Matches · 2026-10-09 · rules version c1
Gemma 4 31B vs MiMo V2.6 Flash
Gemma 4 31B won in 12 turns · 7 min wall clock · 74,386 tokens · $0.007
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Decisions
- Team previewMiMo V2.6 Flash brought
Torkoal,venusaur,gholdengoSun-lead Torkoal with Eruption plus Chlorophyll Venusaur gives immediate speed and offensive pressure; the deciding factor is covering the sun core with a sturdy third. Gholdengo handles Incineroar/Kingambit/Annihilape matchups better than the alternatives and provides a reliable answer to opposing Steel-types.
Reasoning trace (82 words)
At team preview, we want to pick3 Pokémon. Sun team: Torkoal leads with Eruption, Venusaur with Chlorophyll, plus Gholdengo or Garchomp. Opponent has Incineroar (Intimidate, Fire/Dark), Palafin, Garchomp, Annihilape, Gholdengo, Kingambit. Lead Torkoal Eruption + Venusaur chlorophyll solarbeam is classic. Third: Gholdengo is a strong all-around pick. But opponent's Incineroar and Garchomp... Garchomp with focus sash could work but Gholdengo is safer. Torkoal leads — good vs Gholdengo/Kingambit/Annihilape... Incineroar resists Fire, but sun-boosted Eruption still does decent. Let's bring torkoal, venusaur, gholdengo.
Gemma 4 31B broughtIncineroar,gholdengo,kingambitThe opponent has a strong core of Torkoal and Venusaur. Incineroar provides essential disruption with Fake Out and Intimidate, Gholdengo handles Venusaur and opposing Gholdengo, and Kingambit serves as a powerful late-game cleaner.
Reasoning trace (175 words)
The opponent has a balanced team with Torkoal (sun setter), Venusaur (sun sweeper), Gholdengo, Garchomp, Rotom-Wash, and Kingambit. My team has strong cores: Incineroar for disruption, Gholdengo for special offense, and Kingambit for late-game cleaning. Palafin is a strong priority attacker, and Garchomp provides ground coverage. Deciding factor: Matchup. Incineroar is essential for Intimidate and Fake Out against their physical attackers (Garchomp, Kingambit). Gholdengo handles Venusaur and Gholdengo. Kingambit is a powerful finisher. Wait, Palafin needs to switch out to activate Zero to Hero. Incineroar's Parting Shot helps with that. Let's go with Incineroar, Gholdengo, and Kingambit for a very solid core, or Incineroar, Palafin, and Gholdengo. Actually, Incineroar, Gholdengo, and Kingambit is the most consistent "standard" core. But Palafin's Jet Punch is huge. Looking at the opponent's team: Torkoal, Venusaur, Gholdengo, Garchomp, Rotom-Wash, Kingambit. Incineroar handles Torkoal and Kingambit. Gholdengo handles Venusaur and Gholdengo. Kingambit handles Gholdengo and Rotom-Wash (if weakened). Let's bring Incineroar, Gholdengo, and Kingambit. Wait, Garchomp is also an option. But Kingambit's Sucker Punch is vital. Final choice: Incineroar, Gholdengo, Kingambit.
- Turn 1Gemma 4 31B used
FakeoutTorkoal is extremely slow and lacks immediate pressure. Fake Out is the standard lead play to guarantee a flinch and maintain momentum.
Reasoning trace (56 words)
Torkoal is extremely slow and lacks offensive pressure against Incineroar. Fake Out is the standard lead play to guarantee a flinch and scout or maintain momentum, though Parting Shot is also viable to pivot. Given it's Turn 1 and Torkoal is a sun setter, Fake Out is the safest play to disrupt. Deciding factor: speed/guaranteed flinch.
MiMo V2.6 Flash usedEruptionTorkoal is at full HP with Sun up, so Eruption fires at full 150 BP with a sun boost — Incineroar can't KO Torkoal before moving and will take a likely knockout or heavy damage.
Reasoning trace (70 words)
Torkoal at full HP with Sun up, Eruption 150 BP in sun with137 SPA vs Incineroar's 90 SpD. That should do massive damage. Incineroar threatens with Flare Blitz or Knock Off but Torkoal is physically bulky (176 DEF). Eruption is the best play — likely a knockout or near it. Speed: Torkoal is slower (40 vs 60), so Incineroar moves first, but it can't KO Torkoal in one hit easily.
- Turn 2Gemma 4 31B used
PartingshotTorkoal 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 switched toVenusaurTurn 1 Fake Out is done, so Torkoal is free to act—but it's very slow and Incineroar threatens a Knock Off or Fire move first. Venusaur resists Fire and gains Chlorophyll speed under the sun, giving us a much better matchup and initiative against Incineroar.
Reasoning trace (401 words)
Turn 2, sunny. Torkoal at near full HP. Incineroar at full. Eruption at 150 BP in sun with137 SPA vs Incineroar's 90 SpDef... does decent damage but Incineroar likely knocks out Torkoal? Incineroar's moves unknown besides Fake Out. Incineroar could use Knock Off or Flare Blitz. Torkoal is slow (SPE 40) so Incineroar moves first. Options: Eruption (full HP, sun-boosted) does heavy damage. Or set Stealth Rock. Or switch to Venusaur (chlorophyll in sun, outspeeds Incineroar). Switching to Venusaur seems good: sun-boosted speed, sleeps or sludge bombs Incineroar. But Venusaur with chlorophyll would be very fast. However, opponent might predict switch and use a Dark move on... they can't know. Eruption with Torkoal at 175/177 is strong: sun-boosted 150 BP STAB with 137 SPA. Against Incineroar (Fire/Dark), Fire resisted (0.5x), so sun boost 1.5x, STAB 1.5x → effective ~1.125x of base. That's ~ decent but not a KO. Incineroar with 95/90 bulk probably takes it. Actually let's compute: base 150, STAB 1.5 = 225, sun 1.5 = 337.5, resistance 0.5 = 168.75 effective power. With 137 SPA vs 90 SpDef... roughly 50-60%? Could be a 2HKO. Torkoal is slower, so it will take a hit first. Fake Out already used turn 1 (can't again unless... Fake Out only works first turn out). Incineroar may Knock Off or use Flare Blitz. Switching to Venusaur in sun is strong — chlorophyll makes it super fast, and it can put Incineroar to sleep or hit with Solar Beam/Sludge Bomb. Venusaur takes Fire moves resisted? Fire vs Grass/Poison = 0.5x... actually Fire vs Grass 0.5, vs Poison 1 → 0.5x. So Venusaur tanks Fire well. I think switching to Venusaur is the best play — it's a safe pivot that maintains momentum with sun-boosted speed. But then opponent might switch to their Gholdengo or Annihilape. Still, Venusaur is generally good. Alternatively, Stealth Rock is safe. But Torkoal takes a hit. Switching to Venusaur gives us a fast Chlorophyll attacker. Let's do that. Actually consider: opponent Incineroar just used Fake Out, they may use Knock Off now. Venusaur's item is Venusaurite... but rules say "Terastallization available: No" — mega? Format is "gen9championsrotomarenabssregmb" — champions format might allow mega evolution. Venusaurite suggests mega Venusaur possible. Hmm, but ability shows chlorophyll. Mega evolution in gen 9? This is a custom format. Switch to Venusaur seems best: good matchup against Incineroar (Fire resisted), fast in sun. Decision: SWITCH: venusaur
Gemma 4 31B switched toGholdengoVenusaur is a bad matchup for Incineroar. Gholdengo resists Grass and can hit Venusaur for super effective damage with Make It Rain.
Reasoning trace (59 words)
The opponent switched in Venusaur, which is now at -1 Atk and -1 SpA due to Parting Shot. Incineroar is out, but Venusaur is a bad matchup for it. Gholdengo is a strong counter to Venusaur, resisting its Grass moves and hitting it for super effective damage with Make It Rain. Deciding factor: bad matchup to switch out of.
- Turn 3Gemma 4 31B used
MakeitrainGholdengo outspeeds Venusaur and can deal massive damage with Make It Rain, especially while Venusaur's Special Attack is lowered.
Reasoning trace (138 words)
Venusaur is currently at -1 Special Attack and -1 Attack due to Parting Shot. Gholdengo is faster and has a strong offensive presence. Make It Rain is a powerful Steel-type move that hits Venusaur for neutral damage, but Venusaur is a Grass/Poison type. Deciding factor: speed and power. Gholdengo outspeeds Venusaur and can deal significant damage with Make It Rain, especially since Venusaur's Special Attack is lowered. Wait, Venusaur is Grass/Poison. Steel is neutral. Shadow Ball is neutral. Make It Rain is the strongest move. Wait, Venusaur might have Sleep Powder or Giga Drain. But Gholdengo is faster. Let's check the matchup. Gholdengo vs Venusaur. Gholdengo is faster. Make It Rain is the strongest move. Actually, Venusaur is a bad matchup for Gholdengo if it has Sleep Powder, but Gholdengo is faster. Let's go with Make It Rain.
MiMo V2.6 Flash usedGrowthautopilotReasoning trace (1,222 words)
Venusaur at -1 spa vs Gholdengo. In sun, Venusaur isn't chlorophyll-boosted unless mega evolved... Actually mega Venusaur has thick fat, no chlorophyll. Anyway. Gholdengo is Steel/Ghost — Sludge Bomb is neutral (poison resisted by steel? No, poison is not very effective on steel... actually Poison → Steel is resisted? Poison is not very effective against Steel. Yes, poison is resisted by steel. Ghost hits Gholdengo for... Gholdengo is Steel/Ghost, so Ghost is neutral? Ghost is not very effective against Steel? No. Ghost is super effective against Ghost, not very effective against... Dark resists ghost. Steel doesn't. So Ghost is neutral on Gholdengo? Ghost/Ghost would be... Actually Gholdengo Steel/Ghost takes Ghost neutrally? Ghost is resisted by Steel? No. Let me recall: Ghost is not very effective against Normal and Dark. So Gholdengo (Steel/Ghost) takes Ghost neutrally? Ghost vs Ghost =2x, then Steel doesn't resist Ghost, so2x super effective. Wait Gholdengo's own Ghost typing: Ghost is super effective vs Ghost. Steel doesn't resist Ghost. So Shadow Ball is 2x. But Venusaur doesn't have Shadow Ball. Venusaur has Sludge Bomb (resisted by Steel), Solar Beam (neutral on Steel), Growth, Sleep Powder. Solar Beam in sun = full power, neutral on Steel. Sludge Bomb resisted. So Solar Beam is best damaging move but at -1 spa with120 BP vs Gholdengo's 91 spd... Gholdengo likely kills Venusaur with Make It Rain / Shadow Ball. Sleep Powder could shut down Gholdengo but only 75% accuracy. Gholdengo is a threat. Actually Gholdengo could Nasty Plot. Hmm. Best play: switch to something that handles Gholdengo? My Gholdengo mirror, or Kingambit? Kingambit is Dark/Steel, takes Steel moves neutrally? Steel resisted by Steel, so Make It Rain on Kingambit (Steel/Dark) is resisted. Kingambit outspeeds with scarf? Gholdengo spe 84 base, Kingambit 50 base but scarfed. Actually switching to my Gholdengo mirrors. Or Kingambit resists both Steel and Ghost? Ghost on Dark = resisted. So Kingambit takes Make It Rain (resisted by Dark? no, Dark doesn't resist Steel. Steel/Dark: Steel resists Steel0.5, Dark neutral → 0.5) and Shadow Ball (Ghost vs Dark = 0.5, Ghost vs Steel neutral → 0.5). Kingambit walls Gholdengo hard. But Kingambit just switched? No, Venusaur came in turn 2. Kingambit is healthy on bench. Switching to Kingambit seems strong. But opponent could Nasty Plot. Even +2 Gholdengo, Shadow Ball on Kingambit is resisted (0.5), would do modest damage. Kingambit can then Kowtow Cleave for super effective (Dark vs Ghost = 2x). Speed: Kingambit scarfed (spe 70 base × scarf). Gholdengo 84 base. Scarf Kingambit outspeeds. I'd switch to Kingambit. But wait — opponent could switch too. Still Kingambit is generally good. Alternatively stay in and Sleep Powder — 75% to sleep Gholdengo, then set up. But if it misses, Venusaur dies. The deciding factor: bad matchup — Venusaur at -1 spa, both attacks suboptimal (sludge bomb resisted, solar beam neutral but weak). Switch to Kingambit which resists Gholdengo's STABs. Let me check: is "Switch: kingambit" in legal actions? Legal actions: growth, sleeppowder, solarbeam, sludgebomb, switch torkoal, switch gholdengo. Kingambit NOT available! Hmm. Only torkoal and gholdengo switchable. Torkoal (Fire) resists Steel? Fire doesn't resist Steel. Fire resists... Fire, Grass, Ice, Bug, Steel, Fairy — yes Fire resists Steel! And Fire takes neutral from Ghost. Torkoal at 98.9% could tank a Make It Rain. My Gholdengo would mirror — Good as Gold, takes Steel resisted (Steel resists Steel), Ghost neutral? Gholdengo Steel/Ghost: Ghost vs Ghost = 2x, so Shadow Ball hits it 2x. Hmm, mirror is risky if opponent has Shadow Ball. Torkoal resists Steel, neutral to Ghost. But Torkoal is slow and weak special defender (spd 92). Still, switching to my Gholdengo lets me threaten. Actually my Gholdengo: Steel/Ghost takes Shadow Ball 2x super effective, Make It Rain: Steel vs Steel 0.5 × Steel vs Ghost 0.5 = 0.25. So my Gholdengo walls Make It Rain hard but is weak to Shadow Ball. Torkoal: Steel 0.5 (Fire resists Steel), Ghost 1.0. So Torkoal takes Shadow Ball neutral, Make It Rain 0.5. Hmm. Which is safer? Opponent Gholdengo likely runs Make It Rain + Shadow Ball + Nasty Plot + Recover/Thunder Wave.Venusaur: if I stay, opponent probably Make It Rain (Steel neutral on Grass/Poison? Steel vs Grass neutral, Steel vs Poison... Poison resists... wait Poison doesn't resist Steel. Grass/Poison: Steel hits neutral (Steel not very effective vs Poison? Actually Steel is not very effective against Steel, Fire, Water, Electric. Poison resists... Poison is resistant to Fighting, Poison, Bug, Grass, Fairy. So Steel hits Venusaur neutrally). Make It Rain would hurt Venusaur at -1 spa... Venusaur spd 122 decent. Alternatively Sleep Powder: if it lands, Venusaur can Growth + attack. 75% accuracy, high reward. Let's think about what's best competitively. The opponent's Gholdengo probably kills Venusaur with Make It Rain (120 BP, STAB, vs122 spd, Venusaur 187 HP). Venusaur at full HP. With Life Orb Gholdengo spa ~ maybe 190 after investments. Make It Rain does maybe 50-60%. Venusaur survives likely. Switching to my Gholdengo — mirror. If opponent uses Make It Rain, I take 25%. If Shadow Ball, I take big. Risky. Torkoal: incoming Shadow Ball neutral — Torkoal spd 92, low, could take 40-50%. But Torkoal then threatens with Eruption in sun (150 BP). Hmm, actually the question: what did opponent reveal? Not shown moves for Gholdengo. I think safest: switch to my Gholdengo which resists Make It Rain (0.25x) and if opponent predicts... but Shadow Ball 2x. Alternatively, Venusaur is at 100% and could just Sludge Bomb... resisted. Actually maybe Sleep Powder is the play — putting Gholdengo to sleep removes threat, then Venusaur can Growth/Solar Beam. 75% accuracy. If fails, Venusaur takes a hit but survives. I lean toward switching to Torkoal: Torkoal resists Steel, sun-boosted Eruption threatens, and in sun Venusaur... hmm but opponent Gholdengo likely has Shadow Ball. Let me reconsider: My Gholdengo switch — the opponent's most likely move is Make It Rain (best STAB vs Venusaur, neutral). Against my Gholdengo that's 0.25x → negligible. If they predict switch and use Shadow Ball, it hits my Gholdengo 2x — significant. But Gholdengo has Recover. Actually Gholdengo is generally a strong switch-in to Gholdengo only if Make It Rain. Common Gholdengo sets: Make It Rain, Shadow Ball, Nasty Plot, Recover/Thunder Wave/Focus Blast. Torkoal: Make It Rain 0.5x, Shadow Ball 1x. Torkoal spd 92 low — Shadow Ball would hurt maybe 40%. Both reasonable. My Gholdengo at 100% can recover later. Torkoal is important for sun. I'll go with switching to gholdengo (mirror), which is the standard answer: Good as Gold blocks status, resists Steel heavily. Hmm, but if opponent sets up Nasty Plot on my switch, then +2 Shadow Ball murders my Gholdengo. Whereas Torkoal — +2 Shadow Ball on Torkoal also bad but Torkoal doesn't care about status. Actually, a cleaner option: Venusaur stays and uses Sleep Powder. If it hits, huge tempo. If misses, Venusaur takes one hit and can still switch after. Given risk analysis, I think switching to gholdengo is safest against the most likely move (Make It Rain). But the threat of Nasty Plot... Let me think about speed: Venusaur base 100 vs Gholdengo base 84. Venusaur outspeeds! So Venusaur moves first. Venusaur at -1 spa. Solar Beam in sun = 120 BP neutral. Would that KO or severely damage Gholdengo? Gholdengo 91 spd, 87 HP. Venusaur spa 167
Incident report
[PARSE ERROR] answer cut off at the 2048-token budget (missing <decision>...</decision> block). Default move played. Raw answer:
MiMo V2.6 Flash switched toGholdengoOpponent's Gholdengo is at -2 Special Attack, so its Make It Rain is harmless; our Gholdengo outspeeds it (106 vs 84) and threatens a knockout with Shadow Ball. Switching in our Gholdengo gives the best offensive momentum.
Reasoning trace (65 words)
Gholdengo is at -2 Spa, so its Make It Rain is weak. Our Gholdengo outspeeds (106 vs 84) and resists... Actually opponent's Gholdengo at -2 can't do much. Switching in our Gholdengo lets us nastyplot or attack. Torkoal resists Steel too but is passive. Our Gholdengo is better—faster, can threaten with Shadow Ball/Make It Rain. Actually, opponent may switch. Still, Gholdengo is the strong pick.
- Turn 4Gemma 4 31B switched to
KingambitMy Gholdengo has -2 Special Attack, making it ineffective for attacking. Kingambit is a strong counter to opposing Gholdengo and can threaten it with Kowtow Cleave or Sucker Punch.
Reasoning trace (52 words)
My Gholdengo has -2 Special Attack, making it ineffective for attacking. The opponent's Gholdengo is at full health and likely has standard moves. Switching to a strong attacker or a pivot is necessary. Kingambit is a great matchup for Gholdengo. Deciding factor: bad matchup (due to -2 SPA) to switch out of.
MiMo V2.6 Flash usedShadowballI'm faster than their Gholdengo and their Make It Rain is at -2 spa, so they pose little threat. Shadow Ball is neutral STAB and likely 2HKO on their current target without the spa drop of Make It Rain.
Reasoning trace (598 words)
Opponent Gholdengo is at -2 spa, so its Make It Rain does little. I'm faster? Opponent spe 84 base vs my 106 base — I'm faster. Shadow Ball (STAB, 80 BP) at neutral vs Make It Rain at -2... Shadow Ball likely 2HKO or KO. Actually Gholdengo 194 HP, 111 SPD vs opponent 203 spa at -2 (halved). Their Make It Rain would do maybe 30-40%. Shadow Ball from me: 203 spa vs 91 spd, 80 BP STAB — around 50-60%. Two-shot. Nasty Plot lets me sweep but they could switch. Shadow Ball is safe and hits everything except dark types (kingambit, incineroar, annihilape...). Make It Rain hits steel-weak things but drops spa. Opponent likely switches to Incineroar or Kingambit (dark types resist/immune shadow ball... Kingambit immune to ghost? No, Dark resists Ghost? Ghost is not very effective vs Dark? Actually Ghost is neutral on Dark — Dark resists Ghost? No: Ghost is super effective vs Ghost/Psychic; Dark resists Ghost? Type chart: Dark resists Ghost? Ghost is not very effective against Dark? Let me recall: Ghost attacking Dark — Dark types resist Ghost? No, Dark is immune to... hmm. Ghost moves are not very effective against Normal and... Dark resists Ghost? Actually Ghost is resisted by Dark? The type chart: Ghost → Dark: not very effective? I believe Dark resists Ghost (yes, Dark resists Ghost since Gen 1? Ghost is resisted by Dark? Hmm — Dark types resist Ghost-type moves? Psychic is immune to Dark... Ghost vs Dark: Dark resists Ghost? Let me think: Bitter Blade... Shadow Ball vs Kingambit — Kingambit takes neutral? I recall Dark resists Ghost? No — Ghost is resisted by... Normal is immune to Ghost. Dark resists Ghost? Actually yes, Dark resists Ghost? Hmm, I think Ghost is not very effective against Dark? No wait — Dark is weak to Fighting/Bug/Fairy, resists Ghost/Dark, immune to Psychic. Yes! Dark resists Ghost. So Shadow Ball is weak vs Kingambit/Incineroar/Annihilape. Make It Rain hits Incineroar (resisted by Fire), Annihilape neutral, Kingambit resisted by Steel? Kingambit Steel/Dark — Steel resists Steel. Opponent's Gholdengo at -2 is not a threat; Nasty Plot could let me sweep but opponent can switch. Given uncertainty, Shadow Ball is safe damage on current target and neutral coverage broadly. But if they switch to a dark type, shadow ball is weak. Make It Rain at +0 does good damage to current Gholdengo (Steel weak? Gholdengo Steel/Ghost — Steel resists Steel? Steel resists Steel, so Make It Rain is resisted... wait Gholdengo is Steel/Ghost: Steel resists Steel, Ghost doesn't. So resisted. Shadow Ball vs Gholdengo: Steel resists... Ghost vs Steel? Steel resists Ghost? No — Steel resists many but Ghost? Steel resists: Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy. Ghost not in list. Ghost vs Steel is neutral, and Ghost vs Ghost is neutral (Ghost resists Ghost? Ghost resists Ghost? Ghost resists: Poison, Bug; immune to Normal/Fighting; not Ghost). So Shadow Ball neutral on Gholdengo. Shadow Ball is best vs current target. Nasty Plot: opponent at -2 can't hurt much, and they'd likely switch. If I Nasty Plot and they switch to a dark type, I'm still +2 and can Make It Rain. Risk: they attack with something. Their Gholdengo at -2 does ~30%, I can recover after. I'd go Shadow Ball — reliable damage, likely 2HKO, and if they switch to dark type I lose a turn but not much. Actually Nasty Plot is greedy but strong. Given speed tie? I'm faster (106 vs 84 base). Shadow Ball 2HKO guaranteed unless they switch to dark type. I'll choose Shadow Ball.
- Turn 5Gemma 4 31B used
SuckerpunchKingambit is slower than Gholdengo, but Sucker Punch provides priority and high damage with Black Glasses to secure a likely knockout.
Reasoning trace (60 words)
The opponent's Gholdengo is active and has already used Shadow Ball. Kingambit is slower than Gholdengo (72 vs 84 speed). Sucker Punch is the best option here to deal significant damage and potentially knock out Gholdengo before it can attack again, as Kingambit has a strong attack stat and Black Glasses boost Dark-type moves. Deciding factor: likely knockout via priority.
MiMo V2.6 Flash usedNastyplotGholdengo's Ghost STAB is resisted by Dark, and Kingambit survives any hit while threatening a Kowtow Cleave knockout. Nasty Plot punishes a predicted Sucker Punch (which fails on status moves) and puts Gholdengo in range to threaten back next turn.
Reasoning trace (677 words)
Kingambit at 70% with scarf? Gholdengo is faster (106 vs 50). Shadow Ball kills? Gholdengo SPA 203, Shadow Ball 80 BP vs Kingambit SPD 85 base. 70% HP... Shadow Ball does maybe 45-55%. Not a knockout. Make It Rain also resisted by Steel/Dark... Steel resisted by Kingambit? Kingambit is Dark/Steel — Steel moves neutral? Steel vs Dark: neutral. Steel vs Steel: resist. So Make It Rain is resisted (1x? no, 0.5 from Steel vs Steel, 1x vs Dark → 0.5x). Shadow Ball: Ghost vs Dark = 0x! Ghost doesn't affect Dark. Wait, Ghost vs Dark is not very effective (0.5x). Gen 1: Ghost had no effect on Normal/Psychic... Ghost vs Dark is 0.5x. Yes, Ghost is not very effective vs Dark. So Shadow Ball is 0.5x, resisted by Kingambit's Steel too? Ghost vs Steel = 1x. So 0.5x overall. So Gholdengo's attacks are both poor vs Kingambit. Nasty Plot doesn't help damage much. Kingambit can Sucker Punch Gholdengo (priority) — but Sucker Punch fails if we use status moves. Actually Sucker Punch fails if target uses status move. If we Nasty Plot, Sucker Punch fails. Then next turn we're boosted but still resisted. Kingambit with Supreme Overlord, at 70%... Sucker Punch: 70 BP * STAB * vs Gholdengo (194 HP, 111 SPD). Could do around 50%? With +1 after... it's a bad matchup. Switching to Torkoal? Torkoal at 98.9% — Kingambit's lowkick (Fighting) would hit hard, plus Kowtow Cleave neutral on Fire? Dark vs Fire = 1x. Sucker Punch also 1x. Better switch: Rotom-Wash? Kingambit can't hurt Rotom much (Levitate, Water/Electric). Rotom has willowisp too. Switch to rotomwash — bad matchup for Kingambit. But legal actions only include torkoal switch. Hmm, only switch is torkoal. So options: Nasty Plot (Sucker Punch fails), Make It Rain (resisted), Shadow Ball (resisted), Recover, switch Torkoal. Opponent might switch out Kingambit too (it's at 70%). Nasty Plot could be punished by a switch-in. But if Kingambit stays, Sucker Punch beats us... unless we use status. Consider: Make It Rain is neutral-ish? No, resisted 0.5x. Actually wait — Make It Rain BP 120, SPA 203, vs Kingambit SPD 85. 120 * 0.5 = 60 effective. Shadow Ball 80 * 0.5 = 40. So Make It Rain better. But Kingambit survives and Kowtow Cleave kills Gholdengo probably. Actually, if Gholdengo stays in and attacks, Kingambit likely survives and OHKOs with Kowtow Cleave (Dark STAB 135 ATK vs Gholdengo 115 DEF, 194 HP). That's bad. If we Nasty Plot, Sucker Punch fails (good, we avoid damage), then next turn Make It Rain at +2 might KO Kingambit? At 70% with +2 SPA... Make It Rain 0.5x at +2: 120*2 = 240 effective BP equivalent. Kingambit has 100 base HP, 85 SPD. Gholdengo 203 SPA. Might be close. Risky. Alternatively switch to Torkoal — but Torkoal vs Kingambit: lowkick is 4x effective (Fighting vs Fire... wait Torkoal is pure Fire. Fighting vs Fire = 1x... no, Fighting is not very effective vs Fire? Fighting: 2x vs Normal, Ice, Rock, Dark, Steel; 0.5x vs Poison, Psychic, Fairy, Bug, Flying... Fire isn't in either list? Actually Fighting vs Fire = neutral. Wait, Fighting is resisted by Fire? No. Let me recall: Fire resists Bug, Steel, Fire, Grass, Ice, Fairy. Fighting is not among them. So Fighting vs Fire = 1x. Lowkick based on weight — Torkoal heavy (~80kg) → 120 BP. That would hurt Torkoal badly. Hmm, but Intimidate... no. So switching Torkoal into lowkick = bad. Kingambit is scarf? "unknown_item". Could be scarfed or LO or air balloon. Given constraints, Nasty Plot seems decent: dodges Sucker Punch (if used), sets up. But Kingambit can just Kowtow Cleave. Then we +2 Make It Rain next turn, but we'd be low. Recover? If Kingambit uses Sucker Punch, Recover heals. Meh. Actually, think about what's most likely: opponent at 70% Kingambit vs Gholdengo. Gholdengo threatens? Not really with resisted hits. Opponent might stay in and Sucker Punch. Nasty Plot beats Sucker Punch. Then +2 Make It Rain — would it KO 70% Kingambit? Let's estimate: Gholdengo 203 SPA, Kingamb
- Turn 6Gemma 4 31B switched to
IncineroarOpposing Gholdengo has +2 Special Attack and will likely OHKO Kingambit with Shadow Ball. Switching to Incineroar provides a safer switch-in and the ability to pivot or burn.
Reasoning trace (66 words)
The opponent's Gholdengo has +2 Special Attack and is likely to OHKO or severely damage Kingambit with Shadow Ball. Kingambit is slower than Gholdengo. Sucker Punch is the only way to hit first, but Gholdengo might use a status move or switch. However, Incineroar is a much better matchup to handle Gholdengo and can pivot with Parting Shot. Deciding factor: bad matchup to switch out of.
MiMo V2.6 Flash usedShadowballGholdengo at +2 with Life Orb should knock out the 70% Kingambit with Shadow Ball, and Gholdengo outspeeds it unless it's scarfed. Shadow Ball avoids Make It Rain's Special Attack drop, keeping Gholdengo threatening the rest of the opponent's team.
Reasoning trace (212 words)
Gholdengo at +2 SPA with Life Orb. Kingambit at 70% HP. Shadow Ball at +2 should KO Kingambit (Steel/Dark — Shadow Ball is neutral? Ghost vs Dark = super effective, vs Steel = resisted... wait Kingambit is Dark/Steel: Ghost hits Dark super effective, Steel resists Ghost → neutral overall). At +2 with Life Orb, Shadow Ball vs Kingambit (100/85 bulk): likely KO from 70%. But Sucker Punch — if opponent uses Sucker Punch, Gholdengo takes damage first (priority). Gholdengo at 175/194, Sucker Punch at +0 Kingambit attack... Kingambit attack 135 base, Sucker Punch BP 70. Gholdengo defense 115, HP 194. Sucker Punch would do maybe 40-50%? Could be dangerous but Gholdengo survives likely. Also opponent might use Kowtow Cleave (not revealed but likely). Shadow Ball at +2 should KO from 70%. Make It Rain also hits but lowers spa. Shadow Ball is better — no stat drop, super effective-ish. Actually Make It Rain at +2 would also likely KO. But Shadow Ball doesn't drop SpA, better for follow-up. Speed: Gholdengo 106 vs Kingambit 50 — Gholdengo faster (unless scarf). Kingambit revealed item unknown. If Kingambit has scarf... it used Sucker Punch last turn. Unknown item. Gholdengo at 106 speed vs base 50 — Gholdengo faster normally. Decision: Shadow Ball for likely KO.
- Turn 7Gemma 4 31B used
PartingshotOpposing Gholdengo is at +2 SpA and is a massive threat. Incineroar cannot damage it effectively, and Gholdengo is immune to Fake Out. Parting Shot lowers its stats and allows a safe switch to a counter.
Reasoning trace (53 words)
Opposing Gholdengo is at +2 SpA and is a massive threat. Incineroar cannot damage it effectively without taking huge damage, and Gholdengo is immune to Fake Out (Normal move vs Ghost type). Parting Shot lowers its stats and allows a safe switch to a counter. Deciding factor: bad matchup to switch out of.
MiMo V2.6 Flash usedMakeitrainGholdengo is faster than Incineroar and immune to Fake Out as a Ghost type. At +2 with Life Orb, Make It Rain should knock out the 61% Incineroar before it can Parting Shot.
Reasoning trace (104 words)
Gholdengo at +2 SPA with Life Orb. Incineroar at 61% HP. Make It Rain at +2 should KO Incineroar? Incineroar is Fire/Dark, neutral to Steel. +2 Life Orb Make It Rain from 203 SPA... likely does well over 61%. Incineroar speed 60 vs Gholdengo 106 — Gholdengo faster. Fake Out would have been used already if it were turn 1 of switch... Actually Incineroar came in last turn, so Fake Out could be used this turn (first turn in). Fake Out priority — but Gholdengo is Ghost type, immune to Normal Fake Out. So safe. Make It Rain is the play — likely KO.
- Turn 8Gemma 4 31B switched to
GholdengoGholdengo is faster than Incineroar and will likely knock it out with Shadow Ball or Make It Rain before Incineroar can move. Switching to Gholdengo is the safest play to maintain momentum and resist Steel-type attacks.
Reasoning trace (249 words)
The opponent's Gholdengo is at 70% HP and has -1 Attack. My Incineroar is very low (30.2% HP) and cannot use Parting Shot (Gholdengo is immune). Flare Blitz is the only way to deal significant damage, but Incineroar is likely to be knocked out by a Shadow Ball or Make It Rain. Switching to Gholdengo or Kingambit provides a better matchup. Gholdengo is a mirror match, while Kingambit can potentially threaten with Sucker Punch or Iron Head, but Gholdengo's Shadow Ball is a major threat. However, switching to Gholdengo allows me to maintain pressure and potentially use Recover or Nasty Plot. Wait, Gholdengo is Steel/Ghost, and Incineroar is Fire/Dark. Flare Blitz is super effective. Deciding factor: a likely knockout. Flare Blitz might KO or severely weaken Gholdengo, but Incineroar is almost certainly going down. However, switching to Gholdengo is safer. Let's check the damage: Flare Blitz from Incineroar (135 Atk) vs Gholdengo (95 Def, 87 HP). It should do massive damage. But Gholdengo is faster (84 vs 82). Gholdengo will move first. Shadow Ball will likely KO Incineroar. Switching to Gholdengo is the safest play to maintain momentum. Wait, looking at the legal actions, I can switch to Gholdengo or Kingambit. Gholdengo is a better switch-in to Shadow Ball. Actually, Flare Blitz is a gamble. Switching to Gholdengo is the most consistent play. Wait, Gholdengo is Steel/Ghost. Shadow Ball is Ghost. Gholdengo resists Ghost? No, it's neutral. Make It Rain is Steel. Gholdengo resists Steel. Let's switch to Gholdengo.
MiMo V2.6 Flash switched toTorkoalGholdengo is at -2 spa and can't knock out Incineroar. Staying in risks losing Gholdengo for free to a Dark-type attack. Switching to Torkoal preserves Gholdengo for a potential Nasty Plot sweep later and gives me a favorable matchup against Incineroar.
Reasoning trace (438 words)
Gholdengo is at -2 spa, so Make It Rain won't knock out Incineroar at 30%. Wait, let me recalculate. Gholdengo spa is 203 with -2 boost, so it's at 203/4≈ 50.75 effective. Actually, -2 means 50% of 203 =101 effective spa... no wait, -2 is 2/4 = 50%, so 203 * 0.5 = 101.5. Incineroar has 30 HP out of 100 base... wait, the HP display shows 30/100 which means 30% HP. With base 95 HP, that's roughly 130-ish HP actual. Actually, looking at the damage calc more carefully: even with Make It Rain at -2 spa against Incineroar's Steel resistance and decent special defense, I'm looking at only about 25-33 damage, which leaves Incineroar with enough health to survive and threaten back with a Dark-type attack that would knock out my Gholdengo. Switching to Torkoal seems safer to reset Gholdengo's Special Attack, but it would take heavy damage from Incineroar's potential coverage moves and then give the opponent a free switch to a Pokémon that resists Fire. Kingambit looks like a stronger option here—it resists both Dark and Steel moves from Incineroar and has priority Sucker Punch to pressure the opponent. Actually, I'm realizing the real play might be to let Gholdengo go down. It's trapped on the field with no way out, and its Special Attack is dropped to -2 anyway. The opponent could just let Incineroar faint and send in Gholdengo to set up a Nasty Plot, which would be devastating. But wait—the opponent actually sent Kingambit out on Turn 8, not Gholdengo, so I need to recalculate based on what's actually in play right now. Looking at the legal actions available, Kingambit isn't an option, so I'm stuck choosing between keeping Gholdengo in and attacking, trying to recover, or switching to Torkoal. The Shadow Ball play makes sense since it won't trigger Sucker Punch and should finish off Incineroar, which is at 30% health and weak to Ghost. The risk is that Incineroar might use Parting Shot to switch out, but at -2 Special Attack, Gholdengo is in trouble either way. With Gholdengo at -2 special attack, it's essentially dead weight against whatever comes in next, so the real value is in preserving it for a potential Nasty Plot sweep later if I can reset those drops. I'm leaning toward switching to Torkoal to keep the matchup advantage and give Gholdengo a chance to recover and set up again. So Gholdengo would go down, then I could bring in something that threatens Gholdengo—like Kingambit, which outspeeds and hits hard with Sucker Punch. That puts me in a solid position going into the next turn.
- Turn 9Gemma 4 31B switched to
IncineroarGholdengo is weak to Fire and Torkoal is a powerful Fire-type in the sun. Incineroar is the only available switch-in that resists Fire, making it the safest option despite its low HP.
Reasoning trace (566 words)
The opponent has Torkoal active in the sun. My active Pokémon is Gholdengo, which is weak to Fire. Torkoal is extremely slow (Speed 20) but hits very hard with Fire moves in the sun. Staying in with Gholdengo is a bad matchup. Deciding factor: bad matchup to switch out of. I need to switch to a Pokémon that can handle Torkoal. Palafin or Garchomp would be ideal, but they aren't in the legal actions (only Kingambit and Incineroar are listed as switches). Wait, looking at the legal actions: 1. makeitrain 2. shadowball 3. nastyplot 4. recover 5. SWITCH: kingambit 6. SWITCH: incineroar Wait, why aren't Palafin, Garchomp, or Annihilape listed? Ah, this is a doubles or singles format? The prompt says "YOUR BENCH" and "OPPONENT'S REVEALED BENCH". It looks like a singles battle based on the turn history. If only Kingambit and Incineroar are available to switch, I must choose between them. Incineroar is very low on HP (30.2%). Kingambit is at 70.5% and resists Fire (though it's not immune). Actually, Kingambit is Steel/Dark, so it's weak to Fire. Incineroar is Fire/Dark, so it resists Fire. Incineroar is the better switch-in for Torkoal despite the low HP, as it resists Fire moves. However, Incineroar is at 61/202 HP. Torkoal's Eruption or Overheat in sun might still KO it. But Kingambit is also weak to Fire. Wait, let me re-read the legal actions. Only Kingambit and Incineroar are listed. This is strange. Let me check the bench again. Bench: incineroar, kingambit, palafin, garchomp, annihilape. Legal actions: 5. SWITCH: kingambit, 6. SWITCH: incineroar. Why are the others missing? Maybe they were already used or there's a restriction? No, they are listed in "YOUR BENCH". Wait, looking at the "RECENT TURNS", it says "Your Gholdengo came in". Gholdengo is my active. If I can only switch to Kingambit or Incineroar, Incineroar is the only one that resists Fire. Actually, let me double-check Torkoal's moves. It's likely to use Eruption or Lava Plume. Incineroar resists Fire. Kingambit is weak to Fire. Wait, looking at the legal actions again... why are Palafin, Garchomp, and Annihilape not there? This might be a specific game state or a mistake in the provided legal actions, but I must choose from the legal actions. Between Kingambit and Incineroar, Incineroar is the only one that doesn't take super-effective damage from Torkoal. Wait, Incineroar is at 30%. Torkoal in sun with Eruption will likely OHKO Incineroar. Is there any other option? Gholdengo is also weak to Fire. If I stay in with Gholdengo, I get OHKO'd. If I switch to Kingambit, I get OHKO'd. If I switch to Incineroar, I might survive one hit or get OHKO'd. Wait, let me re-read the legal actions one more time. 1. makeitrain 2. shadowball 3. nastyplot 4. recover 5. SWITCH: kingambit 6. SWITCH: incineroar If these are the only options, Incineroar is the safest bet despite the low HP. Wait, I just noticed something. The "YOUR BENCH" section lists Palafin, Garchomp, and Annihilape. Why are they not in the legal actions? This is very odd. But I must follow the rules: "If your action is not in LEGAL ACTIONS... the first legal move is played for you." I will switch to Incineroar. Wait, let me think. Is there any reason to stay in? No. Gholdengo is 2x weak to Fire. Torkoal is a Fire-type in the sun. Decision: SWITCH: incineroar.
MiMo V2.6 Flash usedEruptionautopilotReasoning trace (965 words)
My Torkoal at full HP with Eruption in sun vs opposing Gholdengo at 90%. Eruption in sun from Torkoal should heavily damage or KO Gholdengo. Gholdengo is faster (SPE 84 vs 40) so it will move first — Make It Rain would damage Torkoal, weakening Eruption (Eruption scales with HP). Gholdengo's Make It Rain at 133 SpA vs Torkoal 92 SpD, def 176 — Torkoal is very specially weak. Make It Rain in sun... wait, Make It Rain is Steel, sun doesn't affect it. Could deal significant damage. Torkoal 177 HP. Estimate: 133 SpA, 120 BP, STAB = ~200 base effective. Torkoal SPD 92, HP 177. Damage≈ (2*87/50+2)*120*133/92/100 ≈ (3.48+2)*1.2*1.445 ≈ 5.48*1.734 ≈ 9.5 → ~9-10 hits →22/32≈ ~59%. Plus life orb recoil. Actually with STAB it's about 60% of Torkoal's HP. So Torkoal drops to ~40%, Eruption then does only40% base. Hmm, but also Gholdengo might use Nasty Plot or Shadow Ball. Shadow Ball would be less damage. Alternative: switch to Gholdengo (70.6%) to tank Make It Rain? Steel/Ghost resists... Make It Rain vs Gholdengo: resisted (0.5x). Shadow Ball neutral. My Gholdengo at 137/194. But if I switch, opponent's Gholdengo might set up Nasty Plot, which is scary. Also Good as Gold blocks... nothing relevant. Alternatively switch to Kingambit — Scarf, dark/steel, resists both steel and ghost moves (Dark resists... Steel moves0.5x on Dark/Steel, Ghost 0.5x... Kingambit Dark/Steel: Steel0.5x (Dark resists? no—Dark resists Ghost? Let's check: Dark/Steel takes Ghost... Steel doesn't resist Ghost; Dark resists Ghost 0.5x). Kingambit resists both. But Kingambit would take an Intimidate... no, opponent is Gholdengo. Switching to Kingambit is safe against both Make It Rain and Shadow Ball. But if opponent Nasty_plots... Kingambit is scarf, can OHKO Gholdengo with Kowtow Cleave. Actually Gholdengo has Good as Gold—not relevant. Kingambit Kowtow Cleave vs Gholdengo: Dark2x effective on Ghost/Steel (Ghost weak to Dark? Ghost is weak to Ghost and Dark, yes 2x. Steel doesn't resist Dark... Steel resists? Steel resists: Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy. Not Dark. So Dark is 2x on Gholdengo).205 ATK Kingambit — likely OHKO at 90%. So switching to Kingambit is strong: safe vs any attack, then revenge kill. Risk: opponent switches to Incineroar (Intimidate lowers Kingambit, but Kingambit can still handle Incineroar at 30% with... sucker punch or iron head). Or opponent Annihilape/Pyroar? Not seen: palafin, garchomp, annihilape. Annihilape with Fighting moves would threaten Kingambit. Alternatively Torkoal Eruption at full HP in sun would likely KO Gholdengo (150 BP sun-boosted, 137 SpA vs 91 SPD). Damage≈ (2*87/50+2)*150*137/91/100 = 5.48*1.5*1.505 ≈ 12.4 → ~31/32, OHKO. But Gholdengo moves first and hits Torkoal, reducing Eruption to ~40% HP →60 BP → ~5 hits → 40%. That fails to KO. Unless Make It Rain misses? No. So Torkoal likely can't KO before taking damage. Actually wait — Gholdengo at 90% HP, will it attack or set up Nasty Plot? Uncertain. If it attacks, Torkoal Eruption weakened. If it Nasty Plots, Torkoal Eruption KOs. Given uncertainty, Kingambit switch is the safer line: guaranteed to be in good position, scarf outspeeds Gholdengo (106 vs 70 — but scarf 70*1.5=105 < 106? Hmm! Kingambit base 70 * 1.5 = 105, Gholdengo 106. Very close! IVs matter. Typically Kingambit scarf reaches ~105ish, Gholdengo 106. Opponent Gholdengo spe 84 base... wait base stats shown: SPE 84 base for opponent Gholdengo, mine is 106 actual. Actually opponent's Gholdengo base SPE listed as 84 (hmm, real Gholdengo base is 84? Real: Gholdengo base Spe = 84. Yes!). My Gholdengo SPE stat 106 (actual). So opponent Gholdengo actual Spe at level 100 ≈ 84*2+31+... ~ 199? Let's not compute. My Kingambit scarf: base 70 → actual ~105 with no investment... Scarf ×1.5 ≈ 150+. Wait, I conflated. In this battle stats shown for mine are actual values (SPE 106 for Gholdengo, 70 for Kingambit, 40 for Torkoal). Opponent's shown are base stats. Base84 Gholdengo → actual around 100+ (mine is 106, base 84? my Gholdengo SPE 106 with base 84... plausible with 0 IV ~ 84+32 = 116? Actually formula: (2*84+31+IV)*level/100... at lvl 100 with 0 EV, 0 IV: (168+31)/... hmm (2*84 + 31 + 0)/2 + 100 = 233/2... no. Stat = (2*base + IV + EV/4) * level/100 + 5 = (168+31+0) + 5 = 204? That's at level 100 with 0 IV... (2*84+31)*1 + 5 = 204. But my Gholdengo shows 106. So these must be actual stats at some level (level 50: (233)*50/100+5 = 116.5+5 = 121? Hmm no). Never mind — Kingambit has scarfed speed 70 actual ×1.5 = 105 vs my Gholdengo 106, but opponent's actual speed unknown; typical Gholdengo actual speed probably similar to mine (106). Scarf 105 < 106 — Kingambit might NOT outspeed! That's risky. But wait, my Kingambit SPE 70 — that's low, no EVs. Scarf = 105. Gholdengo mine 106. So opponent Gholdengo probably ~106 → faster than scarf Kingambit. Ugh. But Gholdengo at 90%: Kowtow Cleave doesn't need scarf if opponent attacks. Opponent would move first regardless. Alternatively, switch Gholdengo in: resists Make It Rain. But if opponent uses Shadow Ball, neutral, and my Gholdengo at 70%. Shadow Ball from133 SpA vs 111 SpD: damage ≈ (5.48)*80*133/111/100 = 5.48*0.96 ≈ 5.26 → ~13/32 ≈ 41%. Then my Gholdengo is at ~29% + LO recoil. Hmm. Or switch to my Gholdengo and nasty plot / recover. If I switch in on Make It Rain (resisted ~20%), then I can nasty plot or recover. What does opponent do predicting my switch? Might Nasty Plot. Consider simpler: Torkoal has full HP; Eruption KO's Gholdengo if it doesn't damage me first. Opponent faster — will move first. So Torkoal takes hit first. Not reliable. Actually another thought: Is opponent Gholdengo faster than Torkoal? Yes, obviously (40 speed). Best line: switch to Kingambit? Opponent likely
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 toGholdengoTorkoal is active in the sun and just knocked out Incineroar with Eruption. Both legal switch options are weak to Fire, but Gholdengo has slightly better special bulk and speed to potentially respond.
Reasoning trace (294 words)
The opponent has Torkoal active in the sun. Torkoal just knocked out Incineroar with Eruption. I need a switch-in that can handle Torkoal's Fire-type attacks. Gholdengo is Steel/Ghost and weak to Fire, while Kingambit is Steel/Dark and also weak to Fire. However, Gholdengo is generally faster and has better special bulk than Kingambit, but both are poor matchups against Torkoal. Wait, looking at the bench, I have Palafin, Garchomp, and Annihilape. But the legal actions only list Kingambit and Gholdengo. Let me re-read the legal actions. Legal Actions: 1. SWITCH: kingambit 2. SWITCH: gholdengo Wait, why are only those two listed? Let me check the "YOUR BENCH" section again. Bench: gholdengo, kingambit, palafin, garchomp, annihilape. Active: incineroar (fainted). If the legal actions only provide Kingambit and Gholdengo, I must choose between them. Gholdengo is slightly better for general utility, but both are weak to Fire. However, Gholdengo's special defense is slightly better than Kingambit's in some spreads, but Torkoal's Eruption is devastating. Actually, Gholdengo is Steel/Ghost, Kingambit is Steel/Dark. Both are weak to Fire. Gholdengo is faster. Wait, looking at the "RECENT TURNS", Turn 8 says "Your Gholdengo came in". But Turn 9 says "Your Incineroar came in". This means Gholdengo was switched out for Incineroar. If I only have these two options, Gholdengo is the safer bet to potentially chip away or pivot, although neither is good. But wait, if I switch to Gholdengo, I can use Shadow Ball or Make It Rain. If I switch to Kingambit, I'm just taking a huge hit. Actually, looking at the stats: Gholdengo: SPD 111 Kingambit: SPD 105 Torkoal's Eruption is Special. Gholdengo has slightly better special bulk. Deciding factor: bad matchup to switch into, but Gholdengo is the marginally better option among the legal choices.
- Turn 10MiMo V2.6 Flash used
EruptionTorkoal is at full HP so Eruption fires at max BP, and sun-boosted Fire is neutral against Steel/Ghost Gholdengo — this should knock it out or come very close. Gholdengo is faster but Torkoal can comfortably tank one hit; status moves are useless into Good as Gold.
Reasoning trace (94 words)
Torkoal is at full HP, Eruption is max power. Sunny day boosts Fire. Opposing Gholdengo at 90%. Eruption in sun with 137 SPA vs Gholdengo's 91 SPD... Should do heavy damage, likely KO or near. Good as gold blocks status moves like willowisp. Switching to gholdengo risks make it rain. Eruption seems best — but Gholdengo is Ghost/Steel, Fire is neutral (not resistant). Sun-boosted Eruption from 137 SPA should do a lot. Opponent is faster (84 vs 40) and will Make It Rain first — Torkoal has 177 HP, survives. Let me pick eruption.
Gemma 4 31B usedShadowballTorkoal is in the sun and likely to use Eruption, which will OHKO Gholdengo. Switching to Kingambit is pointless as it is also weak to Fire. Shadow Ball is the best option to deal neutral damage before Gholdengo faints.
Reasoning trace (617 words)
The opponent has Torkoal active in the sun. Gholdengo is Steel/Ghost and takes massive damage from Fire moves (Eruption). Torkoal is very slow (Speed 20), but Gholdengo cannot possibly survive another Eruption in the sun. Switching to a resist is mandatory. Palafin or Garchomp would be ideal, but they aren't in the legal actions list (only Kingambit is listed as a switch). Wait, looking at the legal actions, only Kingambit is available to switch. Kingambit is also weak to Fire. However, I must check if there are other options. Wait, the legal actions only list `SWITCH: kingambit`. Let me re-read the bench. My bench: Kingambit, Palafin, Garchomp, Annihilape. Why is only Kingambit listed? Ah, the prompt says "LEGAL ACTIONS THIS TURN". If only Kingambit is listed, I must choose from the provided list. But Kingambit is also weak to Fire. Wait, let me re-examine the legal actions provided: 1. MOVE: makeitrain 2. MOVE: shadowball 3. MOVE: nastyplot 4. MOVE: recover 5. SWITCH: kingambit If I stay in with Gholdengo, Eruption will likely OHKO. If I switch to Kingambit, Eruption will also likely OHKO. This is a bad matchup. However, Gholdengo is faster and could potentially hit Torkoal, but Make It Rain is Steel (resisted by Fire) and Shadow Ball is Ghost (neutral). Neither will OHKO Torkoal (140 Def, 70 HP). Wait, looking at the bench again: Palafin, Garchomp, Annihilape are all there. Why are they not in legal actions? Maybe the game state restricts switching? Or maybe I misread. No, the legal actions list is explicit. If I must choose from the list: - Make It Rain: Resisted, low damage. - Shadow Ball: Neutral, low damage. - Nasty Plot: Useless if I get OHKO'd. - Recover: Useless if I get OHKO'd. - Switch Kingambit: Also weak to Fire. Is there any other option? If the legal actions are strictly these five, and Torkoal is using Eruption in the sun, Gholdengo is doomed. Kingambit is also doomed. Wait, let me check Torkoal's HP. 100%. Eruption is at max power. Gholdengo's HP: 90.2%. Torkoal's Speed: 20. Gholdengo's Speed: 106. If I use Shadow Ball, I do some damage, but I die. If I switch to Kingambit, I die. Is there any reason to switch to Kingambit? No. Is there any reason to attack? Yes, to chip away. Wait, let me double check the legal actions again. 1. MOVE: makeitrain 2. MOVE: shadowball 3. MOVE: nastyplot 4. MOVE: recover 5. SWITCH: kingambit This is strange. Usually, all bench members are available for switching. If only Kingambit is listed, I have to assume the others are unavailable for some reason (though not specified). Between attacking and switching to another Fire-weak Pokemon, attacking is better to at least deal damage. Shadow Ball is the strongest move here. Deciding factor: bad matchup to switch into (Kingambit is also weak to Fire), so attacking with the current Pokemon is the only way to make progress. Wait, let me look at the "RECENT TURNS" again. Turn 9: Your Incineroar fainted. Your Gholdengo came in. Torkoal is still there. If I use Shadow Ball, I might do some damage. If I switch to Kingambit, I just lose another Pokemon. Wait, is there any chance Torkoal doesn't have Eruption? It says "Revealed Moves: eruption". I'll go with Shadow Ball. Actually, let me re-read the legal actions one more time. 1. MOVE: makeitrain 2. MOVE: shadowball 3. MOVE: nastyplot 4. MOVE: recover 5. SWITCH: kingambit If I switch to Kingambit, I'm just swapping one Fire-weak Pokemon for another. Shadow Ball is the best bet to do some damage before fainting. Wait, could Torkoal be holding something? Leftovers. Could it be Terastallized? Not yet. I will use Shadow Ball.
- Turn 11Gemma 4 31B used
ShadowballTorkoal is at 28% HP and Gholdengo's Shadow Ball has already dealt significant damage. A Shadow Ball should secure the knockout before Torkoal can deal more damage.
Reasoning trace (49 words)
The opponent's Torkoal is at 28% HP. Gholdengo is at 43.3% HP. Torkoal's Eruption damage decreases as its HP drops, but it's still a Fire-type move and Gholdengo is Steel-type. Shadow Ball previously did significant damage. Deciding factor: knockout. Shadow Ball should easily finish off Torkoal at 28% HP.
MiMo V2.6 Flash switched toGholdengoTorkoal is at 28% HP, so Eruption is heavily weakened and Gholdengo's Shadow Ball will knock it out before it does meaningful damage. Switching in my Gholdengo gives me a faster attacker that can tank a hit and threaten the KO with Shadow Ball.
Reasoning trace (169 words)
Torkoal at 50/177, Eruption BP scales with HP — at 28% HP, Eruption is weak (~45 BP). Gholdengo at 43% will likely KO Torkoal with Shadow Ball. Switching to Gholdengo (my own) — opponent's Gholdengo Shadow Ball vs my Gholdengo is resisted? No, Ghost is not very effective against... Ghost hits Ghost for neutral. Steel/Ghost takes neutral from Ghost. But my Gholdengo at 70% can take a Shadow Ball and threaten back with Make It Rain (Steel vs Steel/Ghost — Steel is resisted by Steel, but Gholdengo... Steel vs Steel/Ghost: Steel resisted by Steel, neutral on Ghost → not very effective). Shadow Ball from my Gholdengo would hit for neutral (Ghost vs Steel = resisted? Ghost hits Steel for... Ghost is not very effective against Dark only. Ghost vs Steel neutral). So my Shadow Ball does good damage. Switching to Gholdengo seems best — Torkoal is nearly dead and Eruption is weak now. My Gholdengo outspeeds theirs (106 vs 84) and can Shadow Ball to KO. Decision: SWITCH: gholdengo.
MiMo V2.6 Flash switched toTorkoalOnly one legal action is available since Gholdengo fainted and Torkoal is the sole remaining eligible switch-in.
Reasoning trace (7 words)
Only legal action is switch to torkoal.
- Turn 12MiMo V2.6 Flash used
EruptionTorkoal is slower than Gholdengo, so it may faint before moving, but Eruption in sun with a super-effective hit is the only way to potentially knock out the opposing Gholdengo from 33%. The deciding factor is the likely knockout if Torkoal survives to attack.
Reasoning trace (252 words)
Torkoal at 50/177 HP, Eruption BP scales with HP — at 28% HP it's weak. But Gholdengo at 33% HP. Eruption at 28% HP: BP 150 * 50/177 ≈ 42 BP. Sun-boosted fire... against Steel/Ghost, fire is super effective. 42 BP * 1.5 sun * 2 SE = 126 BP effective vs Gholdengo's SpD 91, Torkoal Spa 137. Might not kill from 33%. Actually Gholdengo is faster (84 vs 40) and will Shadow Ball first — Torkoal at 50 HP likely dies to Shadow Ball. Hmm. Options: switch to something? Not in legal actions. Only moves listed. Willowisp at 0.85 accuracy — if it lands, burns Gholdengo, but Torkoal likely dies first anyway. Actually Torkoal is slower, so Gholdengo attacks first. Shadow Ball vs Torkoal: Spa 133 vs Def... Shadow Ball special, Torkoal SpD 92, HP 50. Likely kills. Best play: eruption anyway? Or stealthrock? If Torkoal dies regardless, setting rocks could help. But eruption might kill if it goes first — it doesn't. Hmm, but maybe Shadow Ball doesn't kill from 50? Gholdengo 133 Spa, Life Orb, Shadow Ball 80 BP vs Torkoal SpD 92, HP 50. Probably kills. If Torkoal survives, eruption at ~28% HP... Actually after Leftovers it's 50/177. Eruption BP = 150 * 50/177 ≈ 42. Super effective, sun boosted: 42*2*1.5 = 126 vs SpD 91. Neutral damage ~ (126 * 137/91... ) rough: might do around 40-50%. Gholdengo at 33% — could kill. Actually let's just pick eruption — best chance to knock out if Torkoal survives.
Gemma 4 31B usedShadowballTorkoal is at 28% HP and is significantly slower than Gholdengo, so Shadow Ball will secure the knockout before Torkoal can move.
Reasoning trace (40 words)
The opponent's Torkoal is at 28% HP. My Gholdengo is at 33.5% HP. Torkoal is very slow (Speed 20), while Gholdengo is much faster (Speed 106). Shadow Ball should easily knock out Torkoal at this health. Deciding factor: likely knockout.