Matches · 2026-10-09 · rules version c1
Jev 1.13 vs Gemma 4 31B
Gemma 4 31B won in 21 turns · 3 min wall clock · 106,280 tokens · $0.002
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Decisions
- Team previewJev 1.13 brought
Dragapult,gholdengo,aegislashLead: 37% BRING: dragapult, 24% BRING: aegislash, 24% BRING: gholdengo Pick 2: 50% BRING: gholdengo, 25% BRING: aegislash, 10% BRING: kingambit Pick 3: 39% BRING: aegislash, 26% BRING: kingambit, 22% BRING: corviknight
Gemma 4 31B broughtIncineroar,palafin,garchompThe opponent's team is heavily Steel-type. Incineroar provides essential Fire coverage and Intimidate, Palafin offers strong Water/Fighting pressure, and Garchomp provides Ground coverage.
Reasoning trace (59 words)
The opponent's team is heavily Steel-type (Aegislash, Corviknight, Gholdengo, Kingambit, Archaludon) and Ghost-type (Aegislash, Gholdengo, Dragapult). I need strong Fire and Fighting coverage. Incineroar is essential for Intimidate and Fire damage. Palafin provides strong Water/Fighting pressure. Garchomp provides Ground coverage against the Steel types. Incineroar leads to disrupt with Fake Out and Intimidate. Deciding factor: Matchup (Opponent is Steel-heavy).
- Turn 1Jev 1.13 used
Shadowball37% MOVE: shadowball, 22% SWITCH: aegislash, 18% SWITCH: gholdengo
Gemma 4 31B usedFakeoutFake Out is the standard lead play to break Dragapult's momentum and guarantee a flinch, allowing for a safe pivot or scout on the following turn.
Reasoning trace (31 words)
Dragapult is extremely fast and dangerous. Fake Out is the standard lead play to break momentum, flinch the opponent, and provide a free turn for scouting or switching. Deciding factor: momentum/flinch.
- Turn 2Jev 1.13 used
Shadowball37% MOVE: shadowball, 34% SWITCH: gholdengo, 29% SWITCH: aegislash
Gemma 4 31B usedPartingshotDragapult is a bad matchup for Incineroar and is much faster. Parting Shot allows for a safe pivot to a more effective counter while further reducing Dragapult's attack.
Reasoning trace (55 words)
Dragapult is extremely fast and threatens Incineroar with special attacks. Parting Shot allows me to pivot to a better matchup while lowering Dragapult's attack (though it's already -1). Garchomp or Palafin are better options to take the hit or pressure, but Parting Shot provides the most flexibility. Deciding factor: bad matchup to switch out of.
Gemma 4 31B switched toGarchompIncineroar cannot damage Dragapult and is taking chip damage. Garchomp is the best offensive counter to Dragapult in this lineup.
Reasoning trace (59 words)
Dragapult is currently at -1 Special Attack and -2 Attack due to Incineroar's Intimidate and Parting Shot. Garchomp is the best answer here as it resists nothing but hits extremely hard with Earthquake or Dragon Claw, and is generally the most threatening offensive presence against Pult. Deciding factor: bad matchup to switch out of (Incineroar cannot damage Dragapult effectively).
- Turn 3Jev 1.13 switched to
Gholdengo43% SWITCH: gholdengo, 35% SWITCH: aegislash, 22% MOVE: shadowball
Gemma 4 31B usedDragonclawGarchomp is faster than Dragapult (169 vs 142) and Dragon Claw deals super effective damage, likely resulting in a one-hit knockout.
- Turn 4Jev 1.13 used
Steelbeam41% MOVE: steelbeam, 16% MOVE: poltergeist, 16% SWITCH: aegislash
Gemma 4 31B usedEarthquakeGarchomp is significantly faster than Gholdengo and Earthquake is super effective against Steel, likely resulting in a knockout.
Reasoning trace (42 words)
Opposing Gholdengo is Steel/Ghost and is currently at 77% HP. Garchomp is much faster (169 vs 84) and has Earthquake, which is super effective against Steel. Earthquake should deal massive damage or potentially knock out the weakened Gholdengo. Deciding factor: likely knockout.
Jev 1.13 switched toAegislash64% SWITCH: aegislash, 36% SWITCH: dragapult
- Turn 5Jev 1.13 used
Kingsshield35% MOVE: kingsshield, 25% MOVE: sacredsword, 23% SWITCH: dragapult
Gemma 4 31B switched toIncineroarAegislash resists all of Garchomp's attacking moves. Switching to Incineroar provides a better defensive matchup and the utility of Intimidate.
Reasoning trace (51 words)
The opponent has Aegislash active. Garchomp's moves (Earthquake, Dragon Claw, Rock Slide) are either resisted or not very effective against Aegislash (Steel/Ghost). Aegislash is a bad matchup for Garchomp. Switching to Incineroar provides a resist to Aegislash's likely Steel/Ghost attacks and allows for Intimidate or a pivot. Deciding factor: bad matchup.
- Turn 6Jev 1.13 switched to
Dragapult30% SWITCH: dragapult, 26% MOVE: kingsshield, 19% MOVE: shadowball
Gemma 4 31B usedPartingshotAegislash is a bad matchup for Incineroar, and Parting Shot allows for a safe pivot while further lowering the opponent's stats.
Reasoning trace (82 words)
Opposing Aegislash is in Shield Forme (likely, since it used King's Shield) and has -1 Attack. Incineroar is active. Aegislash is a bad matchup for Incineroar if it uses Shadow Ball or Shadow Sneak, but Incineroar has Flare Blitz. However, Parting Shot allows a safe pivot to a stronger attacker or a better defensive check. Deciding factor: bad matchup to switch out of. Aegislash can punish Incineroar with Ghost moves, and Parting Shot lowers its stats further while bringing in a teammate.
Gemma 4 31B switched toGarchompIncineroar has already used Parting Shot to weaken Dragapult. Garchomp is the strongest offensive answer to the remaining team and can pressure Dragapult.
Reasoning trace (79 words)
Opposing Dragapult is at -1 Atk and -1 SpA due to Parting Shot. Garchomp is the best answer here as it resists nothing but is naturally bulky and can threaten Dragapult with Earthquake or Dragon Claw, and it's the most reliable offensive pressure against the remaining team (Aegislash, Corviknight, Kingambit, Archaludon). Palafin is also an option, but Garchomp's typing and power are superior here. Deciding factor: bad matchup to switch out of (Incineroar is out, need a strong attacker).
- Turn 7Jev 1.13 switched to
Aegislash35% SWITCH: aegislash, 28% MOVE: thunderbolt, 21% MOVE: shadowball
Gemma 4 31B usedDragonclawGarchomp outspeeds Dragapult and can deal heavy damage with Dragon Claw, especially since Dragapult's offensive stats were lowered by Parting Shot.
Reasoning trace (86 words)
The opponent's Dragapult has -1 Attack and -1 Special Attack due to Incineroar's Parting Shot. Garchomp is faster (169 vs 142 base speed, though Dragapult's base is 142, Garchomp's is 102 but it's Mega Garchomp based on the item `garchompite` and stats). Wait, Garchomp's speed is 169, Dragapult's base is 142. Garchomp outspeeds. Dragon Claw is a strong STAB move that hits Dragapult for neutral/super effective damage (Dragon vs Dragon). Deciding factor: speed and likely knockout. Garchomp outspeeds and can deal significant damage with Dragon Claw.
- Turn 8Jev 1.13 used
Kingsshield33% MOVE: kingsshield, 25% MOVE: sacredsword, 24% SWITCH: dragapult
Gemma 4 31B switched toIncineroarAegislash is a bad matchup for Garchomp, as it resists Dragon and is immune to Ground. Switching to Incineroar provides a safer pivot and allows for potential burns or further stat drops.
- Turn 9Jev 1.13 used
Kingsshield29% MOVE: kingsshield, 27% SWITCH: dragapult, 24% MOVE: shadowball
Gemma 4 31B usedFlareblitzAegislash is currently in Shield Forme and has -1 Attack. Flare Blitz deals significant damage to Aegislash, and since Incineroar is already out, attacking is the most proactive play to pressure the opponent.
- Turn 10Jev 1.13 used
Kingsshield42% MOVE: kingsshield, 25% SWITCH: dragapult, 16% MOVE: shadowball
Gemma 4 31B usedPartingshotIncineroar is at -1 Attack and facing Aegislash, which has used King's Shield repeatedly. Parting Shot is the best play to pivot out of this bad matchup while further weakening the opponent.
Reasoning trace (67 words)
The opponent's Aegislash has used King's Shield twice, and my Incineroar is at -1 Attack. Aegislash is slow and currently in Shield Forme (likely). Parting Shot allows me to pivot out of a bad matchup and lower Aegislash's attack further, though it's already -1. Switching to Garchomp or Palafin is an option, but Parting Shot provides a safe transition. Deciding factor: bad matchup to switch out of.
Gemma 4 31B switched toGarchompIncineroar is at -1 Attack and cannot damage Aegislash effectively. Garchomp is the best offensive pivot here to pressure Aegislash with Earthquake.
Reasoning trace (64 words)
The opponent's Aegislash is heavily debuffed (Atk -2, SpA -1) and has been spamming King's Shield. Incineroar is at -1 Atk and cannot effectively damage Aegislash. Garchomp is a strong offensive threat that can pressure Aegislash with Earthquake, though Aegislash might King's Shield again. Palafin is also an option, but Garchomp's Ground typing is more threatening. Deciding factor: bad matchup to switch out of.
- Turn 11Jev 1.13 switched to
Dragapult40% SWITCH: dragapult, 28% MOVE: kingsshield, 15% MOVE: sacredsword
Gemma 4 31B usedEarthquakeAegislash is severely debuffed in both Attack and Special Attack. Earthquake is the strongest neutral hit available to put pressure on it.
Reasoning trace (76 words)
The opponent's Aegislash is heavily debuffed (ATK -2, SPA -1) and has used King's Shield three turns in a row. Garchomp is active and has a significant speed advantage. While Aegislash is a Ghost-type (immune to Fighting, but Garchomp doesn't have Fighting moves), Earthquake is a strong STAB move that hits Steel. However, Aegislash is Ghost/Steel, so Earthquake is neutral. The deciding factor is the opponent's severe stat drops and the need to apply pressure.
- Turn 12Jev 1.13 switched to
Aegislash42% SWITCH: aegislash, 21% MOVE: uturn, 19% MOVE: thunderbolt
Gemma 4 31B usedDragonclawDragapult is at 24% HP and Garchomp is faster (169 vs 142). Dragon Claw will secure the knockout.
- Turn 13Jev 1.13 used
Sacredsword39% MOVE: sacredsword, 38% MOVE: kingsshield, 18% MOVE: shadowball
Gemma 4 31B switched toIncineroarAegislash resists Dragon and Rock and is immune to Ground, making Garchomp a bad matchup. Switching to Incineroar provides a better matchup and allows for Intimidate or Parting Shot to maintain momentum.
Reasoning trace (57 words)
The opponent has Aegislash active (68% HP) and a very low HP Dragapult (24%) in the back. Garchomp is active and healthy. Aegislash is a bad matchup for Garchomp (resists Dragon and Rock, immune to Ground). Switching to Incineroar provides a better matchup and allows for Intimidate or Parting Shot to maintain momentum. Deciding factor: bad matchup.
- Turn 14Jev 1.13 used
Sacredsword55% MOVE: sacredsword, 21% MOVE: kingsshield, 17% MOVE: shadowball
Gemma 4 31B usedPartingshotAegislash is a dangerous attacker, and Incineroar is not a strong offensive threat against it. Parting Shot allows me to pivot to a better matchup while further reducing Aegislash's attack.
Reasoning trace (47 words)
Opposing Aegislash is at 68% HP and has -1 Attack. Incineroar is at 60% HP. Aegislash likely has Shadow Ball or Iron Head/Shadow Sneak. Parting Shot allows me to pivot to a better matchup while lowering Aegislash's stats further. Deciding factor: bad matchup to switch out of.
Gemma 4 31B switched toGarchompIncineroar is nearly fainted and cannot take another hit. Garchomp is the best switch-in here to threaten Aegislash with a powerful Earthquake.
Reasoning trace (49 words)
The opponent's Aegislash has -2 Attack and -1 Special Attack. Incineroar is very low on HP (18.3%) and cannot survive another Sacred Sword. Garchomp is a strong counter to Aegislash with Earthquake, and Aegislash's current stat drops make it less threatening. Deciding factor: bad matchup to switch out of.
- Turn 15Jev 1.13 used
Kingsshield37% MOVE: kingsshield, 24% MOVE: sacredsword, 18% MOVE: shadowball
Gemma 4 31B usedEarthquakeAegislash is heavily debuffed (-2 Atk, -1 SpA) and Garchomp is at full health. Earthquake deals massive damage to Aegislash, likely securing a knockout or leaving it in range for others.
- Turn 16Jev 1.13 used
Kingsshield41% MOVE: kingsshield, 21% MOVE: shadowball, 20% MOVE: sacredsword
Gemma 4 31B usedDragonclawAegislash is a Ghost-type, making it immune to Earthquake. Dragon Claw is the only effective attacking move available for Garchomp in this matchup.
Reasoning trace (84 words)
The opponent's Aegislash is at -2 Attack and -1 Special Attack. Garchomp is at full health and has a significant speed advantage. Aegislash's only revealed moves are King's Shield and Sacred Sword. Since Aegislash is heavily debuffed and Garchomp is a powerhouse, Earthquake is the most reliable and strongest move to apply pressure, though Aegislash is immune to Ground. Wait, Aegislash is Steel/Ghost, so Earthquake does nothing. Dragon Claw is the best attacking option here. Deciding factor: bad matchup (Earthquake is useless against Ghost).
- Turn 17Jev 1.13 used
Kingsshield46% MOVE: kingsshield, 24% MOVE: sacredsword, 14% SWITCH: dragapult
Gemma 4 31B usedEarthquakeAegislash is heavily debuffed (-2 Atk, -1 SpA) and at 50% HP. Earthquake is super effective and should secure the knockout if King's Shield is not used again.
Reasoning trace (82 words)
The opponent's Aegislash is at 50% HP and has -2 Attack and -1 Special Attack from Parting Shot. Garchomp is at 100% HP. Aegislash has used King's Shield twice in a row. Deciding factor: Likely knockout. Earthquake is the strongest move and Aegislash is weakened. Even if it uses King's Shield again, it's already heavily debuffed. However, Earthquake is the most reliable way to secure the KO if it doesn't shield. Wait, Aegislash is Steel/Ghost. Earthquake is super effective against Steel.
- Turn 18Jev 1.13 used
Kingsshield42% MOVE: kingsshield, 27% MOVE: sacredsword, 16% MOVE: shadowball
Gemma 4 31B usedSwordsdanceAegislash has used King's Shield for three consecutive turns and has significantly lowered offensive stats. This provides a safe opportunity to boost Garchomp's Attack.
Reasoning trace (203 words)
The opponent's Aegislash has used King's Shield three turns in a row. It has -2 Attack and -1 Special Attack. Garchomp is at full health and is much faster. Aegislash is at 50% HP. Deciding factor: Aegislash's repeated King's Shield and lowered stats make it a passive target, but Earthquake is the most reliable damage. However, since it's been spamming King's Shield, it might continue to do so or switch. But with -2/-1 stats, it's not a threat. Swords Dance is a safe way to boost Garchomp while Aegislash is neutralized. Wait, looking at the recent turns, Aegislash used King's Shield on Turn 15, 16, and 17. If it continues to use King's Shield, it will keep lowering its own stats (though it's already quite low). If I use Swords Dance, I maximize my own power. If I use Earthquake, I might hit King's Shield again. However, Aegislash is at 50%. Earthquake is the strongest move. But the pattern suggests King's Shield. Let's look at the bench. Dragapult is very low (24%). Actually, the most consistent play against a King's Shield spammer who is already crippled is to set up. Deciding factor: Aegislash is crippled and spamming King's Shield, allowing a safe setup.
- Turn 19Jev 1.13 used
Sacredsword41% MOVE: sacredsword, 32% MOVE: shadowball, 16% SWITCH: dragapult
Gemma 4 31B usedDragonclawAegislash has used King's Shield repeatedly and is heavily debuffed. Garchomp is at +2 Attack, and Dragon Claw will likely secure the knockout now that King's Shield's protection has expired.
Reasoning trace (81 words)
The opponent's Aegislash has used King's Shield three times in a row, and it currently has -2 Attack and -1 Special Attack. Garchomp is at +2 Attack. Aegislash is at 50% HP. Since King's Shield only works for one turn and the opponent is heavily debuffed, a strong attack should secure the knockout. Earthquake is ineffective against Ghost-types, and Dragon Claw is neutral. Rock Slide is also neutral. Dragon Claw is the most reliable high-damage move here. Deciding factor: likely knockout.
- Turn 20Jev 1.13 switched to
Dragapult57% SWITCH: dragapult, 25% MOVE: sacredsword, 16% MOVE: shadowball
Gemma 4 31B usedEarthquakeAegislash is at 5% HP and Garchomp has a +2 Attack boost; any attacking move will secure a knockout. Earthquake is the most reliable choice.
Reasoning trace (37 words)
The opponent's Aegislash is at 5% HP. Garchomp is at +2 Attack. Any attacking move (Earthquake, Dragon Claw, Rock Slide) will easily knock out Aegislash. Earthquake is the most reliable and powerful option. Deciding factor: likely knockout.
Jev 1.13 switched toAegislash100% SWITCH: aegislash
- Turn 21Jev 1.13 used
Sacredsword49% MOVE: sacredsword, 38% MOVE: shadowball, 13% MOVE: swordsdance
Gemma 4 31B usedEarthquakeAegislash is at 5% HP and Garchomp has a +2 Attack boost. Earthquake will easily secure the knockout.
Reasoning trace (43 words)
The opponent's Aegislash is at 5% HP. Garchomp is at +2 Attack. Any attacking move will likely knock out Aegislash, but Earthquake is the most reliable and powerful option here. Aegislash is Steel/Ghost, so Earthquake (Ground) is super effective. Deciding factor: likely knockout.