Matches · 2026-10-09 · rules version c2
Jev 1.13 vs Gemma 4 31B
Gemma 4 31B won in 17 turns · 3 min wall clock · 90,309 tokens · $0.002
The replay player loads from play.pokemonshowdown.com. The full battle log is below.
Decisions
- Team previewJev 1.13 brought
Dragapult,gholdengo,aegislashLead: 36% BRING: dragapult, 27% BRING: gholdengo, 23% BRING: aegislash Pick 2: 51% BRING: gholdengo, 23% BRING: aegislash, 10% BRING: corviknight Pick 3: 41% BRING: aegislash, 23% BRING: kingambit, 22% BRING: corviknight
Gemma 4 31B broughtIncineroar,palafin,garchompThe opponent's team is heavily concentrated in Steel and Ghost types. Palafin, Incineroar, and Garchomp provide the best offensive coverage (Water, Fire, Ground) and utility (Intimidate, Fake Out) to dismantle this specific composition.
Reasoning trace (92 words)
The opponent's team is extremely Steel-heavy (Aegislash, Corviknight, Gholdengo, Kingambit, Archaludon) and Ghost-heavy (Aegislash, Gholdengo, Dragapult). Palafin provides crucial Water/Fighting coverage against the Steel types. Incineroar provides Intimidate and Fake Out utility, and Fire coverage for the Steel types. Garchomp provides Ground coverage for the Steel types and high speed/power. Annihilape is risky due to the Ghost/Flying types. Gholdengo and Kingambit are strong, but the opponent has many Steel/Ghost types. Palafin, Incineroar, and Garchomp offer the best coverage and utility against this specific team composition. Deciding factor: Matchup coverage (Water/Fire/Ground vs Steel/Ghost).
- Turn 1Jev 1.13 used
Shadowball36% MOVE: shadowball, 24% SWITCH: aegislash, 18% SWITCH: gholdengo
Gemma 4 31B usedFakeoutThe deciding factor is the guaranteed flinch from Fake Out to break potential Focus Sashes or gain momentum. Dragapult is much faster, so Fake Out is the only way to ensure Incineroar acts first.
Reasoning trace (44 words)
The deciding factor is the guaranteed flinch from Fake Out to break potential Focus Sashes or gain momentum. Dragapult is much faster, so Fake Out is the only way to ensure Incineroar acts first. This allows for a safe transition later or chip damage.
- Turn 2Jev 1.13 used
Shadowball36% MOVE: shadowball, 35% SWITCH: gholdengo, 29% SWITCH: aegislash
Gemma 4 31B usedPartingshotDragapult is much faster and Incineroar cannot deal significant damage. Parting Shot allows for a safe pivot to a better matchup while lowering Dragapult's stats.
Reasoning trace (47 words)
Dragapult is significantly faster than Incineroar and can hit hard with special attacks. Incineroar cannot deal significant damage or outspeed. Parting Shot allows for a safe pivot to a better matchup like Garchomp or Palafin while lowering Dragapult's stats. Deciding factor: bad matchup to switch out of.
Gemma 4 31B switched toGarchompIncineroar cannot damage Dragapult and is taking chip damage. Garchomp is the best offensive answer to pressure Dragapult and the rest of the opponent's team.
Reasoning trace (57 words)
Dragapult is heavily debuffed (-2 Atk, -1 SpA) and is a poor matchup for Incineroar. Garchomp is faster than most of the opponent's remaining team and can threaten Dragapult with Dragon Claw or Earthquake (if Tera). However, Dragapult is faster than Garchomp. Garchomp is the best offensive pressure here. Deciding factor: bad matchup to switch out of.
- Turn 3Jev 1.13 switched to
Gholdengo43% SWITCH: gholdengo, 32% SWITCH: aegislash, 25% MOVE: shadowball
Gemma 4 31B usedDragonclaw - Turn 4Jev 1.13 used
Steelbeam41% MOVE: steelbeam, 18% SWITCH: aegislash, 14% MOVE: poltergeist
Gemma 4 31B usedEarthquakeGarchomp is much faster than Gholdengo and Earthquake is super effective against Gholdengo's Steel typing, likely resulting in a knockout.
Reasoning trace (44 words)
Opposing Gholdengo is Steel/Ghost and is at 77% HP. Garchomp is Dragon/Ground and has Earthquake, which is super effective against Steel. Garchomp is significantly faster than Gholdengo. Earthquake should deal massive damage and potentially knock out or severely weaken Gholdengo. Deciding factor: likely knockout.
Jev 1.13 switched toAegislash69% SWITCH: aegislash, 31% SWITCH: dragapult
- Turn 5Jev 1.13 used
Kingsshield37% MOVE: kingsshield, 24% SWITCH: dragapult, 22% MOVE: sacredsword
Gemma 4 31B switched toIncineroarAegislash resists all of Garchomp's attacking moves and is a bad matchup. Switching to Incineroar allows for Intimidate and a strong Fire-type attack.
Reasoning trace (51 words)
The opponent has Aegislash active. Garchomp's moves (Earthquake, Dragon Claw, Rock Slide) are either resisted or ineffective against Aegislash (Steel/Ghost). Aegislash is a bad matchup for Garchomp. Switching to Incineroar provides a resist to Aegislash's likely Steel/Ghost attacks and allows for Intimidate or a strong Flare Blitz. Deciding factor: bad matchup.
- Turn 6Jev 1.13 switched to
Dragapult34% SWITCH: dragapult, 27% MOVE: kingsshield, 18% MOVE: shadowball
Gemma 4 31B usedPartingshotAegislash is a bad matchup for Incineroar and likely to use King's Shield or Shadow Ball. Parting Shot allows me to pivot to a stronger attacker while lowering Aegislash's attack further.
Gemma 4 31B switched toGarchompGarchomp outspeeds Dragapult (169 vs 142) and can deal significant damage, making it the best switch-in following Incineroar's Parting Shot.
Reasoning trace (496 words)
The opponent has Dragapult active, which is very fast. My Incineroar just used Parting Shot, but the turn sequence provided says "Turn 6: Opposing Dragapult came in, Your Incineroar used Parting Shot". Wait, the "Recent Turns" section says Turn 6 already happened. Let me re-read. Turn 6: - Opposing Dragapult came in - Your Incineroar used Parting Shot - Opposing Dragapult: atk -1, spa -1 Wait, the prompt says "Turn 6" in the Recent Turns, but then asks for the action for "Turn 6" again? No, looking at the "Recent Turns" block, Turn 6 is listed. But the current state says "Turn 6 | Format...". This is confusing. Let's look at the "Your Active Pokemon" and "Opponent's Active Pokemon". Active: Incineroar vs Dragapult. Wait, if Incineroar used Parting Shot on Turn 6, Incineroar should have switched out. But the "Your Active Pokemon" still says Incineroar. Let's re-examine the "Recent Turns" block: Turn 6: - Opposing Dragapult came in - Your Incineroar used Parting Shot - Opposing Dragapult: atk -1, spa -1 If Parting Shot was used, Incineroar must be replaced. But the legal actions are: 1. SWITCH: palafin 2. SWITCH: garchomp Wait, if Incineroar is still active, it means Parting Shot hasn't finished or the turn state is just before the switch. But Parting Shot *forces* a switch. Actually, looking at the "Recent Turns", it seems Turn 6 just happened. But the "Your Active Pokemon" is Incineroar. This is a contradiction. Let's look at the legal actions again. 1. SWITCH: palafin 2. SWITCH: garchomp Wait, where are Gholdengo, Kingambit, and Annihilape? They are on the bench. Wait, the legal actions only list Palafin and Garchomp. This suggests the other Pokemon are not available for switching? No, that's not how it works. Let's re-read the "Your Bench" section. Gholdengo, Kingambit, Palafin, Garchomp, Annihilape. Wait, the legal actions only show Palafin and Garchomp. This is very strange. Let's look at the "Recent Turns" again. Turn 6: - Opposing Dragapult came in - Your Incineroar used Parting Shot - Opposing Dragapult: atk -1, spa -1 If Parting Shot was used, the user *must* switch. The legal actions provided are the available switches. Wait, if I used Parting Shot, I must choose who to switch in. The legal actions are: 1. SWITCH: palafin 2. SWITCH: garchomp Why only these two? Maybe the others are not legal for some reason? Or maybe the prompt is just limiting the options. Between Palafin and Garchomp: Dragapult is Dragon/Ghost. Garchomp is Dragon/Ground. Garchomp is faster than most things, but Dragapult is faster (142 vs 169? Wait, Garchomp's speed is 169 in the stats provided! That's Mega Garchomp speed). Dragapult's speed is 142. Garchomp's speed is 169. Garchomp outspeeds Dragapult. Garchomp can hit Dragapult with Earthquake (neutral) or Dragon Claw (neutral). Palafin is Water. Dragapult is Dragon/Ghost. Palafin is slower. Garchomp is the better choice here because it outspeeds and can potentially OHKO or deal massive damage to Dragapult. Deciding factor: speed (Garchomp outspeeds Dragapult).
- Turn 7Jev 1.13 switched to
Aegislash35% SWITCH: aegislash, 23% MOVE: shadowball, 23% MOVE: thunderbolt
Gemma 4 31B usedDragonclawGarchomp is faster than Dragapult (169 vs 142) and Dragapult has -1 SpA and -1 Atk from Parting Shot. Dragon Claw is the most reliable move to deal significant damage to Dragapult.
- Turn 8Jev 1.13 used
Kingsshield29% MOVE: kingsshield, 26% SWITCH: dragapult, 24% MOVE: sacredsword
Gemma 4 31B switched toIncineroarGarchomp is in a bad matchup against Aegislash, as its primary attacks are resisted or neutral and Aegislash can use King's Shield. Switching to Incineroar allows for Intimidate and pivoting.
Reasoning trace (248 words)
The opponent has Aegislash active. Garchomp's attacks (Earthquake, Dragon Claw, Rock Slide) are either resisted or not very effective against Aegislash (Steel/Ghost). Aegislash is a bad matchup for Garchomp. Switching to a strong attacker or a pivot is better. Incineroar can Intimidate again or use Parting Shot, but Palafin or Kingambit (not available in legal actions) would be better. Wait, legal actions only show Palafin and Incineroar. Palafin is a better offensive threat if it can get in, but Incineroar provides utility. However, Aegislash is slow and Garchomp is fast; but Garchomp can't do much damage. Switching to Incineroar allows for Intimidate and potential pivoting. Wait, looking at the legal actions: 1. earthquake 2. dragonclaw 3. rockslide 4. swordsdance 5. SWITCH: palafin 6. SWITCH: incineroar Aegislash is Steel/Ghost. Earthquake is neutral. Dragon Claw is not very effective. Rock Slide is neutral. Swords Dance is a risk. Earthquake is the strongest move, but Aegislash might use King's Shield. Switching to Incineroar resets Intimidate (if it was out) and allows Parting Shot. Switching to Palafin puts a strong Water type in, but Aegislash resists nothing Palafin has except maybe Close Combat (which Palafin has, but it's not listed in the legal moves for Garchomp, obviously). Actually, Earthquake is neutral. Let's check damage. Garchomp's ATK is 182. Aegislash's DEF is 140 (Shield Form). Earthquake does decent damage. But Aegislash often uses King's Shield. Switching to Incineroar is the safest play to maintain momentum and weaken Aegislash further. Deciding factor: bad matchup.
- Turn 9Jev 1.13 used
Kingsshield32% MOVE: kingsshield, 26% SWITCH: dragapult, 21% MOVE: shadowball
Gemma 4 31B usedPartingshotAegislash is currently in Shield Forme and has -1 Attack. Incineroar is a poor offensive matchup, but Parting Shot allows for a safe pivot to a stronger attacker like Garchomp or Palafin while further weakening Aegislash.
Gemma 4 31B switched toGarchompAegislash is heavily debuffed (-2 Atk, -1 SpA) and currently in Shield Forme. Garchomp is the best offensive pressure here to force a switch or deal heavy damage with Earthquake.
- Turn 10Jev 1.13 switched to
Dragapult36% SWITCH: dragapult, 29% MOVE: kingsshield, 17% MOVE: shadowball
Gemma 4 31B usedSwordsdanceAegislash is heavily debuffed (-2 Atk, -1 SpA), making it a safe opportunity to boost Garchomp's attack.
Reasoning trace (104 words)
The opponent's Aegislash is heavily debuffed (-2 Atk, -1 SpA) and is likely to use King's Shield again or switch. Garchomp is faster and has a strong move set, but Aegislash resists Dragon and Rock and is immune to Fighting (though Garchomp doesn't have Fighting moves). Earthquake is the strongest move, but Aegislash is Steel/Ghost, so Earthquake is neutral. However, Aegislash's defenses are high in Shield Forme. Given the debuffs, Aegislash is not an immediate threat. Swords Dance is a strong option to boost Garchomp's attack while Aegislash is neutered. Deciding factor: Aegislash is heavily debuffed, making it a safe opportunity to set up.
- Turn 11Jev 1.13 used
Shadowball32% MOVE: shadowball, 30% MOVE: thunderbolt, 18% SWITCH: aegislash
Gemma 4 31B usedDragonclawGarchomp is faster than Dragapult (169 vs 142) and has a +2 Attack boost. Dragon Claw will likely secure a one-hit knockout on Dragapult.
Jev 1.13 switched toAegislash100% SWITCH: aegislash
- Turn 12Jev 1.13 used
Kingsshield39% MOVE: kingsshield, 31% MOVE: sacredsword, 27% MOVE: shadowball
Gemma 4 31B usedEarthquakeGarchomp is at +2 Attack and Earthquake is the only move that hits Aegislash for super effective damage.
Reasoning trace (64 words)
The opponent has Aegislash active. My Garchomp is at +2 Attack. Aegislash is Steel/Ghost, meaning it's immune to Fighting and Normal, and resistant to Dragon and Rock. Earthquake is the only move Garchomp has that deals significant damage to Aegislash (Steel is weak to Ground). Aegislash's King's Shield can lower attack, but Earthquake is the most powerful option here. Deciding factor: Likely knockout/high damage.
- Turn 13Jev 1.13 used
Kingsshield38% MOVE: kingsshield, 34% MOVE: sacredsword, 25% MOVE: shadowball
Gemma 4 31B switched toIncineroarAegislash is immune to Earthquake and resists Dragon Claw and Rock Slide. Garchomp cannot deal significant damage here; switching to Incineroar provides a strong matchup and Intimidate support.
- Turn 14Jev 1.13 used
Kingsshield37% MOVE: kingsshield, 31% MOVE: sacredsword, 24% MOVE: shadowball
Gemma 4 31B usedFlareblitzAegislash is slow and weak to Fire. Flare Blitz provides the strongest immediate pressure against its Steel typing and forces the opponent to react, regardless of whether they use King's Shield again.
Reasoning trace (506 words)
The opponent's Aegislash has used King's Shield twice in a row. Aegislash is now locked into Shield Forme (or will be if it used King's Shield) and has -1 Attack. Incineroar is a great pivot. Flare Blitz deals massive damage to Aegislash, but Aegislash might use King's Shield again or switch. However, Parting Shot allows me to pivot to a stronger attacker while lowering Aegislash's stats further. But wait, Aegislash is Steel/Ghost, and Incineroar is Fire/Dark. Flare Blitz is the strongest immediate pressure. Let's consider the opponent's remaining team: Corviknight, Kingambit, Archaludon. All are Steel types. Flare Blitz is highly effective. Deciding factor: Aegislash's vulnerability to Fire and the need to maintain momentum. Flare Blitz puts huge pressure on Aegislash. Wait, Aegislash is likely to use King's Shield again to scout or stall. Parting Shot is safer to bring in a counter or a setup sweeper. But Garchomp is already weakened. Palafin needs to get in and out. Actually, Flare Blitz is the most direct way to punish Aegislash. If it King's Shields again, it's a waste of a turn for them. If it attacks, Flare Blitz hits hard. Wait, looking at the legal actions, I have Parting Shot. Parting Shot is almost always the correct play with Incineroar to maintain tempo and bring in the best counter. However, Aegislash is at 83%. Flare Blitz could potentially 2HKO or even OHKO depending on the build. Let's re-evaluate. Aegislash is slow. Incineroar is faster (82 vs 60). Flare Blitz is the strongest move. But Parting Shot allows me to bring in Gholdengo or Kingambit if needed, or Palafin to start the cycle. Actually, the most consistent play here is Flare Blitz to force Aegislash out or deal heavy damage. Wait, Aegislash is Steel/Ghost. Flare Blitz is super effective. Let's go with Flare Blitz. Wait, I just noticed the opponent has Corviknight, Kingambit, and Archaludon. All are Steel. Incineroar's Flare Blitz is extremely valuable. Actually, Parting Shot is better to keep Incineroar healthy and pivot to a better attacker if they switch. But Flare Blitz forces the issue. Let's check the speed: Incineroar 82, Aegislash 60. Incineroar moves first. If I use Flare Blitz and they King's Shield, I take contact damage and they stay in Shield Forme. If I use Parting Shot, I lower their stats and switch. Given the opponent's team is almost entirely Steel, keeping Incineroar's health and utility is key. But Aegislash is a priority target. Let's use Flare Blitz to put maximum pressure. Wait, looking at the recent turns, Aegislash has used King's Shield twice. It's likely to keep using it or switch. Flare Blitz is the best way to punish it. Actually, Parting Shot is the professional play to maintain momentum. Let's go with Flare Blitz. Wait, I'll use Flare Blitz. Actually, looking at the opponent's team (Corviknight, Kingambit, Archaludon), they are all Steel. Incineroar is the primary check. I shouldn't waste its HP with Flare Blitz recoil if I can avoid it, but Aegislash is right there. Let's use Flare Blitz.
- Turn 15Jev 1.13 used
Kingsshield46% MOVE: kingsshield, 30% MOVE: sacredsword, 19% MOVE: shadowball
Gemma 4 31B usedPartingshotAegislash has repeatedly used King's Shield, and Incineroar is now at -1 Attack. Parting Shot allows me to pivot to a more effective attacker while further weakening Aegislash.
Reasoning trace (51 words)
Aegislash has used King's Shield three turns in a row, and Incineroar is now at -1 Attack. Aegislash is slow and passive here. Parting Shot allows me to pivot to a stronger attacker while further lowering Aegislash's stats, preparing for a clean hit from Garchomp or Palafin. Deciding factor: bad matchup/pivot.
Gemma 4 31B switched toGarchompAegislash is Steel/Ghost and Garchomp's Earthquake is super effective against it and the rest of the opponent's team (Corviknight, Archaludon).
Reasoning trace (97 words)
The opponent's Aegislash has been spamming King's Shield and is now heavily debuffed (-2 Atk, -1 SpA). I have used Parting Shot, and now I need to bring in a Pokémon that can pressure Aegislash or the remaining team (Corviknight, Kingambit, Archaludon). Garchomp is a strong choice here as it can hit Aegislash with Earthquake (though Aegislash is Ghost-type, so Earthquake doesn't hit it, wait—Aegislash is Steel/Ghost, Earthquake hits the Steel part). Actually, Garchomp is a great offensive threat against the remaining Steel types. Deciding factor: Matchup. Garchomp's Earthquake is super effective against Aegislash, Corviknight, and Archaludon.
- Turn 16Jev 1.13 used
Kingsshield36% MOVE: kingsshield, 31% MOVE: sacredsword, 24% MOVE: shadowball
Gemma 4 31B usedEarthquakeAegislash is heavily debuffed (ATK -2, SPA -1), making it a non-threat. Garchomp is faster and Earthquake deals super effective damage to Aegislash's Steel typing.
Reasoning trace (48 words)
The opponent's Aegislash is heavily debuffed (ATK -2, SPA -1) and is likely in Shield Forme. Garchomp is faster and can hit it with Earthquake, although Aegislash is Steel/Ghost. Earthquake is super effective against Steel. Deciding factor: Likely knockout/heavy damage. Aegislash's offensive presence is neutralized by the debuffs.
- Turn 17Jev 1.13 used
Shadowball45% MOVE: shadowball, 41% MOVE: sacredsword, 14% MOVE: swordsdance
Gemma 4 31B usedEarthquakeAegislash is weak to Ground and has been repeatedly using King's Shield, but Earthquake is the most powerful and reliable move here to secure a knockout.
Reasoning trace (64 words)
The opponent's Aegislash has been using King's Shield repeatedly, lowering its own attack and my Incineroar's attack. It currently has -2 ATK and -1 SPA. Garchomp is active and has a significant speed advantage. Aegislash is Steel/Ghost, so Earthquake is super effective. Deciding factor: Likely knockout. Earthquake deals massive damage to Aegislash, especially since it's already taken some damage and has no boosts.