Matches · 2026-10-09 · rules version c2
Muse Spark 1.3 vs MiMo V2.6 Flash
Muse Spark 1.3 won in 11 turns · 5 min wall clock · 62,225 tokens · $0.010
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Decisions
- Team previewMuse Spark 1.3 brought
Incineroar,dragonite,primarinaOpponent is likely Torkoal + Venusaur sun with Garchomp/Gholdengo support. Incineroar lead gives Intimidate + Fake Out to disrupt sun setup, with Dragonite Ice Punch for Venusaur/Garchomp and Primarina Water/Fairy coverage for Torkoal/Kingambit/Garchomp.
Reasoning trace (18 words)
Evaluating team preview matchups to select Incineroar, Dragonite, and Primarina as counters to the opponent's likely sun team.
MiMo V2.6 Flash broughtTorkoal,venusaur,gholdengoSun core gives Torkoal immediate Eruption pressure and lets Venusaur fire boosted SolarBeams, while Gholdengo covers Primarina and Dragonite in the back. Speed under sun is the deciding factor for the sweep.
Reasoning trace (812 words)
Opponent has Gholdengo, Dragonite, Garchomp, Primarina, Incineroar, Kingambit. Our sun team: Torkoal lead, Venusaur Mega, Gholdengo. Torkoal lead sets sun, Venusaur sweeps with solarbeam/chlorophyll... but Venusaur here isn't Mega-evolving? It has venusaurite so it mega evolves, losing chlorophyll? Actually Mega Venusaur has Thick Fat, not chlorophyll. But speed 100 base... In this format maybe base100. Hmm, without sun chlorophyll, Mega Venusaur slower. Alternative lead: Torkoal + Venusaur solarbeam under sun (but mega evolves losing chlorophyll... in-game mechanics: mega Venusaur loses chlorophyll). Hmm, but stats show SPE 100 base and ability chlorophyll listed. Consider matchups: Opponent Garchomp, Dragonite, Kingambit, Gholdengo, Primarina, Incineroar. Bring: torkoal, gholdengo, kingambit? Or garchomp with sash. Torkoal Eruption in sun is strong; leads vs Garchomp (immune? Ground vs Fire no), Garchomp outspeeds. Opponent leads likely Garchomp or Primarina. Safest: gholdengo, garchomp, kingambit? Without sun, Venusaur less valuable. Torkoal sun boosts fire but also opponent's Incineroar. Kingambit scarf handles Gholdengo, Dragonite, Garchomp (EQ though). Gholdengo handles Primarina? Primarina water/fairy beats Gholdengo (shadow ball resisted? Fairy immune to... no, Fairy not immune to Ghost; Primarina takes neutral from Shadow Ball but has higher SpA and Water Pulse/Moonblast kill Gholdengo). Common bring: torkoal, venusaur, gholdengo for sun offense. Venusaur mega with chlorophyll... The system lists ability chlorophyll with venusaurite; if it mega evolves it loses it. Risky. I'll bring: gholdengo, kingambit, torkoal? Torkoal lead sets sun + rocks, but dies to Garchomp EQ. Alternatively garchomp lead with sash: swordsdance/stealthrock. Opponent Garchomp mirror - speed tie. Let's think likely: Bring gholdengo, kingambit, torkoal. Torkoal lead: if opponent leads Primarina, eruption in sun does decent damage; if Garchomp, Eruption damages, then Torkoal faints to EQ. Could switch to... we'd switch to gholdengo on EQ? Gholdengo levitate? No, Steel/Ghost takes Ground neutrally? Steel/Ghost is neutral to Ground (not immune). Actually Ghost isn't immune to Ground. So no. Maybe garchomp lead is better: sash, sets stealthrock or SD. Against opponent's lead options: Incineroar (fake out breaks sash), Garchomp (speed tie), Dragonite (multiscale), Kingambit (scarf, ironhead?). Choose bring: garchomp, gholdengo, kingambit — solid offensive core. Lead garchomp. Actually sun team with torkoal/venusaur might be the intended strategy. Venusaur with chlorophyll + growth + solarbeam under sun is devastating vs Primarina, Dragonite, Garchomp (after EQ? Garchomp takes neutral on solarbeam... Grass vs Ground/Dragon: neutral). If Venusaur Mega Evolves it loses chlorophyll but gains bulk and speed 120... base 120 speed vs 100. Solarbeam needs sun anyway from Torkoal. Speeds: Venusaur listed SPE 100. If mega evolves, speed 120 effective? Stats given as base 100. With chlorophyll in sun, doubles speed — but only if ability stays chlorophyll after mega. In Showdown, mega evolving replaces ability. But some formats... The prompt shows Venusaur with venusaurite and chlorophyll; maybe mega Venusaur keeps chlorophyll here? Unknown. Given uncertainty, a safer bring: torkoal, venusaur, gholdengo as sun core. Opponent's Garchomp threatens both torkoal and venusaur heavily (EQ). Kingambit scarf handles Garchomp/Dragonite/Gholdengo. I'll go with: gholdengo, kingambit, garchomp — reliable. Lead garchomp with sash can set rocks or SD. But opponent's Primarina walls garchomp and kingambit? Primarina: Water/Fairy — beats Kingambit (Moonblast), beats Garchomp (Ice Beam?). Gholdengo handles Primarina: Make it Rain hits neutral, Shadow Ball neutral; Primarina SpA 126, Gholdengo SpD 111... Gholdengo takes Water Pulse for ~40-50%, KOs? Shadow Ball2HKO likely. Torkoal sun... Bring: gholdengo, kingambit, torkoal? Torkoal rocks + sun helps Gholdengo? Not much. Opponent threats to my picks: Primarina stops Kingambit/Garchomp; Incineroar stops... Gholdengo dislikes Incineroar (Flare Blitz in sun kills, Knock Off). Venusaur vs Primarina: solarbeam in sun one-shots Primarina (Grass 2x? Water/Fairy weak to Grass 2x). Good. I think sun team: torkoal lead, venusaur, gholdengo. Kingambit missing means struggling vs Gholdengo mirror... Venusaur sludgebomb hits Gholdengo (poison vs steel = not very effective; steel resists poison0.5x). Meh. Options analysis for me: Core A: torkoal, venusaur, gholdengo — sun sweep. Torkoal likely dies turn 1 to a fast threat (Garchomp EQ, Dragonite, Incineroar). Eruption full HP though. Core B: gholdengo, kingambit, garchomp — balanced offense. Opponent likely brings: garchomp, primarina/dragonite, kingambit/gholdengo/incineroar. Lead prediction: If I lead garchomp, opponent might lead primarina (bad) or garchomp (tie) or incineroar (fake out). If I lead torkoal, opponent leads primarina → eruption in sun does ~40%? Primarina SpD 116; Torkoal SpA 137, sun-boosted Eruption 150 BP STAB... probably60-70%? Then Torkoal dies to Water Pulse. Then Venusaur comes in, Chlorophyll... but sun persists5 turns. Solarbeam KOs Primarina if Venusaur outspeeds or survives hit (Water Pulse neutral,126 SpA vs 122 SpD → ~50%). Venusaur Mega takes it and KOs. I'll pick sun core: torkoal, venusaur, gholdengo? Or gholdengo instead of garchomp... Third slot: gholdengo better than kingambit for covering Primarina? Gholdengo vs Primarina neutral matchups. Actually with sun, opponent's Incineroar flare blitz boosted — dangerous. Decision: BRING: torkoal, venusaur, gholdengo. Hmm, but kingambit scarf is my best revenge killer for opponent's Gholdengo and Dragonite. Gholdengo (mine) also covers them. Final: BRING: torkoal, venusaur, gholdengo.
- Turn 1Muse Spark 1.3 used
FakeoutIncineroar is much faster than -1 Attack Torkoal, so Fake Out flinches it before it can attack or set up sun support for Venusaur.
MiMo V2.6 Flash switched toVenusaurIncineroar resists Fire and threatens Torkoal with Knock Off or Flare Blitz, making this a bad matchup. Venusaur takes any Fire attack at 1/4 damage and gains Chlorophyll speed in the sun, giving me the offensive momentum.
Reasoning trace (165 words)
Incineroar likely threatens with Flare Blitz or Knock Off or Fake Out. Torkoal's Eruption in sun does big damage but Incineroar is Fire/Dark — resists Fire? Fire/Dark takes neutral from Fire (Fire resists Fire, Dark doesn't resist Fire... Fire resists Fire, so Fire/Dark resists Fire 0.5x). Actually Fire resists Fire, so Incineroar resists Eruption. Also Incineroar has high HP. Eruption at 177 HP still strong but resisted. Switching to Venusaur in sun with chlorophyll... Venusaur mega evolves? Has venusaurite. But Venusaur is Grass/Poison, takes Fire resisted... Fire vs Grass = 0.5, Fire vs Poison = 0.5 → 0.25x. Great switch. But Venusaur can't mega evolve maybe (no tera but mega item present). Switching to Venusaur seems good — bad matchup for Torkoal (Incineroar threatens with Knock Off/Flare Blitz). But Venusaur would take a Flare Blitz resisted heavily. Then outspeed with chlorophyll. Alternatively set up Stealth Rock first. But Incineroar likely Knock Off or Flare Blitz. I'd switch to Venusaur to gain offensive momentum in sun.
- Turn 2Muse Spark 1.3 switched to
DragoniteVenusaur in sun is likely Chlorophyll and will outspeed Incineroar, threatening Sleep Powder or Solar Beam. Staying in risks losing momentum. Switching to Multiscale Dragonite tanks any hit best.
Reasoning trace (20 words)
Evaluating turn order and move priority to choose between Taunt and Parting Shot against a faster Chlorophyll Venusaur in sun.
MiMo V2.6 Flash switched toTorkoalVenusaur can't safely take a sun-boosted Flare Blitz at 83% HP, and neither Growth nor a resisted Solar Beam knocks Incineroar out first. Torkoal resists Fire comfortably with its huge Defense and keeps full-HP Eruption pressure under the sun, so switching is the safe play.
Reasoning trace (984 words)
Venusaur is likely Mega Venusaur (venusaurite) — but terastallization not available. Mega evolution presumably happens automatically? Speed: Venusaur base 80, Incineroar base 60. Venusaur outspeeds. Sunny day + chlorophyll... but Venusaur's ability shows chlorophyll (pre-mega). Solar beam in sun fires instantly. Incineroar threatens with Flare Blitz (4x... no, Venusaur is Grass/Poison, Fire is 2x). Sun-boosted Flare Blitz would hurt badly. Venusaur at 83% HP. Best play: Growth to set up? Or Solar Beam for KO? Sun-boosted Solar Beam (120 BP, STAB, ×1.5 sun? Solar Beam in sun is full power, no charge) vs Incineroar — not very effective? Grass vs Fire/Dark: Fire resists... Grass vs Fire = 0.5, Grass vs Dark = 1. So 0.5x. Sludge Bomb: Poison vs Fire/Dark = 1x each, so neutral. Sludge Bomb STAB 90 BP vs Solar Beam 120×0.5=60 effective... Solar Beam 120×0.5 = 60, Sludge Bomb 90×1 = 90. Sludge Bomb better. But will either KO? Venusaur SpA 167 (mega boosts). Incineroar bulk moderate. Probably not a KO. Then Incineroar hits Flare Blitz in sun — could KO Venusaur. Alternative: switch to Torkoal? Torkoal resists Fire, sets... but switching loses momentum. Or Growth to set up sun-boosted... Growth in sun gives +2 SpA/Atk. Hmm, if Venusaur mega evolves (venusaurite), it becomes bulky. Flare Blitz in sun from Incineroar: Incineroar Atk ~ base 115, no boost (intimidate doesn't affect self). Sun-boosted Flare Blitz vs Mega Venusaur — probably around 50-60%. Venusaur survives and can KO next turn. Sleep Powder 75% accuracy — if it hits, Incineroar sleeps, giving free turns. Risky. Growth: +2 SpA in sun (actually Growth gives +1 normally, +2 in sun). Then Sludge Bomb at +2 would likely KO or heavily damage. But if Incineroar attacks first... it doesn't, Venusaur is faster. Actually the deciding factor: Venusaur outspeeds and can set up Growth safely, then sweep. But taking a Flare Blitz this turn while setting up is risky. Sludge Bomb now for damage — likely not a KO. Growth +2 then Sludge Bomb next turn likely KO. Hmm, but Incineroar might use U-turn or Flare Blitz. Sun-boosted Flare Blitz on Venusaur (83% HP) could be dangerous even with mega bulk. I think Growth is the setup play, but safer might be Sludge Bomb for immediate damage. Actually consider: opponent might switch. Growth punishes switches. Let me think about damage: Mega Venusaur SpA 167? Actually listed SPA 167 already — is this pre-mega or post? Venusaur base SpA 100, at level 50 with... 167 seems high for base 100. Mega Venusaur base 110. Hmm, stats shown may be current (mega already evolved turn 1? No, item is venusaurite, mega evolves when sent out... actually mega evolution happens during battle when commanded, but in this sim it may have already happened). Ability shows chlorophyll though, so not mega yet. Anyway. I'll go with Growth — sun-boosted +2 lets Sludge Bomb KO next turn, and Venusaur outspeeds. Actually wait — risk: Flare Blitz this turn could KO Venusaur at 83%. Mega Venusaur bulk: 187 HP, 103 Def. Incineroar Flare Blitz: Atk ~ base 115 → stat ~ 160ish? At level 50, base 115 Atk ≈ 140-145 with neutral nature... Let's say 140. Flare Blitz 120 BP × 1.5 sun × 1.5 STAB × 2 (wait, Fire vs Grass = 2x? Grass resists Fire? No — Fire is not very effective against... Fire vs Grass: Grass resists Fire? Actually Fire attacking Grass: Fire is resisted by... hmm. Type chart: Fire is not very effective against Fire, Water, Dragon, Rock. Grass takes neutral from Fire? No wait — Grass resists... Let me recall: Grass types resist Ground, Water, Grass, Electric. Fire is neutral against Grass. Fire is super effective against Grass? No — Fire is super effective against Grass, Ice, Bug, Steel. Yes! Fire > Grass is super effective. So Flare Blitz vs Venusaur (Grass/Poison): Fire 2x vs Grass, 1x vs Poison = 2x. Sun boost 1.5x. That's big. Flare Blitz: 120 BP × 1.5 (STAB) × 1.5 (sun) × 2 (SE) = 540 effective base... vs Def 103 Venusaur with 187 HP. That could be ~75-90%. At 83% HP, Venusaur might faint. Hmm, that's dangerous. So Growth is risky. Switching to Torkoal (Fire resists Fire, 0.5x, sun doesn't boost... sun boosts Fire attacker) — Torkoal takes it well. But wait, Venusaur outspeeds — if Venusaur uses Sleep Powder and hits (75%), Incineroar can't attack. Risky accuracy. Sludge Bomb doesn't KO, then Venusaur eats Flare Blitz and might die. Switching to Torkoal seems safest: Torkoal resists Fire (0.5x), sun-boosted Flare Blitz on Torkoal's huge Def 176 — negligible. Then Torkoal can Eruption. But opponent might predict switch and use a Dark move (Knock Off/Flare Blitz). Torkoal handles Fire fine; Dark move neutral. Hmm, but Venusaur is the star with sun. Switching out wastes sun turns (sun lasts... it's permanent here? Weather: SunnyDay — no turns listed, could be 5 turns). Alternative: switch to Gholdengo — Fire is neutral vs Steel? Fire vs Steel = 0.5, but Gholdengo Steel/Ghost: Fire 0.5x. Ghost neutral to Dark. Gholdengo takes Flare Blitz well too (Def 115, HP 194). And Gholdengo threatens back with Make It Rain. Actually, the deciding factor: Venusaur can't take a sun-boosted Flare Blitz at 83%, so switch. Torkoal is the best switch — resists Fire, sets Eruption pressure. But if opponent uses a Dark move (Knock Off) on predicted switch, Torkoal takes ~neutral, fine, loses Leftovers though. I'll go with switching to torkoal. Hmm, but is that the "best" play? Let me reconsider Growth: if Venusaur survives Flare Blitz (say it does 70%), Venusaur at ~13% HP with +2 SpA could sweep... but any priority or residual kills it. Too risky. Sleep Powder: 75% accuracy, if hit, Venusaur gets free turns and Incineroar asleep. If miss, Venusaur likely faints. 25% chance of losing Venusaur. Switch to Torkoal: safe, maintains pressure with Eruption at full HP in sun. I'll choose SWITCH: torkoal.
- Turn 3MiMo V2.6 Flash used
EruptionTorkoal is at full HP, so Eruption fires at max power in sun; even through Dragonite's likely Multiscale it deals heavy damage and breaks it, letting a follow-up finish it. Speed isn't an issue since Torkoal survives any single hit from Dragonite at full health.
Reasoning trace (325 words)
Dragonite likely has Multiscale, so Eruption won't KO. But Torkoal is slow; Dragonite could attack. Eruption at full HP in sun is strong. But Multiscale halves it. Still, best play might be Eruption for damage, or Stealth Rock to break Multiscale later. Dragonite could set up Dragon Dance. Hmm. Switching to Venusaur keeps sun advantage and is fast with chlorophyll... but Venusaur already took Fake Out damage. Dragonite might use Hurricane or Earthquake. Stealth Rock helps break Multiscale for future. But Dragonite might KO Torkoal? Torkoal has huge defense. Dragonite physical STAB (Outrage/Dual Wingbeat) would be reduced by sun? No, only Fire. Eruption full HP in sun with 137 SpA vs Dragonite 100 SpD... even with Multiscale it does ~40-50%. Then next turn Multiscale broken, Eruption KO. If Dragonite Dragon Dances, Torkoal still slower. Risk: Torkoal gets KO'd by Earthquake? Torkoal 176 Def, 177 HP. Earthquake from 134 Atk... roughly 40-50%. Not KO. I'd go Eruption — it's the strongest play, keeps pressure. Actually Stealth Rock could be better long-term since sun team... but Eruption damage now is guaranteed value. Dragonite at full with Multiscale takes reduced damage; Stealth Rock breaks Multiscale permanently (rocks stay). Hmm, but rocks only do 25% (Flying... Dragon/Flying takes 25%? Rock vs Flying = 2x, vs Dragon 1x → 25%? Rock is 2x vs Flying, 0.5x... no, Rock is neutral to Dragon. So 25%? Rock SE vs Fire, Ice, Flying, Bug. So 2x vs Flying → 25% HP. That breaks Multiscale. If I Stealth Rock now, Dragonite takes 25%, Multiscale broken, then Eruption next turn does full damage. But Dragonite gets a free turn — could Dragon Dance and threaten. Eruption now does ~50% (with Multiscale), then next turn Eruption does ~100%? Actually if I Eruption now, Multiscale still breaks (damage dealt), so next Eruption full. Same outcome but I get damage this turn. Eruption is better. Wait — but if Dragonite KOs Torkoal... unlikely at full HP. Go Eruption.
Muse Spark 1.3 usedIcepunchOpponent likely switches Venusaur back in to resist Earthquake, and Ice Punch hits Venusaur super-effectively while still damaging Torkoal.
Reasoning trace (14 words)
Evaluating type matchups and damage calculations for Dragonite against Torkoal and potential Venusaur switch.
- Turn 4MiMo V2.6 Flash used
EruptionTorkoal outspeeds nothing but Dragonite's Ice Punch barely scratches it, so Torkoal stays in safely. Eruption in sun at near-full HP is Torkoal's strongest play and has a real shot at knocking out the weakened Dragonite before it can act again.
Reasoning trace (114 words)
Dragonite at 78% — Eruption from Torkoal in sun, Dragonite has 100 SpD. Torkoal SPA 137, Eruption 150 BP in sun (1.5x). Likely KO? Dragonite 78/100 HP. Eruption at near-full HP... vs Dragonite specially: probably around 60-70%? Hmm. Dragonite has Multiscale possibly (unknown ability) — at 78% Multiscale doesn't apply. Eruption in sun from 137 SpA: base 150 power. Rough calc: 137 SpA, sun-boosted 150 BP vs 100 SpD, 91 HP. Neutral damage ~ maybe 55-65%. Not guaranteed KO. Dragonite Ice Punch does little. Torkoal is safe. Eruption is best — keeps pressure. Stealth Rock also good but Eruption likely KO or close. Dragonite at 78% — Eruption might just KO. I'll go Eruption.
Muse Spark 1.3 usedEarthquakeDragonite outspeeds slow Torkoal, and Earthquake is super-effective while Fire is resisted. Staying in and attacking keeps pressure.
Reasoning trace (22 words)
Evaluating Dragonite's Earthquake damage versus Torkoal's bulk and comparing it to less effective alternatives like Ice Punch and a sun-weakened water switch.
- Turn 5Muse Spark 1.3 used
EarthquakeDragonite is much faster than Torkoal and Earthquake already did ~44% for super-effective KO range, so Earthquake should finish it before Eruption.
MiMo V2.6 Flash switched toGholdengoDragonite's Earthquake would likely KO Torkoal next turn, and Eruption at 53% HP won't KO Dragonite. Switching to Gholdengo lets it tank a hit (or an Ice Punch, which Steel resists) and then outspeed Dragonite to secure the knockout with Shadow Ball.
Reasoning trace (789 words)
Dragonite at 54% HP, Torkoal at 94/177. Eruption at 53% HP still does decent damage but Dragonite survived at 78% from full eruption... wait, first eruption brought it to 78% (22% damage), second to 54% (24% damage). So eruption does ~22-24% to Dragonite. At 54% HP, Torkoal's eruption would do maybe ~12-13% — not enough to KO. Dragonite's Earthquake did ~47% to Torkoal (177→83). Next EQ would KO Torkoal. Options: Stealth Rock would help. Or switch. Dragonite likely uses Earthquake again. Switching to... Gholdengo resists nothing of EQ? Gholdengo is Steel/Ghost — takes neutral from EQ. Venusaur takes neutral from EQ too (Grass/Poison, neutral to Ground). Actually, Dragonite at 54% — could we just let Torkoal go down and bring in something? Or set up Stealth Rock first, which chips Dragonite and future switch-ins. Sunny day is up. Venusaur with chlorophyll... but Venusaur here has chlorophyll ability (not overgrow) — with sun it'd be fast. Solarbeam in sun is instant. Venusaur could come in and threaten. But switching Venusaur into Earthquake: neutral damage, Venusaur at 82.9% — EQ from Dragonite would do maybe ~40%? Then Venusaur outspeeds in sun and Solarbeam KOs Dragonite. Actually wait — is sun still up? Weather: Sunnyday. Yes. Chlorophyll Venusaur would be very fast. But Torkoal staying in: Eruption only does ~12%, then Dragonite KOs with EQ. Bad. Switching to Venusaur seems best — takes EQ okay, then outspeeds and KOs with Solarbeam or Sludgebomb. Alternatively Gholdengo: takes EQ neutrally, 194 HP, decent bulk. Then Make It Rain or Shadow Ball KOs Dragonite. Gholdengo speed 106 vs Dragonite 80 — Gholdengo outspeeds anyway. Gholdengo at full HP taking an EQ: Dragonite ATK 134, EQ 100 BP. Gholdengo DEF 115. Roughly 45-55%? Then Shadow Ball (80 BP, STAB) vs Dragonite SPD 100 — at 54% HP, should KO. Actually Gholdengo's Shadow Ball: 203 SPA vs 100 SPD, 80 BP STAB... probably around 50-60%. Might not KO at 54%. Make It Rain: 120 BP STAB Steel, but Dragonite resists Steel? No — Dragonite is Dragon/Flying, Steel is neutral (Flying doesn't resist Steel; actually Steel resisted by Fire, Water, Electric, Steel... Dragon resists nothing... wait Steel type effectiveness: not very effective vs Fire, Water, Electric, Steel. Neutral vs Dragon). So Make It Rain 120 BP would do more. But it lowers SpA. Actually with sun, Venusaur's Solarbeam is 120 BP STAB Grass vs Dragonite (Dragon/Flying) — neutral. 167 SPA vs 100 SPD. Should do around 55-65%. Might KO at 54%. Hmm, both are risky. Let me think about Venusaur switching in — takes EQ. Venusaur DEF 103, HP 187, at 155 HP. EQ from Dragonite: ~40%? Venusaur survives at ~60%. Then outspeeds with chlorophyll and Solarbeams. Actually, safest might be switching to Gholdengo which has better bulk and outspeeds Dragonite naturally. Let me estimate Gholdengo taking EQ: 194 HP, DEF 115. Dragonite ATK 134, EQ 100 BP, neutral. Damage ≈ (2*50/50+2)*100*134/115/250 ≈ 4*100*1.165/250 ≈ 1.86... times modifiers. Roughly 47% + variance. Gholdengo survives at ~50%. Then Gholdengo at 106 speed vs Dragonite 80 — Gholdengo moves first. Make It Rain: 120 BP, 203 SPA vs 100 SPD, neutral. Damage ≈ 4*120*203/100/250 ≈ 3.9 → ~97% before modifiers, with STAB already included... hmm let me redo. Actually formula: (2*Level/5+2)*BP*A/D/50+2. Level 50: (2*50/5+2)=22. 22*120*203/100/50+2 = 22*120*2.03/50+2 = 5359/50+2 = 109. That's way over 100%. With STAB 1.5: overkill. Even without STAB it KOs. Wait that seems too high. Let me sanity check: 22*120 = 2640. *203/100 = 5359. /50 = 107. +2 = 109. Yes ~109% without STAB. With STAB it's massive overkill. Even Shadow Ball: 22*80*2.03/50+2 = 71.5% without STAB, ~107% with STAB. So Shadow Ball KOs Dragonite at 54%. So Gholdengo switch-in: takes EQ (~47%), then outspeeds and KOs with Shadow Ball. But wait — Dragonite might use Ice Punch instead. Ice Punch vs Gholdengo (Steel/Ghost): Steel resists Ice. Would do very little. Even better. Or Dragonite might switch out. Either way Gholdengo is fine. Actually, could Dragonite have Multiscale? At 54% it's broken anyway. Switch to Gholdengo seems solid. But Venusaur with chlorophyll in sun also works and preserves Gholdengo's HP. Hmm, Venusaur takes EQ neutral too. Venusaur DEF 103 vs Gholdengo 115. Venusaur at 82.9%. Similar damage. Then Venusaur outspeeds with chlorophyll (100*2=200 speed) and Solarbeams. Solarbeam in sun: 120 BP STAB, 167 SPA vs 100 SPD. 22*120*1.67/1/50+2 = 22*120*1.67 = 4408/50 = 88+2 = 90, *1.5 STAB = 135%. KOs. Both work. Gholdengo switch is safer because it resists Ice Punch and has better bulk. I'll go with Gholdengo. Wait, but if Dragonite switches out to something that walls Gholdengo... opponent's bench: incineroar, garchomp, gholdengo, primarina, kingambit. Incineroar with Fake Out + Intimidate could be annoying but Gholdengo is fine. I'll switch to Gholdengo.
- Turn 6Muse Spark 1.3 used
EarthquakeDragonite outspeeds Gholdengo and Earthquake already did ~65% last turn, so another Earthquake cleanly KOs the 35% Gholdengo.
MiMo V2.6 Flash usedMakeitrainGholdengo at 106 base speed should outspeed Dragonite's 80, and Make It Rain is strong enough to knock out the 54% Dragonite before it can land another Ice Punch. Dragonite's Multiscale is already inactive at this HP, so this is a likely knockout.
Reasoning trace (239 words)
Gholdengo at 68/194, Dragonite at 54/100. Dragonite is at 54% but we don't know its speed — Dragonite base 80, Gholdengo base 106. We're faster unless Dragonite is scarfed or has priority. Dragonite revealed Ice Punch and Earthquake. Ice Punch KO's us from 68. Make It Rain from Life Orb Gholdengo with203 SpA vs Dragonite 100 SpD / 95 Def... Make it rain 120 BP steel, neutral on Dragonite (Dragon resists? Steel vs Dragon is neutral. Dragon/Flying: Steel hits Flying super effectively... wait Steel vs Flying = SE, Steel vs Dragon = neutral. So it's super effective! Actually Steel is super effective against Ice, Rock, Fairy. Flying — Steel is neutral against Flying. Let me recall: Steel SE vs Rock, Ice, Fairy. Neutral vs Flying. So Steel vs Dragonite = neutral (Dragon resists? Dragon doesn't resist Steel. Flying doesn't resist Steel). So neutral. 120 BP * STAB 1.5 * Life Orb 1.3 = 234 base-ish. vs 100 SpD. At 54% HP... that might KO. Gholdengo 203 SpA, huge. Probably a KO if we're faster. Should we recover instead? If Dragonite is faster, we die. Dragonite base 80 vs Gholdengo 106 — we're faster unless scarf. Dragonite with Ice Punch + EQ, likely Multiscale (ability unknown). If Multiscale, Make It Rain from 54% HP would be halved — no, Multiscale halves when at full HP only. Dragonite at 54% so no Multiscale. I'll go Make It Rain for the KO.
MiMo V2.6 Flash switched toVenusaurDragonite at 54% with only EQ and Ice Punch: Venusaur resists neither badly, and crucially outspeeds Dragonite (base 100 vs 80), letting it fire a Sludge Bomb or Sleep Powder before taking a hit. Speed is the deciding factor.
Reasoning trace (82 words)
Garchomp and Kingambit aren't listed as legal? Only venusaur and torkoal. Dragonite has EQ and Ice Punch. Venusaur resists neither well... Garchomp would be immune to EQ but not listed. Must choose venusaur or torkoal. Venusaur has chlorophyll but no sun. Dragonite at 54% — Torkoal could take EQ (super effective, already took one at 83 damage). Venusaur takes EQ neutral. Venusaur faster (100 vs 80) — outspeeds Dragonite. Venusaur could sleep powder or sludgebomb... Venusaur outspeeds Dragonite. That's the deciding factor.
- Turn 7Muse Spark 1.3 used
IcepunchDragonite is faster than Venusaur and Ice Punch is super-effective vs Grass, likely for big damage or KO.
MiMo V2.6 Flash usedSludgebombVenusaur outspeeds Dragonite and Sludgebomb (STAB, 90 BP) should be a likely knockout from 54% HP — Solarbeam would need two turns without sun, and Sleep Powder risks a miss.
Reasoning trace (357 words)
Venusaur is Mega Venusaur presumably (venusaurite). Dragonite at 54% HP. Solarbeam needs sun... no weather, so solarbeam charges two turns. Actually in modern gens, Solar Beam in no weather takes two turns. So sludgebomb is better - Dragonite is Dragon/Flying, sludgebomb neutral, 90 BP. Mega Venusaur SPA 167. Dragonite at 54% (about 49 HP out of 91 base... actual HP unknown). Sludgebomb should do decent damage. Dragonite has Multiscale possibly (at 54% it's broken anyway). Alternatively sleeppowder 75% to put it to sleep. But sludgebomb reliable damage. Dragonite EQ super effective vs Venusaur? Venusaur Grass/Poison - EQ neutral. Ice punch neutral too. Venusaur is bulky. Mega Venusaur speed 100 vs Dragonite 80 - Venusaur faster. Sludgebomb kills? 54% remaining. Mega Venusaur 167 spa vs Dragonite 100 spd/95 def... Sludgebomb neutral.90 BP * STAB 1.5 = 135 BP. Roughly 50-60% damage on neutral. Might not kill from 54%.Sleeppowder would neutralize it. But 75% accuracy. Hmm. If sleep lands, Venusaur can set up growth or attack freely. Dragonite can't kill Venusaur in one hit probably. EQ neutral on Venusaur - Mega Venusaur bulk is high. So maybe sleeppowder for control? Or sludgebomb for damage. Kill likelihood: sludgebomb from 167 spa, Dragonite SPD 100. Modest? Damage calc: 135 BP * (167/ (100+... )) roughly ~45-55%. Might leave it alive. I'd go sleeppowder — sleep wins games. But 25% miss risk. If miss, Venusaur takes a hit (neutral, survivable). Actually solarbeam without sun = two turns, bad. Decision: sleeppowder for the sleep control, deciding factor is a likely knockout setup / bad matchup. Hmm, but "likely knockout" favors sludgebomb if it kills. Let me estimate: Mega Venusaur Sludgebomb vs Dragonite: 167 spa, Dragonite 100 spdef, bulk 91 hp. Neutral. On 54% HP remaining... Base power 90*1.5=135. Standard calc: ~50-60% of Dragonite's HP at full. So at 54% it could kill. Roughly: 135 BP special, stat ratio 167/100... Actually formula: ((2*50/5+2)*135*167/100)/50+2 ≈ (22*135*1.67)/50+2 = (4960)/50+2 ≈ 101. That's ~101 damage... Dragonite HP at level 50: ~91 base → ~100-105 actual HP. So 101 damage could be a clean KO if Dragonite isn't bulky invested... roughly100%. So sludgebomb likely knocks out. Answer: sludgebomb.
- Turn 8MiMo V2.6 Flash used
SludgebombVenusaur at 100 speed stat should outspeed Dragonite at base 80, and Sludge Bomb easily knocks out the 4% Dragonite before it can move.
Reasoning trace (37 words)
Dragonite at 4% — Sludge Bomb finishes it. Venusaur is faster than Dragonite (base 100 vs 80... Venusaur speed 100 stat vs Dragonite 80 base). Venusaur at 41 HP, should outspeed and KO. Just use Sludge Bomb.
Muse Spark 1.3 usedExtremespeedDragonite outspeeds Venusaur and Venusaur is at 21% HP, so priority Extreme Speed should secure the knockout before it moves. Dragonite is at 4% and will die to any attack, so priority is safest.
MiMo V2.6 Flash switched toTorkoalOnly one legal action is available, and Torkoal can safely come in on the nearly-dead Dragonite, likely finishing it later with priority-free damage or setting up hazards.
Reasoning trace (6 words)
Only legal action is Torkoal switch.
- Turn 9MiMo V2.6 Flash used
EruptionDragonite is at 4% HP, so Eruption should knock it out even at Torkoal's reduced 53% HP. Eruption also hits hard into any switch-in under sun, making it the safest knockout play.
Reasoning trace (181 words)
Dragonite at 4% HP. Torkoal slower than Dragonite (40 vs 80). Dragonite could Extreme Speed again to finish Torkoal, or switch. Eruption at 53% HP still does good damage. But Dragonite at 4% — Eruption would knock it out if it stays. If Dragonite e-speeds, Torkoal takes damage but might survive (e-speed at 4% Dragonite's ATK... not boosted, ~30-40 damage, Torkoal at 94 survives). Opponent might switch to their own Dragonite's counter... but opponent's remaining: incineroar, garchomp, gholdengo, primarina, kingambit. Eruption in sun is strong but resisted by... primarina (water resists fire), kingambit resists, garchomp neutral, gholdengo resists? Steel resists fire. Incineroar resists. But knockout on Dragonite is likely the priority. Eruption knocks out Dragonite. Even at 53% HP, eruption is 150 BP * 0.53≈ strong enough for 4% Dragonite easily. If Dragonite e-speeds first (priority), Torkoal takes hit but survives, then eruption KO. Either way eruption seems fine. Stealth rock could also be useful long-term but knockout now is better. Actually consider: if opponent switches Dragonite out to save it, eruption still does big damage to switch-in. Eruption is best.
Muse Spark 1.3 switched toIncineroarDragonite at 7 HP dies to any Eruption in sun and can't KO Torkoal, so I must switch out of this bad matchup. Incineroar resists Fire and threatens with Intimidate.
- Turn 10Muse Spark 1.3 used
PartingshotTorkoal threatens Eruption in sun and Incineroar can't KO through high Defense, so Parting Shot to lower offenses and pivot to Primarina is safest.
Reasoning trace (13 words)
Analyzing a Pokemon battle state to determine legal switches and optimal move choice.
MiMo V2.6 Flash usedStealthrockTorkoal's Eruption is weakened to ~59% HP and Incineroar resists Fire, so it won't KO. Setting Stealth Rock gives lasting value and instantly removes the 4% Dragonite on switch-in, which outweighs a weak attack or a burn here.
Reasoning trace (254 words)
Incineroar is Fire/Dark, Eruption in sun at 59% HP... Eruption BP scales with HP: 150 * 105/177 ≈ 89 BP. Fire STAB in sun ×1.5 ×1.5 = 2.25. Incineroar Fire/Dark takes neutral from Fire (Fire resists Fire, Dark neutral... Fire/Dark: Fire resists fire, so 0.5). So ~89 * 1.5 STAB * 2.25 sun * 0.5 resist = ~150 base effective... against Incineroar's SpDef 90 base. Probably does decent damage but not KO at 76%. Actually Incineroar likely has Flare Blitz, Darkest Lariat, Knock Off, U-turn, etc. Torkoal is physically frail? Def 176 is high actually. But Incineroar could just attack. Stealth Rock could be good setup. But Torkoal at 59% Eruption is weakened. Willowisp would cripple Incineroar's physical attack. Best: probably Stealth Rock to set hazards since Torkoal won't KO. Or willowisp to burn Incineroar. Hmm. Actually, sun-boosted Eruption still does meaningful damage. But burning Incineroar prevents it from threatening with Flare Blitz/Knock Off. However Incineroar likely has Fake Out already used? It revealed Fake Out. Fake Out would flinch Torkoal anyway. I think Stealth Rock is a solid play — Torkoal isn't threatening a KO, and rocks help vs Dragonite (4% HP, dies to rocks) and remaining mons. Actually Dragonite at 4% dies to rocks immediately. That's huge. But wait — Dragonite at 4% would die to Stealth Rock switch-in. Opponent has garchomp, gholdengo, primarina, kingambit unrevealed plus dragonite and incineroar. Rocks would chip everything. I'll go Stealth Rock. Actually, willowisp on Incineroar also valuable. But rocks give persistent value. Let's pick stealthrock.
Muse Spark 1.3 switched toPrimarinaParting Shot forces a switch, and Primarina is full HP while Dragonite is at 4% and would die to any hit. Primarina is the safe pivot into weakened Torkoal.
- Turn 11Muse Spark 1.3 used
SparklingariaPrimarina outspeeds weakened Torkoal and Sparkling Aria is super-effective even in sun, so it should knock out the 65% Torkoal before Eruption threatens.
Reasoning trace (14 words)
Evaluating Sparkling Aria versus Moonblast damage and Torkoal switch risk against unseen team threats.
MiMo V2.6 Flash usedWillowispPrimarina threatens a likely knockout on Torkoal with a Water move, and Torkoal's attacks are heavily weakened and resisted anyway. Willowisp is the best of the limited options, as burning Primarina cuts its physical damage and adds residual chip for whoever switches in next.
Reasoning trace (252 words)
Primarina threatens Torkoal heavily with Water moves. Torkoal is -2 Atk, -1 SpA, so attacks are weak. Switching to a better matchup would be ideal, but we only have legal moves. Rotom-Wash would be great (levitate, water resists... actually Water/Electric takes neutral from Water). But we must pick from legal actions. Best action: willowisp to burn Primarina if it stays in, cutting its physical damage. But Primarina is a special attacker—burn doesn't help much. Still, Torkoal likely faints to a Water move. Rapidspin clears hazards and does chip. Stealthrock is already set on opponent side. Will-o-wisp could help against physical attackers like Dragonite later. Given limited options, rapidspin for speed boost and chip seems decent, but Primarina likely KO's Torkoal. Actually Torkoal has high SpDef? SPD is 92—low. Primarina special attack126. A Water move like Hydro Pump will likely OHKO Torkoal from 65%. Will-o-wisp at 85% accuracy could weaken Primarina if it's physical variant. But we don't know moveset. Given options, willowisp is reasonable—burn reduces damage and gives residual. But Primarina likely special. Switch isn't allowed by legal actions. So must pick one. Rapidspin gives speed boost and clears hazards—there are no hazards on our side though. It still deals minor damage. Probably best to just use eruption for chip despite reductions. Actually, eruption at -1 SpA with 65% HP still does decent damage in sun. Primarina resists Fire though (Water resists Fire). So not very effective. Best play: willowisp to cripple Primarina if physical, and give residual burn. I'll pick willowisp.