Matches · 2026-10-09 · rules version c1
Chimps at the Zoo vs Gemma 4 31B
Gemma 4 31B won in 16 turns · 4 min wall clock · 45,608 tokens
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Decisions
- Team previewGemma 4 31B brought
Incineroar,gholdengo,kingambitIn a mirror match, Incineroar is the optimal lead for Fake Out and Intimidate. Gholdengo and Kingambit provide a powerful Steel-type core for offensive pressure and late-game cleaning.
Reasoning trace (250 words)
The opponent has the exact same team as me (mirror match). Incineroar is the standard lead for Fake Out and Intimidate support. Gholdengo and Kingambit provide strong offensive and defensive utility, while Palafin and Garchomp are heavy hitters. Annihilape is a strong setup sweeper. Deciding factor: Standard lead and core synergy. Incineroar is the best lead to disrupt the opponent's start. Gholdengo and Kingambit form a strong Steel-type core that handles most of the opponent's threats. Wait, Palafin needs to switch out to activate Zero to Hero. Garchomp is also a huge threat. However, Incineroar, Gholdengo, and Kingambit are the most consistent core for this format. Let's go with Incineroar, Gholdengo, and Kingambit for a balanced, high-pressure team. Actually, Palafin is often too strong to ignore. But in a mirror match, Incineroar is essential. Let's stick to the core: Incineroar, Gholdengo, Kingambit. Wait, looking at the opponent's team, they have Garchomp. Gholdengo and Kingambit are weak to Ground. Incineroar doesn't help there. Maybe Palafin instead of Kingambit? No, Kingambit is the closer. Let's go with Incineroar, Gholdengo, and Kingambit. Wait, let's reconsider. Palafin is a top-tier threat. If I don't bring it, I'm at a disadvantage if they do. Incineroar, Palafin, Gholdengo. Or Incineroar, Palafin, Kingambit. Actually, the most standard "strong" core is Incineroar, Gholdengo, and Kingambit/Palafin. Let's go with Incineroar, Gholdengo, and Kingambit for the Steel-type synergy and late-game cleaning power. Actually, let's go Incineroar, Gholdengo, Kingambit. Wait, let's check the speed. Incineroar leads. Final decision: Incineroar, Gholdengo, Kingambit.
- Turn 1Chimps at the Zoo used
KowtowcleaveGemma 4 31B usedFakeoutFake Out is the standard lead play to guarantee chip damage and disrupt the opponent's momentum.
Reasoning trace (59 words)
The opponent led with Kingambit, and Incineroar's Intimidate has already lowered its Attack. Fake Out is the standard lead play to break potential focus sashes or force a switch/move, but Kingambit is slow and doesn't typically carry a sash. Flare Blitz would deal massive damage to Kingambit, but Fake Out provides immediate utility and tempo. Deciding factor: immediate utility/tempo.
- Turn 2Chimps at the Zoo used
SwordsdanceGemma 4 31B usedFlareblitzOpposing Kingambit is at -1 Attack and is weak to Fire. Flare Blitz is likely to secure a knockout or deal massive damage before Kingambit can respond.
Reasoning trace (30 words)
Opposing Kingambit is at -1 Attack due to Intimidate. Incineroar has a massive type advantage with Flare Blitz. Kingambit is slow and cannot outspeed Incineroar. Deciding factor: a likely knockout.
- Turn 3Chimps at the Zoo used
SwordsdanceGemma 4 31B usedFlareblitzOpposing Kingambit is at 29% HP and Flare Blitz will easily secure the knockout.
Reasoning trace (39 words)
Opposing Kingambit is at 29% HP with +1 Attack (Intimidate -1, Swords Dance +2). Incineroar is at 77% HP. Flare Blitz will easily secure the knockout before Kingambit can move or deal significant damage. Deciding factor: a likely knockout.
Chimps at the Zoo switched toAnnihilape - Turn 4Chimps at the Zoo switched to
GarchompGemma 4 31B usedPartingshotAnnihilape is a dangerous Fighting-type attacker that threatens Incineroar. Parting Shot allows me to pivot to a safer teammate while lowering Annihilape's attack.
Reasoning trace (43 words)
Opposing Annihilape is a huge threat to Incineroar (Fighting type). Parting Shot allows me to pivot to a safer teammate while lowering Annihilape's attack. This is the best play to maintain momentum and protect Incineroar. Deciding factor: bad matchup to switch out of.
Gemma 4 31B switched toGholdengoIncineroar used Parting Shot, and I must now choose a replacement. Both legal options (Gholdengo and Kingambit) are weak to Garchomp's Ground-type attacks, but Gholdengo is faster than Garchomp and can potentially threaten it.
Reasoning trace (550 words)
The opponent has Garchomp active, which is currently at -1 Attack and -1 Special Attack due to Incineroar's Parting Shot. Incineroar is out and has already used Parting Shot, but the turn log says "Your Incineroar used Parting Shot" on Turn 4, and now it's Turn 4 again? Wait, the turn log says "Turn 4: Opposing Garchomp came in, Your Incineroar used Parting Shot". This means Incineroar has already pivoted out. Wait, looking at the "YOUR ACTIVE POKÉMON" section, Incineroar is still listed as active. But Parting Shot *switches* the user out. If Parting Shot was used, Incineroar should be on the bench. Let's re-read: Turn 4: - Opposing Garchomp came in - Your Incineroar used Parting Shot - Opposing Garchomp: atk -1 - Opposing Garchomp: spa -1 If Parting Shot was used, the game should have asked for a switch or automatically switched. However, the "YOUR ACTIVE POKÉMON" still says Incineroar. This is a contradiction in the provided state. Wait, looking at the LEGAL ACTIONS: 1. SWITCH: gholdengo 2. SWITCH: kingambit There are no MOVE options. This implies the game is currently in the "switching" phase of Parting Shot. I must choose which Pokémon to bring in to replace Incineroar. Garchomp is a Ground-type. Gholdengo is Steel/Ghost (weak to Ground). Kingambit is Steel/Dark (weak to Ground). Neither is a great switch into Garchomp. However, Garchomp is at -1 Attack. Wait, I have Garchomp, Palafin, and Annihilape on my bench too? Looking at "YOUR BENCH": - gholdengo - kingambit - palafin - garchomp - annihilape But the LEGAL ACTIONS only list: 1. SWITCH: gholdengo 2. SWITCH: kingambit This is very strange. Why are only two options available? Perhaps the other three are not legal for some reason? Or maybe the prompt is truncated? Actually, looking at the "YOUR BENCH" list again, I have 5 Pokémon there. But the legal actions only show 2. If I must choose between Gholdengo and Kingambit, and Garchomp is active, both are weak to Ground. However, Garchomp is at -1 Attack. Wait, if I switch to Gholdengo, I risk a huge Earthquake. If I switch to Kingambit, I risk a huge Earthquake. Is there any other info? Garchomp is Dragon/Ground. Gholdengo: Steel/Ghost. Kingambit: Steel/Dark. Wait, if the legal actions are only Gholdengo and Kingambit, I have to pick one. Gholdengo is generally faster and can potentially threaten Garchomp with a strong attack if it doesn't have Earthquake, but Garchomp almost always has Earthquake. Actually, looking at the "YOUR BENCH" again, maybe the legal actions are just a subset? No, the rules say "Choose exactly one action from LEGAL ACTIONS". Between Gholdengo and Kingambit, Gholdengo has better special bulk/utility, but Kingambit is the win condition. Garchomp at -1 Attack is less threatening. Wait, let me re-read the turn log. Turn 4: - Opposing Garchomp came in - Your Incineroar used Parting Shot If I am choosing the replacement for Parting Shot, I should pick the best counter. But the only options are Gholdengo and Kingambit. This is a bad matchup. Gholdengo is slightly better as it doesn't take as much from a -1 Earthquake as Kingambit might? No, both are Steel. Actually, Gholdengo is faster than Garchomp (106 vs 102). Gholdengo can potentially hit it. Deciding factor: bad matchup to switch into, but Gholdengo is faster.
- Turn 5Chimps at the Zoo used
DragonclawGemma 4 31B switched toIncineroarGholdengo is 2x weak to Ground and will be OHKOed by Garchomp's Earthquake. Incineroar is the only viable switch among the legal options to absorb the hit and disrupt the opponent.
Reasoning trace (367 words)
The opponent has Garchomp active, which is a massive threat to Gholdengo (4x weak to Ground if Gholdengo were Ground-weak, but Gholdengo is Steel/Ghost, so it's 2x weak to Ground). Garchomp likely has Earthquake, which will OHKO Gholdengo. Garchomp is currently at -1 Attack due to Parting Shot. Deciding factor: bad matchup. Gholdengo cannot take a hit from Garchomp. Switching to a resist or immunity is mandatory. Incineroar is a good switch-in to absorb the hit and potentially burn it, but Garchomp is faster than Incineroar. However, Gholdengo is definitely not staying in. Wait, looking at my bench: - Incineroar (Fire/Dark) - resists nothing from Garchomp's likely moves (Earthquake, Dragon Claw), but is bulky. - Kingambit (Dark/Steel) - also weak to Ground. - Palafin (Water) - neutral. - Garchomp (Dragon/Ground) - resists/immune to Ground (if it's the same species, it's neutral, but Garchomp is immune to nothing Garchomp does except maybe some specific moves). - Annihilape (Fighting/Ghost) - neutral. Actually, Incineroar is the best pivot here to reset the field or fish for a burn, but since Garchomp is -1 Atk, it might not OHKO Incineroar. However, switching to Incineroar allows me to use Fake Out or Will-O-Wisp. Wait, I have Garchomp on my bench too. Garchomp is the best switch-in to another Garchomp to trade hits or wall it. But Incineroar is already out (or was). Let's re-evaluate: Gholdengo is dead to Earthquake. I must switch. Incineroar is the safest bet to pivot back or disrupt. Wait, looking at the legal actions: 1. makeitrain 2. shadowball 3. nastyplot 4. recover 5. SWITCH: incineroar 6. SWITCH: kingambit I only have Incineroar and Kingambit as legal switches? That's strange. Let me check the bench again. Bench: incineroar, kingambit, palafin, garchomp, annihilape. Legal actions only list incineroar and kingambit. This suggests some restriction or I misread. Actually, looking at the "LEGAL ACTIONS" list provided by the prompt: 5. SWITCH: incineroar 6. SWITCH: kingambit If those are the only legal switches, I must choose between them. Kingambit is also weak to Ground. Incineroar is the only viable option. Deciding factor: bad matchup. Gholdengo is 2x weak to Ground (Earthquake), and Incineroar is the only safe switch among the legal options.
- Turn 6Chimps at the Zoo used
DragonclawmegaGemma 4 31B usedPartingshotGarchomp is at -2 Attack, significantly reducing its threat level. Parting Shot allows for further stat reduction and a safe pivot to a stronger counter.
Reasoning trace (77 words)
The opposing Garchomp has been hit by two Intimidates and one Parting Shot, leaving its Attack at -2. Incineroar is a good pivot here, but Garchomp is still a threat. Parting Shot allows me to further weaken Garchomp or pivot to a better matchup like Gholdengo or Kingambit, but Garchomp's attack is already very low. Deciding factor: matchup/pivot. Garchomp is at -2 Attack, making it much less dangerous. Parting Shot provides further utility and a safe switch.
Gemma 4 31B switched toGholdengoOpposing Garchomp has been heavily debuffed by Parting Shot (-3 Atk, -2 SpA). Gholdengo is a safe switch-in and can potentially set up or attack while Garchomp is weakened.
- Turn 7Chimps at the Zoo used
DragonclawGemma 4 31B usedNastyplotOpposing Garchomp is severely debuffed (ATK -3, SPA -2), making it unable to threaten Gholdengo. This is a perfect opportunity to use Nasty Plot and prepare to sweep the rest of the opponent's team.
Reasoning trace (184 words)
The opposing Garchomp has been heavily debuffed by Incineroar's Intimidate and Parting Shot (ATK -3, SPA -2). Gholdengo is active and healthy. Garchomp is not a threat at these stats. Deciding factor: likely knockout. Gholdengo can safely set up or attack. Since Garchomp is severely weakened, Nasty Plot is a strong option to prepare for the rest of the team, but Make It Rain deals significant damage. However, Garchomp is Ground-type, and Make It Rain is Steel. Shadow Ball is neutral. Wait, Garchomp is Dragon/Ground. Steel is not very effective? No, Steel is neutral to Dragon and resisted by nothing here except maybe a switch. Actually, Steel is neutral to Dragon and Ground. Wait, Garchomp's attack is -3. It can't do much. Nasty Plot is the best play to sweep the remaining team (Annihilape, Incineroar, Gholdengo, Palafin). Actually, looking at the legal moves, Make It Rain is a huge hit. But Nasty Plot makes Gholdengo a monster. Let's check if Garchomp can kill Gholdengo. With -3 ATK, Dragon Claw or Earthquake will do very little. Deciding factor: setup opportunity due to opponent's severe debuffs.
- Turn 8Chimps at the Zoo used
SwordsdanceGemma 4 31B usedMakeitrainGarchomp is heavily debuffed (-3 Atk, -2 SpA) and Gholdengo is at +2 SpA. Make It Rain will deal massive damage and likely secure a knockout or leave it in range for others.
Chimps at the Zoo switched toAnnihilape - Turn 9Chimps at the Zoo used
ProtectGemma 4 31B usedShadowballGholdengo is faster than Annihilape and has a strong super-effective Ghost-type move. Shadow Ball is the best offensive option to pressure or knock out the opponent.
Reasoning trace (59 words)
The opponent has sent in Annihilape. Gholdengo is currently active. Annihilape is a Fighting/Ghost type, meaning it is weak to Ghost and Psychic moves. Gholdengo's Shadow Ball is a strong Ghost-type move. Annihilape is slower than Gholdengo (Base 90 vs Base 106). Deciding factor: speed and a likely knockout. Shadow Ball should deal significant damage and Gholdengo moves first.
- Turn 10Chimps at the Zoo used
RagefistGemma 4 31B usedShadowballAnnihilape is slower than Gholdengo and weak to Ghost-type attacks. Shadow Ball is the most effective move to deal significant damage or secure a knockout.
Reasoning trace (58 words)
The opponent's Annihilape is active and just used Protect. Gholdengo is currently active. Annihilape is a Fighting/Ghost type, meaning it is weak to Ghost and Psychic moves. Gholdengo's Shadow Ball is a strong Ghost-type move. Annihilape is slower than Gholdengo (90 vs 106 speed). Shadow Ball is the most effective attacking move here. Deciding factor: likely knockout/strong matchup.
- Turn 11Chimps at the Zoo used
RagefistGemma 4 31B usedShadowballAnnihilape is at 25% HP and Gholdengo is faster. Shadow Ball is super effective and will secure the knockout before Annihilape can move.
Reasoning trace (44 words)
The opponent's Annihilape is at 25% HP. Gholdengo is at 30.9% HP. Gholdengo is faster than Annihilape (106 vs 90). Shadow Ball is super effective against Annihilape. Deciding factor: likely knockout. Shadow Ball should easily finish off the weakened Annihilape before it can attack.
Gemma 4 31B switched toIncineroarAnnihilape is weakened but dangerous with Rage Fist. Incineroar provides a safe switch-in due to its Ghost resistance and Intimidate to neuter Annihilape's attack.
Reasoning trace (73 words)
The opponent's Annihilape is at 31% HP and has a powered-up Rage Fist. I need a Pokémon that can resist Ghost/Fighting or outspeed and KO it. Incineroar resists Ghost and can potentially burn it or use Fake Out, but Kingambit is also a strong option. However, Incineroar's Intimidate and Fake Out provide better immediate control against a weakened Annihilape. Deciding factor: bad matchup to switch out of (Gholdengo fainted, need a safe switch-in).
- Turn 12Chimps at the Zoo used
RagefistGemma 4 31B switched toKingambitAnnihilape is faster and has +2 Attack, making it a lethal threat to Incineroar. Since Flare Blitz and Parting Shot are slower, switching to the bulkier Kingambit is the safest play to absorb a hit and retaliate with priority Sucker Punch.
Reasoning trace (878 words)
The opponent's Annihilape is at 31% HP with +2 Attack (due to Defiant triggering on Intimidate). Incineroar is at 49% HP. Annihilape is faster (90 vs 82). A Rage Fist from +2 Annihilape will likely OHKO Incineroar. Deciding factor: likely knockout. Flare Blitz should easily KO the weakened Annihilape, but Incineroar is slower and might be KO'd first. However, Fake Out is a priority move that can flinch the opponent or deal chip, but Flare Blitz is the only move here that guarantees a KO if it hits and the opponent doesn't move. Wait, Fake Out is priority. If I use Fake Out, I might flinch it, but it's at 31% HP. Flare Blitz is high risk. Parting Shot lowers attack but Annihilape is already +2. Actually, Fake Out is priority. It will hit first. Will it KO? 40 BP vs 31% HP. Probably not. But it might flinch. Wait, Flare Blitz is the most direct way to win the trade if I can survive or if I just go for the kill. But Annihilape is faster. If I use Parting Shot, I lower its attack and switch to a counter. If I use Flare Blitz, I might KO it, but I might get KO'd first. Wait, Annihilape is Fighting/Ghost. Flare Blitz is Fire. It's neutral. Rage Fist is Ghost. Incineroar is Fire/Dark. Ghost is neutral. +2 Rage Fist will definitely OHKO Incineroar. Is there a better switch? Kingambit is Dark/Steel. Rage Fist is Ghost (neutral). Kingambit is much bulkier and can hit back with Sucker Punch or Kowtow Cleave. But Annihilape is at 31%. If I can just KO it, I'm in a great spot. Fake Out is priority. It will deal some damage and potentially flinch. If I Fake Out, it doesn't KO. Then it attacks next turn. If I Flare Blitz, I might KO it, but I'll likely be KO'd first because it's faster. If I switch to Kingambit, I take a hit but can KO back. Wait, Annihilape's Rage Fist power increases every time it's hit. It has been hit several times (by Gholdengo). It's likely very powerful. The safest play is to switch to a Pokémon that can handle it or use priority. Fake Out is priority. It deals damage. Let's check if Flare Blitz is better. No, speed is the issue. Switching to Kingambit: Kingambit resists nothing from Annihilape (Ghost/Fighting vs Dark/Steel). Ghost is neutral, Fighting is super effective. Kingambit is a bad switch. What about Palafin or Garchomp? Not in legal actions. Only Kingambit is a legal switch. Wait, I have Fake Out. It's priority. It will hit first. It won't KO, but it might flinch. If I use Flare Blitz, I'm slower. If I use Parting Shot, I'm slower. If I use Will-O-Wisp, I'm slower. The only move that goes first is Fake Out. If I Fake Out, I might flinch it. If it doesn't flinch, it KOs me. If I switch to Kingambit, it takes a super effective Fighting move (if it has one, like Drain Punch) or a neutral Rage Fist. Actually, Annihilape is at 31%. Flare Blitz is a guaranteed KO if it hits. But I'm slower. Is there any other option? Fake Out is the only priority. Let's use Fake Out to try and flinch it or just chip it, though it's a gamble. Actually, the best play is usually to just go for the KO if the opponent is that low, but the speed difference is critical. Wait, if I use Fake Out, and it doesn't flinch, I'm dead. If I use Flare Blitz, I'm dead. If I switch to Kingambit, I might survive a hit and then KO. But Kingambit is weak to Fighting. Wait, Annihilape's revealed moves are Protect and Rage Fist. Rage Fist is Ghost. Ghost is neutral to Kingambit. Kingambit is much bulkier. Let's switch to Kingambit. Wait, I just realized: Fake Out is priority. If I Fake Out, I deal damage. If it flinches, I survive. If it doesn't, I die. But if I switch to Kingambit, I definitely take a hit. Is Kingambit better? Kingambit has Sucker Punch. If I switch to Kingambit, and Annihilape uses Rage Fist, Kingambit takes neutral damage. Then Kingambit can Sucker Punch for a KO. This seems safer than gambling on a flinch or being OHKO'd by a faster mon. Wait, looking at the legal actions again. Fake Out is priority. If I use Fake Out, I might flinch it. But the most consistent play to remove a +2 Annihilape is to bring in a bulky attacker or use priority. Since Kingambit is the only switch, and it's a decent check to Ghost moves, I'll switch. Actually, Flare Blitz is a gamble, but if it hits, the threat is gone. But speed is the deciding factor. Annihilape is faster. I'll switch to Kingambit to absorb the hit and then retaliate. Wait, I just saw the HP. Annihilape is at 31%. Fake Out might actually KO it? 40 BP, Incineroar's attack vs Annihilape's defense. Annihilape has 80 Def. Incineroar has 135 Atk. It probably won't KO. I'll switch to Kingambit. Actually, looking at the situation, Annihilape is +2. Rage Fist is terrifying. Kingambit is the best bet to tank a hit and kill back.
- Turn 13Chimps at the Zoo used
BulkupGemma 4 31B usedSuckerpunchAnnihilape is faster than Kingambit and has a strong Rage Fist. Sucker Punch allows Kingambit to move first and secure the knockout before taking further damage.
Reasoning trace (52 words)
The opponent's Annihilape is at 37% HP with +1 Attack. My Kingambit is at ~80% HP. Annihilape is faster (90 vs 72 speed). Sucker Punch is the best option here to hit first and secure the knockout, as Kowtow Cleave would likely leave Kingambit vulnerable to a Rage Fist. Deciding factor: speed/knockout.
- Turn 14Chimps at the Zoo used
ProtectGemma 4 31B usedKowtowcleaveAnnihilape is at 43% HP and slower than Kingambit's priority, but Kowtow Cleave is a guaranteed hit and should secure the knockout despite the +1 Defense boost.
Reasoning trace (65 words)
Opposing Annihilape is at 43% HP with +2 Atk and +1 Def. My Kingambit is at ~80% HP. Annihilape is faster (90 vs 72). Kowtow Cleave is a strong, reliable STAB move that should secure the knockout given Annihilape's low remaining HP, even with the +1 Def boost. Sucker Punch is risky if the opponent uses Bulk Up or Protect again. Deciding factor: likely knockout.
- Turn 15Chimps at the Zoo used
ProtectGemma 4 31B usedKowtowcleaveAnnihilape is at 49% HP and Kingambit has a significant attack boost from Supreme Overlord. Kowtow Cleave is the most reliable move to secure the knockout before Annihilape can attack.
Reasoning trace (56 words)
Opposing Annihilape is at 49% HP with +2 Atk and +1 Def. Kingambit is at ~80% HP. Annihilape is faster (90 vs 72) and has a massive advantage with Rage Fist and Fighting-type moves. Kowtow Cleave is the strongest reliable move and should likely secure the knockout given Kingambit's Supreme Overlord boost. Deciding factor: likely knockout.
- Turn 16Chimps at the Zoo used
BulkupGemma 4 31B usedKowtowcleaveAnnihilape is at 10% HP and cannot survive any of Kingambit's attacking moves. Kowtow Cleave is a guaranteed hit and will secure the knockout.
Reasoning trace (53 words)
The opposing Annihilape is at 10% HP. Kingambit's Kowtow Cleave or Iron Head will easily knock it out. Sucker Punch is also an option, but since Annihilape is so low, a direct attack is safer unless I expect a move that would KO Kingambit (unlikely given the HP difference). Deciding factor: likely knockout.