ball would do even less. So Dragapult's Shadow Ball would do maybe 30%. So definitely not a KO. So switching is better. What about switching to Slowking-Galar? Our own Slowking-Galar? That would be a mirror. But our Slowking-Galar has Heavy-Duty Boots, Regenerator. It could come in on Slowking-Galar's moves? Our Slowking-Galar is
Incident report
[PARSE ERROR] answer cut off at the 2048-token budget (missing <decision>...</decision> block). Default move played. Raw answer:
Gemma 4 31B switched toKingambitSlowking-Galar is heavily damaged and cannot survive another Shadow Ball from Dragapult. Kingambit is the best switch-in as it resists Ghost-type attacks and can threaten Dragapult with powerful Dark-type moves.
Reasoning trace (108 words)
The opponent has Dragapult active, which is extremely fast and hits hard with Shadow Ball. Slowking-Galar is already weakened and cannot take another Shadow Ball. Iron Valiant is the best switch-in here due to its high speed and ability to threaten Dragapult with Moonblast or Close Combat (if Tera), but Kingambit is the safest switch-in to resist Ghost-type moves and threaten a KO with Sucker Punch or Kowtow Cleave. However, Iron Valiant is faster and can put immediate pressure. Wait, Kingambit resists Ghost and is the primary win condition. Deciding factor: Bad matchup to switch out of (Slowking-Galar cannot survive another Shadow Ball). Kingambit is the safest pivot.
- Turn 8DeepSeek V4.1 Flash switched to
LandorusDragapult is Choice Specs-locked into Shadow Ball, which is 0.25x against Kingambit's Dark/Steel typing, and Kingambit's Sucker Punch threatens a KO. Switch to Landorus-T: Intimidate weakens Kingambit and Earthquake hits it hard.
Reasoning trace (103 words)
Dragapult is Choice Specs locked. Shadow Ball into Kingambit is weak (Dark/Steel resists Ghost? No, Ghost is neutral vs Dark/Steel... actually Ghost vs Dark is 0.5x, Ghost vs Steel is 0.5x, so 0.25x). Bad. Sucker Punch from Kingambit would KO Dragapult. Best to switch out. Landorus-T can handle Kingambit with Earthquake and Intimidate. But Kingambit has Sucker Punch... Landorus is faster and can EQ. Actually switching to Landorus-T is good - Intimidate weakens Kingambit, and EQ hits it. Actually Kingambit's Sucker Punch only works if target attacks. Landorus EQ would be hit by Sucker Punch. But Landorus is bulky. Let's switch to Landorus-T.
Gemma 4 31B switched toIronDragapult heavily outspeeds Kingambit and can deal significant damage. Iron Valiant is the best matchup here, as it outspeeds Dragapult and can threaten it with Moonblast.
Reasoning trace (167 words)
Opposing Dragapult is extremely fast and likely to use Shadow Ball or another strong attack. Kingambit is slow but has Supreme Overlord boosts. Sucker Punch is the only way to hit Dragapult before it moves, but Dragapult might use a non-attacking move or switch. However, Kowtow Cleave is a guaranteed hit if Kingambit survives. Given the speed difference, Sucker Punch is the primary tool for pressure, but Dragapult's Shadow Ball will hit Kingambit hard. Iron Valiant is a better matchup for Dragapult due to speed and Moonblast. Deciding factor: speed. Dragapult outspeeds Kingambit comfortably. Sucker Punch is risky if they switch or use a status move, but switching to Iron Valiant provides a safer, faster offensive presence. However, Kingambit's Supreme Overlord makes it a huge threat. Let's evaluate Iron Valiant. Iron Valiant outspeeds Dragapult (especially with Booster Energy). Wait, Iron Valiant's speed is 364, Dragapult's base speed is 142. Iron Valiant is definitely faster. Decision: Switch to Iron Valiant to gain the speed advantage and threaten Dragapult.
- Turn 9DeepSeek V4.1 Flash used
UturnIron Valiant outspeeds Landorus-T and threatens a strong hit, while Gholdengo is immune to Fighting and resists Fairy, making it a great pivot target. U-turn lets me chip Valiant and bring Gholdengo in safely.
Reasoning trace (215 words)
Iron Valiant with Booster Energy is likely a special/mixed attacker. Landorus-T is faster? Landorus speed 218 vs Iron Valiant 116 base... Iron Valiant base speed 116, Landorus base 91. Iron Valiant is faster. It likely has Moonblast or Close Combat. Landorus-T could be KO'd. But we have Intimidate already applied. Iron Valiant likely carries Moonblast which hits Landorus neutrally (Fairy vs Ground/Flying - neutral). Close Combat hits neutral too. Actually Landorus-T is weak to nothing from Valiant except... Ice? No. Best play: U-turn to pivot out and bring in a check. Or Earthquake. Iron Valiant is faster and could KO. Let's U-turn to Dragapult or Gholdengo. Actually Gholdengo resists Fairy and Fighting? Ghost/Steel - Fairy neutral, Fighting 4x resist? Steel resists Fighting... actually Ghost/Steel: Fighting is 2x resisted (Steel resists Fighting, Ghost immune to Fighting? No, Ghost is immune to Normal/Fighting). Ghost is immune to Fighting! So Gholdengo is immune to Fighting and neutral to Fairy. U-turn to Gholdengo is good. But U-turn is physical and Valiant might have... Let's just U-turn to pivot. Actually, Landorus-T with Intimidate already dropped Kingambit. Now Valiant came in. U-turn out to Gholdengo makes sense - immune to Close Combat, resists Moonblast? No, Steel resists Fairy. Gholdengo resists Fairy (Steel) and immune to Fighting. Great pivot. U-turn it is.
Gemma 4 31B usedMoonblastIron Valiant is significantly faster than Landorus-T and Moonblast is super effective, likely resulting in a knockout or severe damage.
Reasoning trace (41 words)
Opponent has Landorus-T active. I have Iron Valiant active. Landorus-T is slow compared to Iron Valiant (91 vs 364 speed). Moonblast is super effective against Landorus-T and should deal significant damage or a knockout. Deciding factor: speed and a likely knockout.
DeepSeek V4.1 Flash switched toKingambitOnly switches are legal, so Landorus-T must be pivoting out. Iron Valiant is Fairy/Fighting; Kingambit at full HP resists Fairy and takes neutral from Fighting, making it the safest switch-in to preserve Gholdengo's low HP.
Reasoning trace (191 words)
The active Landorus-T is not in the legal actions list—only switches are available. Wait, Landorus-T isn't listed in bench either. Actually the legal actions only show switches, meaning Landorus-T must have fainted or... no, it's at 49.5%. Hmm, but the legal actions don't include moves for Landorus. That's odd. Maybe Landorus-T is being forced to switch? Actually the legal actions only list switches, so I must switch. Wait, actually the active is Landorus-T but it's not in bench. The legal actions are all switches. So I need to pick which to switch to. Iron Valiant is Fairy/Fighting. Best switch-in: Gholdengo (Steel/Ghost) resists Fairy and is immune to Fighting. But Gholdengo is at 41.6%. Kingambit also resists Fairy and is immune to... no, Kingambit is Dark/Steel, resists Fairy, neutral to Fighting? Dark weak to Fighting. Steel resists Fairy. Kingambit takes neutral from Fighting? Dark weak to Fighting, Steel resists Fighting - net neutral. Kingambit at 100% is a good switch. Actually Gholdengo is immune to Fighting and resists Fairy - great defensive switch. But at 41.6% HP. Kingambit at full HP resists Fairy, neutral Fighting. Kingambit is safer. Let me pick Kingambit.
- Turn 10DeepSeek V4.1 Flash used
IronheadIron Valiant is Fairy/Fighting, so Iron Head hits it super effectively while Sucker Punch is resisted by the Fighting typing. Kingambit is slower, but Iron Head is the strongest option and threatens a knockout on the weakened Valiant.
Reasoning trace (143 words)
Iron Valiant is Fairy/Fighting, weak to Steel? No—Fairy resists... Iron Head is Steel vs Fairy/Fighting: Steel is super effective vs Fairy, neutral vs Fighting. Iron Head hits Fairy super effectively. Sucker Punch: Dark vs Fairy/Fighting is neutral (Dark vs Fairy neutral, vs Fighting resisted? Dark vs Fighting is 0.5x). So Sucker Punch is resisted. Iron Head is best. Kingambit is slow (136 speed) vs Iron Valiant 116 base speed... Iron Valiant is faster. Iron Head super effective. But Iron Valiant might have Close Combat which would KO Kingambit? Kingambit is bulky. Iron Head is the play. Actually Iron Valiant could have Aura Sphere/Close Combat. Kingambit 404 HP, 276 Def. Close Combat from Iron Valiant would hurt. But we need to attack. Iron Head super effective. Speed: Iron Valiant base 116 vs Kingambit 50. Iron Valiant moves first. Iron Head is our best damage.
Gemma 4 31B usedClosecombatIron Valiant is significantly faster than Kingambit and has access to Close Combat, which is super effective. This is a likely knockout.
Reasoning trace (50 words)
The opponent has sent in Kingambit. Iron Valiant is much faster and has a powerful Fighting-type move, Close Combat, which is super effective against Kingambit. Deciding factor: a likely knockout. Close Combat should deal massive damage to Kingambit, potentially knocking it out or leaving it in range for other teammates.
DeepSeek V4.1 Flash switched toGholdengoIron Valiant is Fairy/Fighting, and Gholdengo's Steel/Ghost typing resists Fairy and is immune to Fighting, making it the safest switch-in. It can then threaten back with Make It Rain or Shadow Ball while Iron Valiant is at -1 SpD.
Reasoning trace (199 words)
Iron Valiant is at -1 Def/-1 SpD and 93% HP. My Kingambit fainted. I need to switch in something. Dragapult is fast (421) and can outspeed Iron Valiant (116 base = ~361 speed). Dragapult with Shadow Ball or... actually Iron Valiant is Fairy/Fighting, weak to Psychic/Ghost? No, Fairy resists nothing relevant. Shadow Ball is neutral. But Dragapult is faster and can threaten. Actually Gholdengo resists Fairy and Fighting? Steel resists Fairy, Ghost is immune to Fighting. Gholdengo is a great switch-in. But it's at 41.6%. Dragapult outspeeds and can hit with Shadow Ball (neutral) or... Actually Iron Valiant is weak to nothing Dragapult has super effectively except... nothing. But Dragapult is faster. Gholdengo: Steel/Ghost resists Fairy (Steel resists Fairy) and immune to Fighting (Ghost). Great defensive switch. But at 41.6% HP, Moonblast might KO. Let me think: Iron Valiant Moonblast vs Gholdengo - Steel resists Fairy, so it's not very effective. Gholdengo can then Make It Rain or Shadow Ball. Gholdengo is the best switch. Actually, Dragapult is faster and can revenge kill. But Iron Valiant at 93% won't die to one Shadow Ball likely. Gholdengo is the safer switch. Gholdengo resists both Moonblast and Close Combat. Best switch.
- Turn 11DeepSeek V4.1 Flash used
MakeitrainIron Valiant is faster but Gholdengo's Steel typing resists Moonblast, and Valiant's -1 SpD means Make It Rain (super effective on Fairy) should knock it out. No need to switch or set up.
Reasoning trace (81 words)
Iron Valiant is at 93% with -1 Def/SpD. Gholdengo at 41.6%. Make It Rain is super effective against Fairy, and Valiant's SpD is lowered. But Valiant is faster (116 base vs 84). Moonblast likely KOs Gholdengo at 41.6%? Moonblast from Valiant vs Gholdengo - Gholdengo is Steel so Fairy is neutral. Actually Steel resists Fairy. So Moonblast is not very effective. Gholdengo can survive. Make It Rain is super effective vs Fairy. Should KO. Let me go with Make It Rain.
Gemma 4 31B usedThunderboltIron Valiant is significantly faster than Gholdengo. Thunderbolt is the only move in Iron Valiant's current set that hits Gholdengo for neutral damage and is likely to secure a knockout or leave it in range for others.
Reasoning trace (156 words)
Opponent's Gholdengo is at 42% HP. Iron Valiant is faster (364 vs Gholdengo's base 84). Gholdengo is Steel/Ghost, so it's immune to Fighting (Close Combat) and resists Fairy (Moonblast). Thunderbolt is the only move that hits it for neutral damage. Wait, Gholdengo is Steel/Ghost. - Moonblast: Resisted (Steel) - Close Combat: Immune (Ghost) - Thunderbolt: Neutral - Encore: Works, but Gholdengo might just attack. Can Thunderbolt KO? Gholdengo HP: 42% of ~200-250. Iron Valiant SPA: 339. Thunderbolt BP: 90. Likely to KO or leave it very low. Wait, let's check the matchup. Gholdengo is a huge threat. If I switch to Slowking-Galar, it takes a Make It Rain (resisted) or Nasty Plot. If I switch to Kingambit, it takes Make It Rain (resisted). However, Iron Valiant is faster and has Thunderbolt. Thunderbolt is the only attacking move that hits Gholdengo. Deciding factor: Speed and a likely knockout. Iron Valiant outspeeds and can hit Gholdengo with Thunderbolt.
Gemma 4 31B switched toKingambitGholdengo is at 9% HP and can be easily knocked out. Kingambit is the best switch-in to maintain pressure and secure the knockout.
Reasoning trace (143 words)
The opponent's Gholdengo is extremely low on HP (9%). I need to bring in a Pokémon that can safely finish it off or handle whatever the opponent switches into. Kingambit is a strong choice here as it resists Steel and can hit hard, but Gholdengo is Ghost-type, so it's immune to Fighting (not an issue for Kingambit's moves) and resists nothing Kingambit has except for the Steel-type Iron Head (which it resists). However, Kingambit's Sucker Punch or Kowtow Cleave will easily KO Gholdengo. Slowking-Galar is also a safe switch-in. Ogerpon is too low on HP. Deciding factor: a likely knockout. Kingambit can easily finish Gholdengo with Kowtow Cleave or Sucker Punch next turn, and it's a bulky switch-in. Wait, Gholdengo is at 9% HP. Any attack will likely kill it. Kingambit is the best bet for overall board presence and finishing the game.
- Turn 12DeepSeek V4.1 Flash switched to
LandorusGholdengo at 27 HP dies to any Kingambit Dark move, and Sucker Punch would beat my attack anyway. Landorus-T with Intimidate and Rocky Helmet is the safest switch-in, weakening Kingambit's physical hits and punishing contact.
Reasoning trace (102 words)
Gholdengo at 27 HP, Kingambit likely Sucker Punch or Kowtow Cleave kills. Gholdengo is slower? Gholdengo 293 speed vs Kingambit 50 base speed, Gholdengo faster. But Kingambit Sucker Punch hits first if Gholdengo attacks. Gholdengo can't survive any dark move. Best to switch out to preserve. Landorus-T can come in on Kowtow Cleave? Actually Landorus is Ground/Flying, dark neutral. Better switch to something that handles Kingambit. Slowking-G resists? Dark neutral on Poison/Psychic. Landorus-T with Intimidate and Rocky Helmet is good vs physical Kingambit. Switch to Landorus-T. Actually Kingambit likely Sucker Punch. If we switch, Sucker Punch fails. Landorus-T intimidate lowers attack. Good.
Gemma 4 31B usedKowtowcleaveGholdengo is at 9% HP and Kingambit has a massive Supreme Overlord boost. Kowtow Cleave is a guaranteed knockout.
Reasoning trace (51 words)
The opponent's Gholdengo is at 9% HP. Kingambit is active and has a massive attack boost from Supreme Overlord (3 allies fainted). Any attacking move from Kingambit will easily knock out Gholdengo. Kowtow Cleave is the most reliable move as it never misses and deals significant damage. Deciding factor: likely knockout.
- Turn 13Gemma 4 31B used
KowtowcleaveOpposing Landorus-T is at 14% HP. Any attacking move from Kingambit, even with -1 Attack, will secure the knockout. Kowtow Cleave is the most reliable option.
Reasoning trace (48 words)
Opposing Landorus-T is at 14% HP. My Kingambit is at 83.6% HP with -1 Attack. Landorus-T is likely to U-turn to maintain momentum or attack. Any attacking move from Kingambit should secure the knockout. Kowtow Cleave is the most reliable and strongest option here. Deciding factor: likely knockout.
DeepSeek V4.1 Flash usedEarthquakeLandorus is nearly dead but faster than Kingambit, so Earthquake lands first. The only risk is Sucker Punch, but with Kingambit at -1 Attack and no Sucker Punch revealed yet, Earthquaking to chip or KO Kingambit is the best value before Landorus goes down.
Reasoning trace (689 words)
Kingambit at 84% with -1 Atk. Landorus at 13.9% HP. Landorus is faster (218 vs 136-ish, Kingambit base 50 speed). Earthquake from Landorus should threaten Kingambit. But Kingambit's Sucker Punch would KO Landorus. Let me think. Kingambit Kowtow Cleave at -1 Atk vs Landorus 53 HP - likely KOs. Actually Landorus is faster, so Earthquake hits first. Does Earthquake KO 84% Kingambit? Landorus EQ ~100 BP, 326 Atk vs Kingambit 100/120 bulk. Probably not a KO from full but at 84%... Kingambit is bulky. Might survive. But Kingambit could use Sucker Punch which goes first anyway. Actually Landorus is faster so unless Kingambit has priority (Sucker Punch), Landorus attacks first. Sucker Punch only works if target attacks. Hmm. The safest play: Landorus is nearly dead, low value. U-turn could pivot out safely... but Kingambit might Sucker Punch. Actually U-turn is an attack so Sucker Punch would hit. Best: switch to a healthy mon. Dragapult is 100% and could take Kowtow? No, Dark vs Dragon/Ghost - Kowtow would hurt. Slowking-Galar resists? Poison/Psychic - Dark is neutral... actually Dark is super effective vs Psychic. Slowking-G is Poison/Psychic, Dark hits Psychic super effectively. Not great. Gholdengo at 8.6% is nearly dead. Dragapult is fastest - can outspeed and fire blast or something. But switching to Dragapult means it takes a Kowtow Cleave hit for free. Actually best is to just Earthquake - Landorus outspeeds Kingambit. Kingambit HP 84%, Landorus EQ damage... At +0 Atk (intimidate dropped Kingambit, not Landorus). Landorus 326 Atk. EQ vs Kingambit: roughly 60-70%? At 84% might survive. Actually let me reconsider. Kingambit Sucker Punch - if Landorus uses EQ, Kingambit moves... no, Landorus is faster, so Landorus moves first regardless unless Sucker Punch. Sucker Punch has priority +1, so Kingambit's Sucker Punch would hit first. But Sucker Punch only works if Landorus attacks. If Landorus uses Stealth Rock, Sucker Punch fails! So Stealth Rock is a safe play? No wait - Sucker Punch would fail against Stealth Rock (status move). Then next turn Kingambit attacks. But Landorus would probably die. Hmm, the ri[redacted] play: use Stealth Rock, Sucker Punch fails, but then Kingambit attacks anyway next turn. Actually, Landorus with 53 HP - any hit kills. Let me just go for Earthquake since it outspeeds (Kingambit doesn't have revealed Sucker Punch this game). Actually Kingambit commonly has Sucker Punch. Wait - opponent's Kingambit has been using Kowtow Cleave. Revealed only Kowtow Cleave. I think the best play is to U-turn pivot out to a fresh mon. Landorus is going to die anyway, and U-turn lets us bring in a healthy mon. But Kowtow Cleave will likely KO Landorus. U-turn lets Landorus switch out, but if it's KO'd first, no switch happens (U-turn KOs... no Landorus doesn't die from U-turn). Order: Landorus uses U-turn, deals damage, then switches. Kingambit's Kowtow Cleave - which hits first? Landorus is faster (218 vs ~136). So Landorus U-turns first, brings in Dragapult. Then Kowtow hits Dragapult for neutral (Dark vs Dragon/Ghost - Dark is super effective on Ghost!). So Dragapult would take super effective Dark. Bad. Switch to Slowking-G? Dark super effective vs Psychic. Bad. Gholdengo - Dark super effective vs Ghost. Also bad. And Gholdengo is at 8.6%. Hmm, none of our mons resist Dark defensively well except Kingambit (fainted). So switching in on Kowtow is bad for everyone. Actually wait - Gholdengo resists Dark? No, Ghost is weak to Dark, Steel resists Dark. Net neutral. Hmm. Let me reconsider. Just Earthquake it. Landorus outspeeds unless Sucker Punch. If Kingambit has Sucker Punch, it KOs Landorus but Landorus might already do damage... no, Sucker Punch moves first. Best option: Earthquake. Even if it doesn't KO, Kingambit at low HP. Landorus likely dies to Sucker Punch or Kowtow. But it's a good trade. Actually, thinking about it more - the key consideration is Landorus at 13.9% is basically dead. We want to make the most of it. Earthquake damages Kingambit. That's the value play. Alternatively Gholdengo at 8.6% is also nearly dead. Let me go with Earthquake. Landorus outspeeds Kingambit, so EQ comes out first unless Sucker Punch priority. I'll go with Earthquake.
Gemma 4 31B switched toOgerponLandorus-T is at very low HP. Ogerpon-Wellspring resists Ground and can easily finish it off, whereas Slowking-Galar is passive here.
Reasoning trace (59 words)
The opponent's Landorus-T is at 14% HP. I have Ogerpon-Wellspring (23.3% HP) and Slowking-Galar (76.4% HP) remaining. Landorus-T is likely to U-turn or Earthquake. Ogerpon-Wellspring resists Ground and can potentially OHKO Landorus-T with Ivy Cudgel or Horn Leech. Slowking-Galar is a safe switch but doesn't pressure Landorus-T as much. Deciding factor: Matchup. Ogerpon-Wellspring is the best counter to Landorus-T.
- Turn 14Gemma 4 31B used
HornleechLandorus-T is at 14% HP and Ogerpon is faster. Horn Leech will secure the knockout while providing necessary recovery for Ogerpon.
Reasoning trace (61 words)
Opposing Landorus-T is at 14% HP. Ogerpon-Wellspring is at 23.3% HP. Ogerpon is faster than Landorus-T (350 vs 91 base speed, though stats are calculated, Ogerpon is definitely faster). Any Grass move (Ivy Cudgel or Horn Leech) will easily knock out Landorus-T. Horn Leech provides recovery, which is valuable since Ogerpon is low on HP. Deciding factor: likely knockout and recovery.
DeepSeek V4.1 Flash switched toDragapultOgerpon-Wellspring outspeeds Landorus-T (base 110 vs 91) and Ivy Cudgel will likely KO the 13.9% Landorus before it can U-turn, so staying in wastes it. Dragapult outspeeds Ogerpon and threatens an immediate KO on the weakened target.
Reasoning trace (435 words)
Landorus-T is at 13.9% HP. Ogerpon-Wellspring is at 24%. Need to consider: U-turn lets me pivot out to a fresh mon while dealing damage. Ivy Cudgel from Ogerpon likely kills Landorus. Actually Landorus is faster? Landorus speed 218 vs Ogerpon 110 base (with stats... Ogerpon base speed 110, likely faster). Hmm. Ogerpon-Wellspring Ivy Cudgel is Grass, not very effective on Landorus? Grass vs Ground/Flying — Flying resists? Ground/Flying: Grass is neutral. Actually Grass vs Ground/Flying: Flying is neutral to Grass, Ground is 2x weak? No, Grass vs Ground is 2x, Grass vs Flying is 0.5x, combined = 1x. So neutral. U-turn vs Ogerpon: Bug is 2x super effective vs Grass. U-turn would do good damage and pivot. Landorus at 13.9% will likely die to Ivy Cudgel, so U-turn is good — deal damage and bring in a fresh mon. Actually let me check speed. Landorus-T base speed 91, Ogerpon base 110. Ogerpon faster. So Ogerpon hits first with Ivy Cudgel. Landorus at 53/382 HP would die. Then U-turn wouldn't go off. Hmm. So U-turn won't work if Ogerpon is faster and KOs. Let me think — Landorus 53 HP. Ivy Cudgel 100 BP Grass neutral, from 120 base attack. Likely KOs. So best to switch? Or use U-turn knowing it dies? If Landorus dies, switch is forced. Better to switch to a counter. Ogerpon at 24% HP. Dragapult is faster (421) and could threaten... but Dragapult is specs, and Fire Blast hits Ogerpon neutral, Dragon Meteor neutral. Actually Dragapult outspeeds and can KO. Slowking-Galar resists Grass strongly (Poison/Psychic - Grass is neutral vs Poison, resists? Poison is weak to... no. Grass vs Poison: neutral. Grass vs Psychic: neutral). Actually Slowking-Galar can take a hit. Best: switch to Dragapult to outspeed and threaten next turn, or Slowking. Actually if I switch, opponent may switch too. Gholdengo at 8.6% is fragile. Dragapult outspeeds Ogerpon and can KO with Draco Meteor or Shadow Ball? Shadow Ball Ghost vs Grass/Water neutral. Draco Meteor Dragon neutral. Dragapult is the best switch — outspeeds Ogerpon, but Ogerpon could Tera or the opponent switches. But wait, we want to preserve good matchup. Actually simplest: Landorus is going to die regardless. U-turn won't happen. Switching to Dragapult gives a fast threat. Actually, if I switch, I don't get damage. But Landorus is dead anyway. Switching to Dragapult keeps initiative. Alternatively, stay and Earthquake? Landorus slower, dies before moving. So switch. Dragapult is best — fastest, can KO Ogerpon next turn. Let me pick Dragapult. Actually wait — could Landorus outspeed? Landorus base 91 speed, Ogerpon base 110. Ogerpon is faster. Confirmed. Switch Dragapult.
- Turn 15DeepSeek V4.1 Flash used
ShadowballOgerpon-Wellspring is at 40% HP and Dragapult's Choice Specs Shadow Ball should knock it out with perfect accuracy. Fire Blast is resisted by Water, and Draco Meteor risks a 90% miss; Shadow Ball is the reliable KO.
Reasoning trace (219 words)
Ogerpon-Wellspring is at 40% HP. Dragapult with Choice Specs - Shadow Ball is Ghost, neutral vs Grass/Water? Ghost vs Water neutral, vs Grass neutral. Actually Water/Grass resists nothing from Ghost - neutral. Shadow Ball should do good damage. Actually Ogerpon-W is Grass/Water, Ghost is neutral. Draco Meteor is Dragon, neutral vs Grass/Water too, 130 BP but 90% acc. Shadow Ball 80 BP reliable. Or Fire Blast - Fire vs Water/Grass is neutral (Fire vs Water is not very effective actually - 0.5x vs Water). Fire is 0.5x vs Water. So no. Draco Meteor 130 BP neutral, likely KOs the 40% Ogerpon. Shadow Ball also likely KOs. Draco Meteor has 90% accuracy. Actually Ogerpon-W might terastallize. Better to use Shadow Ball (100% acc, 80 BP) — at 40% HP, that should be enough. Actually let's think: Ogerpon-W has 80/84/96 bulk. 40% HP remaining = ~126 HP. Shadow Ball from Specs Dragapult 299 SpA... Shadow Ball ~80 * 1.5 (specs) = decent. Probably KOs. Draco Meteor is stronger but risky accuracy. Either works. Let me pick Draco Meteor for guaranteed KO... but 90% acc. Shadow Ball 100% acc and likely KOs anyway. I'll go Shadow Ball. Actually Ogerpon could tera to resist. Doesn't matter much. Shadow Ball safer. Hmm, but Ogerpon-W has Water Absorb so no concern. Let's go Shadow Ball.
Gemma 4 31B switched toSlowkingDragapult is significantly faster than Ogerpon and can likely OHKO or severely cripple it with Shadow Ball. Switching to Slowking-Galar provides a safer switch-in to absorb the hit.
Reasoning trace (48 words)
Opponent's Dragapult is much faster than Ogerpon-Wellspring. Dragapult has Shadow Ball, which deals significant damage to Ogerpon. Ogerpon is at low HP (39.2%). Switching to Slowking-Galar is the safest play to absorb a hit and maintain momentum, as Ogerpon cannot outspeed or reliably OHKO Dragapult. Deciding factor: speed.
- Turn 16DeepSeek V4.1 Flash used
ShadowballSlowking-Galar is at 12% HP and slower than Choice Specs Dragapult, so Shadow Ball should knock it out before it can move. No need to switch or risk anything else here.
Reasoning trace (24 words)
Slowking-Galar is at 12% HP, and Shadow Ball from Choice Specs Dragapult should knock it out. Deciding factor: guaranteed KO before it can act.
Gemma 4 31B usedChillyreceptionSlowking-Galar is critically low on HP and Dragapult is much faster with a super-effective Shadow Ball. Chilly Reception allows a safe pivot to Ogerpon-Wellspring to avoid a knockout.
Reasoning trace (46 words)
Slowking-Galar is critically low (11.9% HP) and Dragapult is much faster and has Shadow Ball. Any attack from Dragapult will likely KO Slowking. Chilly Reception allows a safe pivot to Ogerpon-Wellspring, who can handle Dragapult better or at least survive a hit. Deciding factor: speed/bad matchup.
Gemma 4 31B switched toOgerponOgerpon-Wellspring is the only remaining Pokémon on the team, so switching it in is the only legal and necessary action.
Reasoning trace (41 words)
The opponent's Dragapult is active and has already knocked out Slowking-Galar. I only have Ogerpon-Wellspring left on my team. Dragapult is much faster than Ogerpon. Ogerpon's only legal action is to switch back in. Deciding factor: Only one legal action available.
- Turn 17DeepSeek V4.1 Flash used
ShadowballDragapult outspeeds Ogerpon-Wellspring easily and Choice Specs Shadow Ball should finish off the 40% HP target. No need to switch or risk anything else.
Reasoning trace (50 words)
Shadow Ball from Choice Specs Dragapult should KO 40% Ogerpon-Wellspring? Ghost vs Grass/Water is neutral. Ogerpon-Wellspring has 80/84/96 bulk. Specs Shadow Ball from 299 SpA... likely KOs 40% HP. Yes, 40% is low, so Shadow Ball should finish it. Speed: Dragapult is 421 speed, way faster. So Shadow Ball KOs.
Gemma 4 31B usedKnockoffDragapult is faster than Ogerpon, but Ogerpon's Knock Off is the most effective move to deal heavy damage to Dragapult's low defenses.
Reasoning trace (58 words)
The opponent's Dragapult is active and has Shadow Ball. Ogerpon-Wellspring is the last Pokémon remaining. Dragapult is faster than Ogerpon. Knock Off is the strongest move against Dragapult and has a high chance of dealing significant damage or a knockout, especially since Dragapult's defenses are low. Deciding factor: Matchup/Knockout. Knock Off is the best offensive option against Dragapult.