Matches · 2026-10-09 · rules version c1

MiMo V2.6 Flash vs Gemma 4 31B

Player 1
MiMo V2.6 Flash's team
autopilot 0%
Player 2 · winner
Gemma 4 31B's team
autopilot 0%

Gemma 4 31B won in 12 turns · 4 min wall clock · 74,488 tokens · $0.005

The replay player loads from play.pokemonshowdown.com. The full battle log is below.

Decisions

  1. Team preview
    MiMo V2.6 Flash brought Torkoal,venusaur,gholdengo1,963 tok · 7.1 s · $0.0001

    Sun offense with Torkoal's Drought powering Mega Venusaur's Chlorophyll and Solar Beam is the core plan; opponent lacks Heat Rock weather setters to override it. Gholdengo as the third covers Annihilape and Garchomp, both of which threaten the sun core.

    Reasoning trace (74 words)
    Bring3. Sun team with Torkoal + Mega Venusaur is strong; opponent has Palafin, Garchomp, Annihilape. Lead Torkoal with Eruption, Venusaur cleans. Third: Gholdengo or Kingambit scarf. Gholdengo handles Annihilape/Garchomp (immune to fighting? No, Ghost/Steel resists... Gholdengo is immune to Fighting, resists many). Opponent has Incineroar (Intimidate likely) - Garchomp hates intimidate. Kingambit scarf handles Garchomp and Annihilape... Annihilape fights back. Gholdengo good vs Annihilape (immune to fighting, shadow ball). I'll bring torkoal, venusaur, gholdengo.
    Gemma 4 31B brought Incineroar,palafin,gholdengo1,972 tok · 7.4 s

    The opponent likely leads with Torkoal to set Sun for Venusaur. Incineroar is the best lead for Fake Out and Intimidate, while Palafin and Gholdengo provide strong offensive pressure and coverage against the rest of their team.

    Reasoning trace (81 words)
    The opponent has a balanced team with Torkoal (Sun), Venusaur (Chlorophyll), Gholdengo, Garchomp, Rotom-Wash, and Kingambit. I need a strong core to handle these threats. Incineroar is essential for Intimidate and Fake Out. Palafin provides massive damage and priority. Gholdengo or Kingambit provide strong Steel/Ghost/Dark coverage.
    
    Deciding factor: Team synergy and coverage against the opponent's likely Sun core (Torkoal/Venusaur).
    
    I'll lead Incineroar to disrupt with Fake Out and Intimidate, then bring Palafin for power and Gholdengo for special offense and utility.
  2. Turn 1
    Gemma 4 31B used Fakeout1,791 tok · 3.7 s

    Torkoal is very slow and primarily a sun setter. Fake Out is the standard lead play to disrupt the opponent's first move and provide momentum.

    Reasoning trace (36 words)
    Torkoal is extremely slow and primarily a sun setter. Fake Out is the standard lead play to break focus sashes or disrupt the opponent's first move, allowing for a safe pivot or setup.
    
    Deciding factor: disruption.
    MiMo V2.6 Flash used Eruption2,115 tok · 10.5 s · $0.0002

    Incineroar resists Fire, but Eruption at full HP in sun is still Torkoal's strongest immediate damage and punishes any switch-in, whereas Knock Off or a pivot from Incineroar is coming regardless. Speed isn't a factor here; the deciding factor is getting maximum damage before Torkoal loses HP or gets knocked around.

    Reasoning trace (194 words)
    Incineroar likely has Flip Turn or will use a Dark move / Utility. Torkoal at full HP, Eruption in sun hits hard. Incineroar has90 SpDef, Fire/Dark resists... Fire resists Fire? Incineroar is Fire/Dark — Fire resists Fire (0.5x), Dark doesn't. So Eruption does 0.5x. Still decent in sun with 150 BP.
    
    Incineroar likely runs Knock Off, U-turn/Flip Turn, Will-o-Wisp, Parting Shot. Torkoal could get burned. But Torkoal's physical attacking doesn't matter much; burn would cut Eruption? No, burn only cuts Attack, not SpA.
    
    Venusaur switch is good — sun-boosted chlorophyll. But Venusaur is Grass/Poison, Incineroar has Flare Blitz (sun-boosted) — dangerous.
    
    Eruption at full HP in sun vs0 SpDef Incineroar... 150 BP * 0.5 resist = 75 effective. Sun 1.5x = 112.5. Torkoal SPA 137. Could do decent40-50%. Opponent might just U-turn out.
    
    Stealth Rock is safe value. But turn 1, opponent likely leads with Incineroar as utility. Setting rocks is fine.
    
    Best play: Eruption for damage since Torkoal is at full HP and it's the strongest option; or Stealth Rock for long-term value. Given sun team, opposing Incineroar can threaten with Knock Off (lose Leftovers) or burn. I'd go Eruption to punish switch-ins.
  3. Turn 2
    Gemma 4 31B used Partingshot1,838 tok · 4.0 s

    Torkoal is very slow and lacks offensive pressure against Incineroar. Parting Shot allows me to pivot to a better matchup while lowering Torkoal's attack further, maintaining momentum.

    Reasoning trace (30 words)
    Torkoal is very slow and lacks offensive pressure against Incineroar. Parting Shot allows me to pivot to a better matchup while lowering Torkoal's attack further, maintaining momentum.
    
    Deciding factor: momentum.
    MiMo V2.6 Flash used Eruption2,045 tok · 7.5 s · $0.0002

    Torkoal is at near-full HP with sun up, so Eruption is a 150 BP fire move — the best damage output available. Speed is irrelevant since Torkoal is slow anyway; the deciding factor is raw power in sun versus risking a weak RapidSpin or setting rocks.

    Reasoning trace (123 words)
    Torkoal at full-ish HP, sun up, Eruption at 150 BP. Incineroar is Fire/Dark; Eruption would do decent damage. But opponent likely switches to a resist? Opponent's team: gholdengo, kingambit, palafin, garchomp, annihilape. Sun weakens Water (palafin). Eruption is strong. Kingambit resists? Steel resists Fire — kingambit could switch in. But we don't know. Eruption at near-full HP is the play; it's the strongest option. Stealth rock also good but eruption likely KO threat.
    
    Incineroar at 100%: Eruption 150 BP in sun from Torkoal 137 SpA... Incineroar SpD 90. Probably50-60%. Not KO. But still best damage. Alternatively set stealth rock for chip. Opponent could switch to kingambit (resists fire 0.5x, dark) taking little.
    
    Hmm. Given sun, Eruption is the signature play. I'll go eruption.
    Gemma 4 31B switched to Palafin1,848 tok · 5.2 s

    Torkoal is a Fire-type and very slow; Palafin is the ideal counter to threaten it with Water-type attacks and maintain offensive pressure.

    Reasoning trace (70 words)
    The opponent has Torkoal active, which is very slow and currently has -2 Attack and -1 Special Attack. I have just used Parting Shot, which means I must switch to one of my available teammates. Palafin is the best choice here to maintain momentum and threaten Torkoal with Water-type moves, while also getting its Zero to Hero ability triggered if it switches out later.
    
    Deciding factor: Matchup (Palafin beats Torkoal).
  4. Turn 3
    Gemma 4 31B used Wavecrash2,008 tok · 4.4 s

    Torkoal has very low HP and Palafin is in Hero form. Wave Crash will likely secure a knockout immediately, even in the sun.

    Reasoning trace (47 words)
    Torkoal is very slow and has -1 SpA and -2 Atk. Palafin is in Hero form and has a massive type advantage. Wave Crash will likely knock out Torkoal immediately, even in the sun, due to the power difference and Torkoal's low HP.
    
    Deciding factor: likely knockout.
    MiMo V2.6 Flash used Eruption2,270 tok · 11.8 s · $0.0002

    Palafin is in base form (not hero) with only 60% HP and low base stats; even at -1 SpA, a sun-boosted Stab Eruption from full HP should knock it out. Torkoal's high Defense means base-form Palafin can't threaten it, and sun weakens any Water move it tries.

    Reasoning trace (161 words)
    Palafin at 60% will likely use Wave Crash or Jet Punch (hero mode) — actually it switched out via Parting Shot so it's base form Zero to Hero... it needs to switch out and back for hero form. Currently base form. Palafin base form is weak. But it likely has Jet Punch in base? No, Jet Punch only in hero form. Base form moves: it could still attack with Wave Crash etc but weaker.
    
    Torkoal has -1 SpA but sun-boosted Eruption at full HP would still do big damage to Palafin. Palafin at 60% - Eruption 150 BP in sun ×1.5, Stab... Palafin SPD 62 is low. Even at -1 SpA, should KO. But Palafin might outspeed and hit Torkoal. Torkoal is bulky physically (DEF 176). Palafin base form atk is70 — won't do much. Sun also weakens Water moves.
    
    Best: Eruption to KO Palafin.
    
    Actually wait — Palafin switching out gives hero form later. But KOing it now is fine.
  5. Turn 4
    Gemma 4 31B used Jetpunch2,021 tok · 2.9 s

    Palafin is at very low HP and Torkoal's Eruption is still a threat, but Torkoal's Special Attack is lowered. Jet Punch provides priority and should secure the knockout before Torkoal can move.

    MiMo V2.6 Flash used Eruption3,064 tok · 24.5 s · $0.0004

    Palafin is faster and will move first, but its Wave Crash only did ~72 damage last turn and Torkoal has 116 HP, so Torkoal should survive and its sun-boosted Eruption (even at -1 SpA) will knock out Palafin at 26%.

    Reasoning trace (540 words)
    Palafin at 26 HP is faster than Torkoal (SPE 40). Wave Crash will hit. Torkoal at 116 HP - will it survive? Palafin has zero-to-hero... actually it's Hero form now after switching out once? Wait, Palafin came in via Parting Shot, so it's in Hero form? Actually Zero to Hero: transforms when switched out and back in. Palafin came in from Parting Shot pivot — it needs to have been on the field then switched out. Palafin wasn't on the field before, so it's likely still base form (base 70 atk). Actually the log says "Opposing Palafin came in" — it came in fresh, so base form with atk 70... but Wave Crash did 72/177 to Torkoal which is super effective — base form Palafin with70 atk doing that? Torkoal has176 def. 120 BP wave crash, STAB1.5, sun reduces water by 50%... 72 damage seems high for base form. Hmm, maybe it's hero form (atk 160). Whatever.
    
    Torkoal is atk -2, spa -1. Eruption at 116 HP does 150 BP *... spa -1 reduces damage. Palafin at 26/100 HP. Eruption in sun, Palafin SpD 62 (base) — should easily KO at 26 HP? Torkoal spa 137, Eruption 150 BP, sun boost 1.5x, -1 spa. Probably kills.
    
    But Palafin is faster and will KO Torkoal first with Wave Crash? Torkoal at 116 HP, -2... Wave Crash did 72 before, next will do ~72 + recoil. Torkoal survives at ~44 and then Eruption KO? Or Palafin does more.
    
    Actually, faster to just eruption — Palafin will move first though. If Palafin's Wave Crash KO's Torkoal, we lose a mon but Palafin takes recoil and then... We could switch to Venusaur which outspeeds under sun (chlorophyll) and KO with solarbeam? But solarbeam in sun takes one turn, works fine.
    
    Hmm, but switching Venusaur into a Wave Crash — Venusaur resists water? Grass resists water, yes. Venusaur takes ~half. Then Venusaur outspeeds and Solar Beams KO Palafin.
    
    But also Torkoal might just survive and KO with Eruption. Eruption with spa -1: base 150 * (116/177 HP scaling) — Eruption power scales with HP: 116/177 = 0.655, so ~98 BP * sun 1.5 * -1 spa (0.667) ≈ effective ~98 BP. Palafin SpD 62+... Palafin is frail. STAB not on fire. Might KO at 26 HP? Likely yes given Palafin's terrible SpD.
    
    But Palafin moves first and could KO Torkoal. Torkoal 116 HP, Palafin Wave Crash did 72 damage previously — Palafin at 26 HP, maybe weakened but atk same. It should do ~72 again, Torkoal survives at 44, Eruption kills. Unless crit.
    
    Actually, safe play: eruption — if Torkoal survives, KO. If it doesn't, we bring in Venusaur and clean up. Risk of losing Torkoal vs switching Venusaur in safely.
    
    Switching Venusaur: guaranteed Venusaur takes a resisted hit, outspeeds with chlorophyll, solarbeams Palafin. But then we lose sun... no, sun persists. Solarbeam one-shots Palafin at 26 HP certainly.
    
    Hmm, but if I switch and opponent switches out Palafin (predicting), Palafin is low anyway. Keeping Palafin in suicide is possible for opponent.
    
    Eruption seems fine — Torkoal probably survives 72 damage (116 > 72), then KO. Let's go eruption. Actually if Palafin does more than 116... it did 72, unlikely to double. Eruption it is.
  6. Turn 5
    Gemma 4 31B used Flipturn2,036 tok · 2.3 s

    Palafin is nearly knocked out and cannot survive another Eruption. Flipturn allows for damage and a safe switch to a healthier teammate.

    MiMo V2.6 Flash used Eruption2,652 tok · 13.4 s · $0.0003

    Palafin is at 8% HP and slower than... actually it's faster, but Jet Punch only dealt ~32 damage last time, so Torkoal survives comfortably at 95 HP. A sun-boosted Eruption at roughly half HP will easily finish off the frail, low-HP Palafin — the deciding factor is the likely knockout.

    Reasoning trace (260 words)
    Palafin at 8% HP. Torkoal at 95/177, SPA -1. Eruption at 53.7% HP with -1 spa... Sun-boosted. Palafin's SPD is 62 base, weak. But with -1 spa boost and reduced HP eruption (BP scales with HP: 95/177 ≈ 54% → BP ~80). Might not kill? Palafin is frail though; sun-boosted fire at BP80 with -1... Actually Eruption BP = 150 * HP ratio≈ 80. Sun boost 1.5x, -1 spa 0.667x. Effective ~80 * 1.5 * 0.667 ≈ 80 BP. Palafin SPD 62 base, level 100 uninvested... probably around 140-160 spe def? Actually Palafin bulk HP 100 base. Hmm, could be close.
    
    Also Palafin is faster (SPE 100 vs 40) and will Jet Punch again — super effective, Torkoal at 95 HP. Jet Punch at 60 BP... Torkoal def 176, decent. Earlier Jet Punch did 116→84 = 32 damage at -2 atk... wait Torkoal has ATK -2 from parting shot (that's physical atk). Jet punch is physical so it did 32 damage. Torkoal at 95 survives another32 → 63.
    
    Alternatively switch to Venusaur — sun activates Chlorophyll, outspeeds, but Palafin has Jet Punch priority. Venusaur takes it fine. Then Venusaur can kill next turn. But opponent will likely switch after Palafin's jet punch... Palafin is at 8%, will just jet punch.
    
    Actually best: switch to Venusaur? Or just Eruption to finish. Torkoal survives a jet punch (32 dmg), then Eruption kills. Risk: eruption might not kill at 8%? 8% of 100 HP = 8 HP. Eruption at BP80 * sun... definitely over 8 HP damage. Yes, kill.
    
    So just eruption. Simple.
    Gemma 4 31B switched to Incineroar2,047 tok · 4.3 s

    Palafin used Flip Turn, so a switch is mandatory. Incineroar is the best choice to safely enter against a weakened Torkoal.

    Reasoning trace (46 words)
    Palafin has already used Flip Turn, which means a switch is mandatory. Torkoal is heavily debuffed (-2 Atk, -1 SpA) and low on HP. Incineroar is the safest switch-in to maintain momentum and potentially burn or further weaken Torkoal.
    
    Deciding factor: mandatory switch after Flip Turn.
  7. Turn 6
    Gemma 4 31B used Flareblitz2,135 tok · 4.5 s

    Torkoal is at 41% HP and has a -1 Special Attack drop, making it a non-threat. Flare Blitz will easily secure the knockout.

    Reasoning trace (40 words)
    The opponent's Torkoal is at 41% HP and has significant stat drops (ATK -3, SPA -1). Incineroar is active and healthy. Flare Blitz should easily secure the knockout given Torkoal's low HP and Incineroar's strong attack.
    
    Deciding factor: likely knockout.
    MiMo V2.6 Flash switched to Gholdengo2,488 tok · 10.2 s · $0.0003

    Incineroar threatens Torkoal with Fake Out or Dark moves, and Torkoal is too slow and weakened to be useful. Gholdengo is immune to Fake Out (Ghost) and resists Fire STAB, making it the safest switch that can also threaten back.

    Reasoning trace (211 words)
    Torkoal is at 41.8% HP with -1 SPA, Eruption would do reduced damage. Incineroar is Fire/Dark, resists... actually Fire is not very effective against Fire. Incineroar has Fake Out pressure. Torkoal is slow and at low HP.
    
    Switching to Venusaur seems good - it's Grass/Poison, takes Fire moves well, and could threaten Incineroar. But Venusaur doesn't have great matchups against Incineroar either... actually Sludge Bomb hits it for neutral, Solar Beam is neutral.
    
    Gholdengo resists Fire and takes Dark moves neutrally... actually Ghost/Steel: Fire is not very effective on Steel, Dark moves are neutral on Ghost. Gholdengo could threaten with Make It Rain.
    
    But switching to Venusaur seems safer - it can take any hit from Incineroar comfortably and has good options. However, Venusaur's speed matters and we don't know what comes in next.
    
    Actually, Gholdengo is a good switch - it resists Fire (Incineroar's STAB), and can hit back with Make It Rain or set up Nasty Plot. Let me go with Gholdengo.
    
    Wait - Incineroar has Fake Out which would flinch, and Dark moves. Gholdengo's Ghost typing makes it immune to... no, Ghost takes Dark damage. Fake Out is Normal which Ghost is immune to.
    
    So Gholdengo is immune to Fake Out and resists Fire. That's a great switch.
  8. Turn 7
    Gemma 4 31B used Flareblitz2,070 tok · 3.2 s

    Opposing Gholdengo is at 16% HP and is weak to Fire; Flare Blitz will easily secure the knockout.

    Reasoning trace (24 words)
    The opposing Gholdengo is at 16% HP. Incineroar's Flare Blitz is super effective and will easily knock it out.
    
    Deciding factor: a likely knockout.
    MiMo V2.6 Flash switched to Venusaur3,155 tok · 20.2 s · $0.0006

    Gholdengo is at 32 HP and Flare Blitz was super effective last turn, so it will be KO'd. I need to switch to a Fire-resist; Venusaur (Grass/Poison) resists Fire and is at full HP, making it the safest pivot to absorb the hit.

    Reasoning trace (608 words)
    Gholdengo at 32 HP, Incineroar at 66%. Gholdengo is faster (106 vs 60). Makeitrain would hit Incineroar super effectively? Steel vs Fire/Dark — Steel is neutral on Fire, neutral on Dark. Actually Steel vs Fire: not very effective (Fire resists Steel). Dark: neutral. So Makeitrain is not very effective. Shadowball (Ghost) vs Fire/Dark: Dark resists Ghost. So also not very effective. Hmm.
    
    Nasty Plot then... but Gholdengo at 32 HP will likely die to Flare Blitz. But Incineroar at 66% — Flare Blitz recoil. Gholdengo has Life Orb, 32 HP. Actually Incineroar could use Fake Out? No, Fake Out only first turn out — Incineroar has been out since turn 5, so it can't Fake Out this turn.
    
    Best play: switch to something that handles Incineroar. Venusaur is full HP, resists... Incineroar Flare Blitz is neutral on Grass/Poison? Fire vs Grass: not very effective. Grass resists Fire. Venusaur takes it well.
    
    But Gholdengo at 32 HP could recover... but it's slower? No, Gholdengo is faster (106 vs 60). Gholdengo can Recover first, going to ~higher HP. But Flare Blitz would still hit hard afterwards.
    
    Actually the safest is to switch Venusaur in. Venusaur is full HP and can tank Flare Blitz. Or switch Kingambit (scarf, but slower than Incineroar... Kingambit SPE 70 vs 60, faster, with scarf way faster).
    
    Kingambit would be great — Dark/Steel resists Flare Blitz? Fire vs Steel: not very effective. Dark: neutral. So Flare Blitz would be not very effective. Kingambit at 207 HP, can KO Incineroar with Low Kick or Kowtow Cleave.
    
    But Kingambit is not in legal switches. Legal switches: Venusaur, Torkoal.
    
    Between Venusaur and Torkoal. Torkoal at 41.8% HP, Fire type — Flare Blitz would be neutral (Fire vs Fire). Torkoal has high defense176. But at 74 HP, could die.
    
    Venusaur at full HP with good defense. Grass/Poison, Fire resisted. Venusaur is the better switch.
    
    Then Venusaur can fire off Solar Beam (sun not up... no weather). Solar Beam takes 2 turns without sun. Sludge Bomb would be neutral on Incineroar. Or Sleep Powder.
    
    Switch to Venusaur seems best.
    
    Actually wait — could Gholdengo Nasty Plot + attack do better? At 32 HP, Incineroar moves second. Nasty Plot would double SpA, then Incineroar attacks. Makeitrain at +2 with Life Orb... vs90 SpD Incineroar. Base120 Steel STAB +2... Fire resists Steel (0.5x). Hmm, 203 SpA * 2 = 406, * 1.3 Life Orb, * 1.2 STAB = ~634 effective. Damage = (634/90) * (120/50) * 0.5 * Incineroar HP... complex. Might KO.
    
    Actually simpler: Switch Venusaur in, tank the hit, then set up. Venusaur has Growth, Sleep Powder, Solar Beam, Sludge Bomb.
    
    Let me think if Gholdengo can just Recover. Gholdengo faster, Recover to maybe ~130 HP, then Flare Blitz hits. Fire vs Steel/Ghost: Fire is resisted by Steel (0.5x), neutral on Ghost. So Fire resisted! Flare Blitz is not very effective on Gholdengo.
    
    Wait, turn 6: "Opposing Incineroar used Flare Blitz — It was super effective — Your Gholdengo is at 32/194". Super effective? Fire vs Steel/Ghost should be resisted... unless Incineroar has an ability or something. Hmm, but the log says super effective. That's odd. Maybe the format has modified type chart? Or maybe Gholdengo's typing displayed differently.
    
    Actually, wait — maybe the game data is different. But per the log, Flare Blitz was super effective. That would mean Gholdengo dies to another Flare Blitz at 32 HP.
    
    So switching is mandatory. Venusaur resists Fire (Grass), so Flare Blitz is not very effective. Venusaur is the pick.
    
    Wait — but Venusaur at 100% could just take the Flare Blitz easily. Then set up Growth or Sleep Powder.
    
    Decision: SWITCH: venusaur
  9. Turn 8
    Gemma 4 31B used Flareblitz2,157 tok · 3.5 s

    Opposing Venusaur is at 2% HP, so any attacking move will secure the knockout. Flare Blitz is the only attacking move available.

    Reasoning trace (28 words)
    Opposing Venusaur is at 2% HP. Incineroar is active. Any attacking move will knock it out. Flare Blitz is the only attacking move available.
    
    Deciding factor: likely knockout.
    MiMo V2.6 Flash used Sludgebomb2,516 tok · 11.3 s · $0.0004

    Venusaur at 5 HP is dead to any hit, so the cleanest play is to let it go down while getting chip damage with Sludge Bomb, then bring in a healthy attacker (Garchomp/Kingambit) on a free switch. Switching Torkoal in risks taking a big Flare Blitz for little gain.

    Reasoning trace (224 words)
    Venusaur at 5 HP will die to anything. Switching to preserve something... Incineroar has flareblitz. Switching into torkoal could take flareblitz (not very effective). Or switch gholdengo dies.
    
    Best: switch to torkoal? Or sack Venusaur. Venusaur at 5 HP is basically useless but could sleep powder. Actually sleeppowder has 75% accuracy and Venusaur likely slower... Incineroar spe 60, Venusaur 100. Venusaur outspeeds. Sleep powder could disable Incineroar. But risky75% and Venusaur dies if it misses.
    
    Switching to kingambit or garchomp (not legal). Legal switches: gholdengo, torkoal. Torkoal takes flareblitz resisted well. Torkoal at 41.8% — flareblitz vs torkoal: resisted, maybe ~30-40%. Could be ok. But then torkoal low.
    
    Alternatively sack Venusaur and go in clean with garchomp/kingambit. Sending Venusaur out to die gives free switch. That's fine — Venusaur is nearly dead anyway.
    
    Sleep powder line: if hits, Venusaur survives a turn... but still dies to flareblitz next turn unless switch. Hmm.
    
    I think sack Venusaur is safest — attack with sludgebomb (does damage before dying) or just let it go down. Actually best play: switch to torkoal to take the hit, preserving Venusaur? Venusaur at 5 HP hardly worth it.
    
    I'll sack Venusaur with sludgebomb for chip damage.
    
    Wait — actually consider sleep powder: if Incineroar sleeps, Venusaur lives, then I can... still die next turn to something. Not worth it.
    
    Sack: sludgebomb.
    MiMo V2.6 Flash switched to Torkoal2,364 tok · 8.9 s · $0.0004

    Incineroar's Flare Blitz is super effective against Gholdengo and would knock it out, while Torkoal resists Fire and forces Incineroar to take heavy recoil. Torkoal is the safer switch to absorb the hit.

    Reasoning trace (140 words)
    Both options are bad. Gholdengo at 16.5% dies to any hit, but is immune to Fake Out (Good as Gold blocks... actually Good as Gold blocks status moves, Fake Out is physical). Torkoal resists Fire, takes neutral from Dark. Incineroar's Flare Blitz would be resisted on Torkoal. But Intimidate... Torkoal at 74 HP could take a Flare Blitz (resisted, though Incineroar atk boost from... no). Recoil would hurt Incineroar more.
    
    Gholdengo: Steel/Ghost — Flare Blitz is super effective vs Steel? Fire is SE vs Steel. So Gholdengo dies. Torkoal resists Fire, neutral to Dark (parting shot is status). Torkoal is the better switch — resisted hits and recoil damages Incineroar.
    
    But Torkoal's Eruption at 74 HP does decent damage... Incineroar is Fire/Dark, resists... Fire resisted, but33% HP Incineroar. Eruption at 74/177 power ~63. Could KO? Maybe close. Anyway switch Torkoal.
  10. Turn 9
    Gemma 4 31B used Partingshot2,202 tok · 5.2 s

    Torkoal is in the sun and likely to use Eruption, which will easily knock out Incineroar. Parting Shot allows for a safe pivot to a healthier teammate while lowering Torkoal's attack.

    Reasoning trace (54 words)
    The opponent has Torkoal active in the sun. Incineroar is at low HP (33.2%) and cannot survive a strong Eruption. Parting Shot allows me to pivot to a safer teammate while lowering Torkoal's attack. Gholdengo is a strong switch-in, but Parting Shot provides more utility.
    
    Deciding factor: a bad matchup to switch out of.
    MiMo V2.6 Flash used Stealthrock2,889 tok · 16.9 s · $0.0005

    Torkoal's Eruption only has ~42% power here and won't KO the bulky Incineroar, so raw damage isn't the play. Stealth Rock guarantees value: it instantly threatens the 8% Palafin on entry and chips whatever Incineroar pivots into, while Torkoal resists Flare Blitz and survives its own turn.

    Reasoning trace (369 words)
    Torkoal at 41.8% HP — Eruption power scales with HP,74/177 = 42%, so Eruption would be ~63 BP. Still probably enough to KO Incineroar at 33%? Sun-boosted Fire move... Incineroar is Fire/Dark, resisted? No, Fire resisted by Fire. Super effective? No, Fire resists Fire. Incineroar takes neutral from... Fire resisted by Fire type. So neutral damage.
    
    Eruption at 42% HP: base power ~63, STAB, sun-boosted (1.5x), against Incineroar's SpD (base 90). Torkoal SpA 137 stat. Probably decent damage but Incineroar at 33% HP... risky.
    
    Actually Incineroar is slower (SPE 60) than Torkoal (SPE 40)? No, 60 > 40, Incineroar faster. But weather... sunny day doesn't affect speed.
    
    Incineroar will move first — likely Flare Blitz at Torkoal. Torkoal at 74 HP might survive. Flare Blitz vs Torkoal: Fire resisted by Fire. Torkoal defense 176, high. It should survive.
    
    Alternatively Stealth Rock is safe value. Or Will-o-wisp to cripple.
    
    Best: Eruption deals most damage; even at42% power, sun + STAB vs neutral... might KO from 33%. Let's estimate: base 63 power, SpA 137 vs SpD ~90 stat (base 90 = ~130 with no investment... actually with 252 SpD EV base 90 = 139).
    
    Damage = ((2*50/5+2)*137*63/def)/50+2)... level 50: (2*50/5+2)=22. 22*137*63/139 = 22*137=3014, *63=189882, /139=1366. /50+2 = 29.3. STAB 1.5 = 44, sun 1.5 = 66. That KOs 33% Incineroar (33% of 380ish HP = 125 HP). Need125 damage. We got 66. Not enough.
    
    Hmm, so Eruption won't KO. Then better options: Stealth Rock, Will-o-wisp (cripple Incineroar so it can't Flare Blitz sweep), or switch.
    
    Actually Will-o-wisp would reduce Incineroar's Attack, protecting our team. But it's 85% accurate. Torkoal likely survives Flare Blitz (resisted). Then burn damages it too.
    
    Actually, what about holding Gholdengo... Let's consider: burn Incineroar, then it takes residual. Eventually KO.
    
    Alternatively switch to Garchomp — but Incineroar has Flare Blitz.
    
    I think Stealth Rock is guaranteed value: chips incoming threats, helps vs Palafin at 8% (KO on switch-in). Palafin at 8% — rocks would KO it on entry. That's big.
    
    But Incineroar can Parting Shot out. Rocks still valuable.
    
    Will-o-wisp: burn stops Incineroar from hurting team, and residual damage. 85% acc.
    
    I'll go with Stealth Rock — safe, guaranteed value, and Palafin at 8% dies on entry.
    Gemma 4 31B switched to Gholdengo2,220 tok · 6.1 s

    Incineroar is at low HP and cannot safely stay in against Torkoal. Gholdengo resists Fire and can potentially knock out Torkoal with Make It Rain.

    Reasoning trace (85 words)
    The opponent has Torkoal active, which is at 41% HP and has -1 Atk and -1 SpA from Parting Shot. My Incineroar is low on HP (33.2%). I need to switch to a Pokémon that can handle Torkoal or safely pivot. Gholdengo is a strong choice here as it resists Fire and can threaten Torkoal with Make It Rain. Palafin is nearly fainted.
    
    Deciding factor: bad matchup to switch out of (Incineroar is too low to survive another hit, Gholdengo is the best available switch).
  11. Turn 10
    MiMo V2.6 Flash used Eruption2,794 tok · 14.0 s · $0.0005

    Torkoal is at -1 SpA and under 50% HP, so Eruption is heavily weakened and resisted by Gholdengo's Steel typing. Will-o-Wisp is blocked by Good as Gold, and Stealth Rock is already up. Still, Eruption gives the best chip damage before Torkoal inevitably goes down, giving a free switch into our scarf Kingambit.

    Reasoning trace (345 words)
    Torkoal is at -1 SPA and 48% HP. Eruption at 48% HP with -1 spa... against Gholdengo (Steel/Ghost, resists... Fire is neutral on Steel/Ghost? Steel resists fire, Ghost doesn't. So fire is resisted0.5x). Gholdengo also resists... Actually Gholdengo has Good as Gold, blocks status moves like Will-o-Wisp.
    
    Torkoal can't do much. Gholdengo likely to attack with Shadow Ball / Make It Rain. Torkoal should probably just do something. Options: eruption (resisted, weakened), stealthrock (already set), willowisp (blocked by Good as Gold), rapidspin (weak, normal type - neutral on Gholdengo? Steel resists Normal? Steel resists Normal, so 0.5x... actually Normal is resisted by Steel, yes).
    
    Switch to gholdengo at 16.5% - risky against opponent's gholdengo. Shadow ball would knock it out.
    
    Switch to kingambit? Not in legal actions. Only switch to gholdengo.
    
    Kingambit with choice scarf would be great. But not legal.
    
    Actually, Torkoal could just eruption - probably won't KO. Gholdengo will attack and likely KO Torkoal.
    
    Hmm. Will-o-Wisp blocked by Good as Gold.
    
    Best might be eruption for chip damage, then send in something. Or switch to our gholdengo to take a hit - but 16.5% HP dies to almost anything.
    
    Actually switching Gholdengo in could force opponent to... no, it'd just die.
    
    Let's think about what happens. If Torkoal uses eruption - resisted by Steel. Gholdengo at full HP, spa -1 Torkoal eruption at 48% HP (reduced by HP). Weak. Maybe 15-20%.
    
    Then opponent attacks. Shadow ball on Torkoal: Torkoal has176 def, 92 spdef. SPA 133 Gholdengo shadow ball... likely OHKO.
    
    So Torkoal probably faints. Then we get free switch. Might as well use eruption for chip.
    
    Alternatively switch to our gholdengo - it dies but... no benefit.
    
    Actually consider: opponent might set up nasty plot. If Torkoal eruption does some chip and we get free switch to kingambit (scarf, sucker punch), we can revenge kill.
    
    I'll go with eruption for maximum chip damage.
    
    Wait, but our gholdengo at 16.5% could be saved as a sack later. Eruption on Torkoal seems fine.
    
    Actually if Torkoal is going to faint anyway, let's do eruption.
    Gemma 4 31B used Shadowball3,444 tok · 37.5 s

    Torkoal is at 48% HP with -1 Special Attack, significantly weakening its Eruption. Gholdengo's Life Orb-boosted Shadow Ball will deal massive damage to Torkoal's low Special Defense, likely securing a knockout or leaving it in range for a finish.

    Reasoning trace (657 words)
    The opponent's Torkoal is at 48% HP with -1 Atk and -1 SpA. Gholdengo is active. Torkoal is very slow (Base 20) and Gholdengo is much faster. Torkoal's main threat is Eruption, but its SpA is lowered. Gholdengo is weak to Fire, but Torkoal's damage is reduced. However, switching to a resist is safer. Incineroar is a resist, but it's low on HP. Palafin is also low. Gholdengo can't hit Torkoal for super effective damage. Shadow Ball is neutral. Make it Rain is resisted. Nasty Plot is an option, but Torkoal might just Eruption.
    
    Wait, Gholdengo is Steel/Ghost. Torkoal is Fire. Fire is super effective against Steel. Even with -1 SpA, Eruption from Torkoal is dangerous. However, Torkoal's HP is 48%, meaning Eruption's power is reduced (Eruption power scales with HP).
    
    Let's look at the bench. Incineroar resists Fire. Garchomp is a great switch-in (immune to Fire if it were just Fire, but it's Ground/Dragon, so it resists Fire? No, Dragon resists Fire, Ground is neutral. Wait, Garchomp is Dragon/Ground, so it resists Fire). But Garchomp isn't in the legal actions?
    Legal actions:
    1. makeitrain
    2. shadowball
    3. nastyplot
    4. recover
    5. SWITCH: palafinhero
    6. SWITCH: incineroar
    
    Wait, why isn't Garchomp or Kingambit or Annihilape listed?
    Ah, I see. The "LEGAL ACTIONS" list provided is the only set of options I can choose from.
    Between the options:
    - makeitrain: Resisted by Fire.
    - shadowball: Neutral.
    - nastyplot: Risky if Torkoal attacks.
    - recover: Pointless at 100% HP.
    - SWITCH: palafinhero: Water is super effective against Fire, but Palafin is at 8.7% HP and will likely faint to any attack.
    - SWITCH: incineroar: Resists Fire.
    
    Torkoal's Eruption power at 48% HP is 75. With -1 SpA, it's not devastating, but Gholdengo is weak to it. Incineroar resists it.
    
    Wait, if I use Shadow Ball, will it KO Torkoal?
    Torkoal: 48% HP, 70 HP base, 140 Def, 70 SpD.
    Gholdengo: 203 SpA, Life Orb.
    Shadow Ball (80 BP) vs Torkoal (70 SpD).
    It might not KO, but it does significant damage.
    
    However, switching to Incineroar is the safest play to pivot or burn. But Incineroar is already low.
    
    Actually, looking at the legal actions again, I only have those 6.
    If I switch to Incineroar, I can use Fake Out or Parting Shot again.
    But Torkoal is at -1/-1. It's not a huge threat.
    Shadow Ball is the best offensive move.
    
    Wait, is Torkoal's Eruption still dangerous?
    Base 85 SpA, -1 SpA = 42.5.
    Eruption at 48% HP = 75 BP.
    Gholdengo's SpD is 111.
    It won't OHKO.
    
    Is there a better play?
    If I use Shadow Ball, I chip Torkoal further.
    If I switch to Incineroar, I take no damage and can pivot.
    
    Let's check the opponent's team: Gholdengo, Venusaur (fainted), Garchomp, Rotom-Wash, Kingambit.
    Torkoal is the current active.
    
    If I use Shadow Ball, I might put Torkoal in range of a priority move or just weaken it more.
    But switching to Incineroar allows me to maintain momentum.
    
    Wait, the prompt says "Choose the single best action".
    Torkoal is at -1 SpA and 48% HP. Its Eruption is weak.
    Shadow Ball is the most direct way to remove it.
    
    Actually, looking at the legal actions, I can't switch to Garchomp.
    I'll go with Shadow Ball to pressure Torkoal.
    
    Wait, let me re-evaluate. Incineroar is a better matchup for Torkoal.
    But Incineroar is at 33%.
    If I switch to Incineroar, I can use Fake Out to stop Torkoal or Parting Shot to bring in someone else.
    But Gholdengo is already in.
    
    Let's use Shadow Ball. It's the most active play.
    
    Wait, I just noticed Torkoal's HP is 48%. Shadow Ball from a Life Orb Gholdengo (203 SpA) against Torkoal (70 SpD) will do a lot of damage.
    Calculation: 80 * (203/70) * 1.3 (Life Orb) = ~300.
    Torkoal's HP is 70 * (some bulk). It will likely be very low or KO'd.
    
    Deciding factor: likely knockout or heavy damage.
    MiMo V2.6 Flash switched to Gholdengo2,183 tok · 15.1 s · $0.0001

    Only one legal action is available: bringing in Gholdengo. Its Ghost/Steel typing gives it an immunity to Shadow Ball from the opposing Gholdengo, so it's a safe pivot despite low HP.

    Reasoning trace (17 words)
    Only legal action is switching in gholdengo, which is at 32 HP but that's the only option.
  12. Turn 11
    Gemma 4 31B used Shadowball2,218 tok · 4.7 s

    The opposing Gholdengo is at 16% HP and is slower than my Gholdengo. Shadow Ball will easily secure the knockout.

    Reasoning trace (55 words)
    The opponent's Gholdengo is at 16% HP. My Gholdengo is at 90.2% HP and has a higher Special Attack and Speed stat (106 vs 84). A Shadow Ball or Make It Rain will easily knock out the opponent's Gholdengo. Shadow Ball is generally safer and more consistent for a KO here.
    
    Deciding factor: likely knockout.
    MiMo V2.6 Flash used Shadowball2,741 tok · 16.6 s · $0.0005

    I'm faster than their Gholdengo (SPE 106 vs 84), but no attack knocks them out from 90%. Since I'm likely going down this turn regardless, the best play is to get chip damage in before fainting rather than wasting a turn on setup or recover.

    Reasoning trace (359 words)
    My Gholdengo is at 32/194 HP, opponent's Gholdengo at 90%. I'm faster? My SPE 106 vs their 84 — I'm faster. Shadow Ball from me at 16% HP... Their HP90/100. My SPA 203 vs their SPD 91. Shadow Ball 80 BP — would do maybe 40-50%. Not a KO. Then they KO me.
    
    Recover could let me survive a Shadow Ball?32 + recover → ~160 HP. But they'd hit again. Life Orb Shadow Ball from their133 SPA vs my 111 SPD at 194 HP: does ~55-65%, roughly 110-125 damage. So recovering to 160 survives one hit, and then I could attack.
    
    If I Recover, opponent probably attacks with Shadow Ball. I go to ~160, take ~115 → ~45 HP. Then I attack next turn but they'd still KO me eventually. Alternatively, Shadow Ball now: I do ~40-50% to them (they're at 90%), bringing them to ~45%, then they kill me.
    
    Actually the question is which maximizes my odds. My team: Garchomp (100%), Rotom-Wash (100%), Kingambit (100%) vs their team: Incineroar 33%, Palafin 8%, Kingambit, Garchomp, Annihilape, Gholdengo 90%. I have 3 healthy mons plus this dying Gholdengo; they have Gholdengo 90% plus 5 others (some low).
    
    Matchup-wise, my three healthy mons should handle the rest. Gholdengo at 16% is nearly dead anyway. Better to just attack — Shadow Ball for damage. Actually, Recover might waste their turn but I'd still be behind.
    
    Speed: I'm faster (106 vs 84). Shadow Ball will hit first. It won't KO. Then they KO me. So my Gholdengo goes down but I've chipped them.
    
    Alternatively recover stalls a turn — but they just hit me again and I'm still behind. Given I'm faster, chip damage is fine; the deciding factor is that neither KO is likely, and I should just deal damage before fainting.
    
    Actually wait — could Make It Rain or Nasty Plot help? Nasty Plot then they attack — no. Recover play: I'd survive their hit, then could hit back next turn with more HP. But then they hit again... They have ~90%, I'd need many turns. Not viable.
    
    Shadow Ball is the play — best neutral damage option, hit before fainting.
    Gemma 4 31B switched to Incineroar2,216 tok · 4.9 s

    Opposing Gholdengo is at 6% HP. Incineroar is the safest switch-in to secure the knockout and maintain momentum.

    Reasoning trace (60 words)
    The opponent's Gholdengo is at 6% HP. My Gholdengo just fainted. I need to send in a Pokémon to finish it off or maintain board control. Incineroar is at 33.2% HP and Palafin-Hero is at 8.7% HP. Incineroar is much bulkier and can safely take a hit or use Fake Out to secure the KO.
    
    Deciding factor: a likely knockout.
  13. Turn 12
    Gemma 4 31B used Fakeout2,327 tok · 6.8 s

    Gholdengo is at 6% HP and faster than Incineroar. Fake Out has priority and will flinch Gholdengo, preventing it from attacking and allowing Incineroar to survive another turn or potentially KO it if it doesn't flinch. Actually, Flare Blitz is a guaranteed KO if it hits, but Fake Out ensures Gholdengo doesn't move first.

    Reasoning trace (71 words)
    Opposing Gholdengo is at 6% HP. Incineroar is at 8.4% HP. Gholdengo is faster (84 vs 82). Any attack from Gholdengo will likely KO Incineroar. However, Incineroar's Flare Blitz will easily KO Gholdengo. The deciding factor is speed; Gholdengo moves first, but Incineroar can use Fake Out to flinch it and then potentially KO it next turn, or just risk Flare Blitz if it survives. Wait, Fake Out is priority.
    
    
    MiMo V2.6 Flash used Makeitrain2,699 tok · 14.4 s · $0.0003

    Gholdengo outspeeds Incineroar (106 vs 60 speed), so Make It Rain should knock out the 8% Incineroar. Shadow Ball would be immune (Dark type), so Steel STAB is the only option that deals damage here.

    Reasoning trace (311 words)
    Gholdengo at 13 HP, Life Orb. Incineroar at 8% (8/100... but that's base stats HP column, actual HP unknown). Actually Incineroar at 8.0% HP. Gholdengo is faster (106 vs 60). Make It Rain will KO. But Life Orb recoil: 13 HP... Life Orb takes 10% of max HP = ~19 HP, which would faint Gholdengo after attacking. Wait, does Life Orb recoil apply after damage dealt? Yes, but the damage still counts. Actually if Gholdengo faints from recoil after using Make It Rain, the Incineroar would already be KO'd. So it's fine.
    
    Actually wait — Make It Rain kills Incineroar, then Life Orb recoil faints Gholdengo. That's acceptable since we still have 4 mons vs opponent's Palafin at 8% +3 unrevealed.
    
    Alternatively Shadow Ball is safer? Shadow Ball BP 80 vs Make It Rain BP 120 but makes Incineroar... no resistance issue? Incineroar Fire/Dark, Steel not very effective? Steel vs Fire is not very effective (0.5). Ghost vs Dark is 0x! Shadow Ball would have no effect on Incineroar (Dark type immunity to Ghost). So Shadow Ball does nothing. Recover would let Gholdengo survive but Incineroar likely attacks. Actually Incineroar at 8% — could just kill with Make It Rain despite resistance? Steel vs Fire0.5x. Base 133 spa, Make It Rain 120 BP... Incineroar at 8% HP is very low, maybe ~15 HP. Probably enough.
    
    But Life Orb recoil kills Gholdengo regardless (13 < 19). Hmm, unless recoil happens after... it does. So Gholdengo faints either way after attacking. Make It Rain is the play to KO Incineroar.
    
    Wait, does Make It Rain lower SpA -1? Yes but doesn't matter.
    
    Recover: wouldn't save from Life Orb since no attack used that turn... Recover would heal to13+~97=110, then Incineroar attacks. Could KO? Fake Out flinches... Incineroar might use Flareblitz. Uncertain. Make It Rain is decisive — knocking out Incineroar. Speed: Gholdengo faster.