Matches · 2026-10-10 · rules version c3
Gemma 4 31B vs Jev 1.13
Gemma 4 31B won in 13 turns · 2 min wall clock · 54,669 tokens · $0.001
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Decisions
- Team previewJev 1.13 brought
Dragapult,gholdengo,aegislashLead: 36% BRING: dragapult, 27% BRING: gholdengo, 21% BRING: aegislash Pick 2: 54% BRING: gholdengo, 22% BRING: aegislash, 10% BRING: corviknight Pick 3: 39% BRING: aegislash, 25% BRING: kingambit, 20% BRING: corviknight
Gemma 4 31B broughtIncineroar,palafin,garchompThe opponent's team is heavily stacked with Steel and Ghost types. Incineroar is essential for Fire coverage and Intimidate, while Palafin and Mega Garchomp provide the necessary Water, Fighting, and Ground coverage to break through their defensive core.
Reasoning trace (69 words)
The opponent's team is extremely Steel-heavy (Aegislash, Corviknight, Gholdengo, Kingambit, Archaludon) and Ghost-heavy (Aegislash, Gholdengo, Dragapult). I need strong Fire and Fighting coverage. Incineroar is essential for Intimidate and Fire damage. Palafin provides strong Water/Fighting pressure. Garchomp (Mega) provides Ground coverage for the Steel types and high speed/power. Incineroar leads to Fake Out and pivot. Palafin and Garchomp provide the necessary offensive pressure to break through the Steel wall.
- Turn 1Jev 1.13 used
Shadowball38% MOVE: shadowball, 22% SWITCH: aegislash, 19% SWITCH: gholdengo
Gemma 4 31B usedFakeoutDragapult is significantly faster than Incineroar. Fake Out is the optimal lead play to flinch the opponent and disrupt their momentum.
Reasoning trace (37 words)
Dragapult is much faster than Incineroar. Fake Out is the standard lead play to break potential focus sashes, flinch the opponent, and gain momentum. Deciding factor: speed (Dragapult is faster, so Fake Out is needed to disrupt).
- Turn 2Jev 1.13 used
Shadowball42% MOVE: shadowball, 32% SWITCH: aegislash, 26% SWITCH: gholdengo
Gemma 4 31B usedPartingshotDragapult is much faster than Incineroar and can deal significant damage. Parting Shot allows me to pivot to a better matchup while further lowering Dragapult's attack.
Reasoning trace (42 words)
Dragapult is significantly faster than Incineroar and can deal heavy damage with Shadow Ball or other moves. Parting Shot allows me to lower Dragapult's attack (though it's already -1) and pivot to a better matchup like Garchomp or Palafin. Deciding factor: speed/pivot.
Gemma 4 31B switched toGarchompIncineroar's Special Defense is now -2, making it very vulnerable to Dragapult's Shadow Ball. Garchomp resists Ghost and is the best switch-in to handle this threat.
Reasoning trace (44 words)
Dragapult is a fast special attacker and Incineroar is now heavily compromised in Special Defense (-2). Garchomp is the best answer here, as it resists Ghost and can threaten a knockout or force a switch. Deciding factor: bad matchup (Incineroar's SPD is too low).
- Turn 3Jev 1.13 switched to
Gholdengo37% SWITCH: gholdengo, 34% SWITCH: aegislash, 29% MOVE: shadowball
Gemma 4 31B usedDragonclawmegaGarchomp is faster than Dragapult (169 vs ~142) and has a strong STAB move in Dragon Claw. Dragapult's offensive stats are significantly lowered, making this a safe opportunity to secure a knockout.
Reasoning trace (167 words)
Dragapult is faster than Garchomp (Base 142 vs Base 102), but Garchomp is about to Mega Evolve. Mega Garchomp's speed is still lower than Dragapult's, but Dragapult's Special Attack is -1 and Attack is -2. Dragon Claw is a strong STAB move that hits Dragapult hard. Deciding factor: Likely knockout. Dragon Claw should deal massive damage to Dragapult, and since Dragapult's offensive stats are lowered, it's the safest bet to secure the KO or put it in range. Wait, Mega Garchomp's speed is 169 in the stats provided (likely due to the Mega evolution happening this turn or already calculated). Let's check: Garchomp's current speed is 169, Dragapult's base is 142. If Garchomp is 169, it's faster. Actually, looking at the stats: Garchomp SPE: 169. Dragapult Base SPE: 142. Garchomp is faster. Dragon Claw is the best move. Wait, the legal actions show `[MEGA]` options. This means Garchomp is holding Garchompite and will Mega Evolve this turn. Dragon Claw is the most reliable move for a knockout.
- Turn 4Jev 1.13 used
Steelbeam31% MOVE: steelbeam, 25% SWITCH: aegislash, 13% MOVE: poltergeist
Gemma 4 31B usedEarthquakeGholdengo is Steel/Ghost and weak to Ground. Mega Garchomp is significantly faster and Earthquake is super-effective, likely resulting in a knockout.
Reasoning trace (41 words)
Gholdengo is a Steel/Ghost type, making it immune to Fighting and Normal, and resistant to Dragon. Mega Garchomp is much faster and stronger. Earthquake is a super-effective Ground-type move that should deal massive damage or a knockout. Deciding factor: likely knockout.
Jev 1.13 switched toAegislash67% SWITCH: aegislash, 33% SWITCH: dragapult
- Turn 5Jev 1.13 switched to
Dragapult41% SWITCH: dragapult, 24% MOVE: kingsshield, 17% MOVE: sacredsword
Gemma 4 31B switched toIncineroarAegislash is immune to Earthquake and Dragon Claw. Incineroar is the best switch-in to threaten Aegislash with Flare Blitz.
Reasoning trace (74 words)
Mega Garchomp is facing Aegislash. Aegislash is a Steel/Ghost type, making it immune to Earthquake and Dragon Claw. Mega Garchomp's only attacking move that hits is Rock Slide, but Aegislash is likely in Shield Forme and very bulky. Switching to Palafin or Incineroar is safer, but Palafin can't hit Aegislash effectively either. Incineroar can use Flare Blitz for massive damage. Deciding factor: Bad matchup. Mega Garchomp cannot hit Aegislash with its primary STAB moves.
- Turn 6Jev 1.13 switched to
Aegislash35% SWITCH: aegislash, 33% MOVE: shadowball, 15% MOVE: thunderbolt
Gemma 4 31B usedPartingshotDragapult is much faster than Incineroar and poses a significant threat. Parting Shot allows for a safe pivot to a better matchup while lowering Dragapult's Attack.
Reasoning trace (49 words)
Dragapult is significantly faster than Incineroar and can likely OHKO or severely damage it with Ghost or Dragon moves. Parting Shot allows me to pivot out while lowering Dragapult's attack, potentially bringing in a better matchup or Palafin to get its Zero to Hero activation. Deciding factor: speed/bad matchup.
Gemma 4 31B switched toPalafinAegislash is immune to Ground, making Mega Garchomp a poor choice. Palafin provides neutral damage and crucial priority (Jet Punch) to handle the remaining Dragapult.
Reasoning trace (600 words)
The opponent has Aegislash active, which is currently at -1 Attack and -1 Special Attack due to Incineroar's Intimidate and Parting Shot. Palafin is a strong offensive threat, but Aegislash resists Water and is immune to Fighting. Mega Garchomp is a powerful attacker and can pressure Aegislash with Ground moves (though Aegislash is immune to Ground) or other attacks. However, Aegislash is a Steel/Ghost type, and Mega Garchomp is Dragon/Ground. Palafin is Water. Neither is a great offensive match for Aegislash, but Palafin's Jet Punch is neutral. Wait, Aegislash is Steel/Ghost; Water is neutral, Fighting is immune, Ground is immune. Mega Garchomp is Dragon/Ground; Dragon is neutral, Ground is immune. Palafin is Water; Water is neutral. Actually, looking at the bench, I have Mega Garchomp and Palafin. Aegislash is a wall. Incineroar just used Parting Shot, but the turn history says "Your Incineroar used Parting Shot" on Turn 6, but the current turn is Turn 6? Let me re-read. Turn 6: "Opposing Aegislash came in", "Your Incineroar used Parting Shot". Wait, the "RECENT TURNS" section says Turn 6 happened, but the prompt says "Turn 6 | Format...". This is confusing. If Incineroar just used Parting Shot, it should have switched out. But the "YOUR ACTIVE POKÉMON" is still Incineroar. Wait, the turn history says: Turn 6: - Opposing Aegislash came in - Your Incineroar used Parting Shot - Opposing Aegislash: atk -1 - Opposing Aegislash: spa -1 If Parting Shot was used, Incineroar must be replaced. But the legal actions are SWITCH: palafin or SWITCH: garchompmega. This implies Incineroar is still active. Wait, Parting Shot's effect is to lower stats and then switch the user out. If the game state says Incineroar is active, maybe the Parting Shot hasn't resolved the switch yet? No, that's not how it works. Looking at the "RECENT TURNS" again, it lists Turn 6. But the current turn is also Turn 6. This is a contradiction in the provided text. Regardless, Incineroar is active. Aegislash is active. Aegislash is a bad matchup for Incineroar (Ghost/Steel vs Fire/Dark). Flare Blitz is strong, but Aegislash has huge defense in Shield Form. Palafin is a better option to maintain pressure or Mega Garchomp for raw power. However, Aegislash is immune to Ground. Actually, the best play here is to bring in a strong attacker. Palafin's Jet Punch is useful, but Mega Garchomp is a monster. But wait, Aegislash is immune to Ground. Let's look at the opponent's team: Dragapult, Gholdengo (fainted), Aegislash. Dragapult is very fast. Palafin's Jet Punch is great for Dragapult. Aegislash is slow. If I switch to Palafin, I can use Jet Punch or Wave Crash. If I switch to Mega Garchomp, I have limited options against Aegislash. The deciding factor is the matchup: Aegislash walls Garchomp (Ground immunity) and resists Palafin's Fighting moves, but Palafin is generally more versatile here. However, Mega Garchomp is usually the win condition. Wait, Incineroar can use Flare Blitz. Aegislash is Steel. Flare Blitz is super effective. But Aegislash is likely in Shield Form. Actually, the most consistent play to pivot into a better position against the remaining Dragapult and Aegislash is Palafin. Wait, I just noticed the turn history says "Your Incineroar used Parting Shot" and then lists the stat drops. If Parting Shot was used, the user *must* switch. The legal actions provided are SWITCH: palafin and SWITCH: garchompmega. This means the game is forcing the switch from Parting Shot. Between Palafin and Mega Garchomp, Palafin is better because Dragapult is still out there and Palafin's priority is key. Deciding factor: matchup/pivot. Palafin provides priority against Dragapult.
- Turn 7Jev 1.13 switched to
Dragapult55% SWITCH: dragapult, 17% MOVE: kingsshield, 15% MOVE: shadowball
Gemma 4 31B usedWavecrashAegislash has been weakened by Intimidate and Parting Shot (-1 Atk, -1 SpA). Palafin in Hero form can deal massive damage with Wave Crash to pressure or knock out the opponent.
Reasoning trace (52 words)
Aegislash is currently at -1 Atk and -1 SpA due to Incineroar's Intimidate and Parting Shot. Palafin is in Hero form and has a massive attack advantage. Wave Crash deals significant damage to Aegislash, and since Aegislash is slow and weakened, this is the best offensive pressure. Deciding factor: likely knockout/heavy damage.
- Turn 8Jev 1.13 switched to
Aegislash40% SWITCH: aegislash, 28% MOVE: shadowball, 17% MOVE: thunderbolt
Gemma 4 31B usedWavecrashDragapult is faster, but Palafin can survive a hit and likely OHKO Dragapult with a Mystic Water-boosted Wave Crash.
Reasoning trace (195 words)
Dragapult is faster than Palafin and likely carries Shadow Ball or Dragon-type moves. Palafin is at 90% HP and Dragapult is at 63%. Wave Crash is the strongest move but causes recoil and Dragapult is fast. However, switching to Incineroar provides a safer switch-in to Ghost/Dragon moves and allows for Intimidate/Parting Shot cycling. But Garchomp-Mega is also available and resists nothing here. Actually, Wave Crash likely knocks out Dragapult if it doesn't resist, but Dragapult is faster. Wait, Dragapult is Dragon/Ghost. Wave Crash is Water. It's neutral. Dragapult's speed is 142, Palafin's is 122. Dragapult moves first. Shadow Ball does decent damage. If I use Wave Crash, I might KO it, but I take a hit first. If I switch to Incineroar, I take a hit but can pivot. But wait, I have Mega Garchomp on the bench. Mega Garchomp is very strong. Actually, looking at the HP, Dragapult is at 63%. Wave Crash from a Zero to Hero Palafin with Mystic Water is massive. It will almost certainly OHKO Dragapult. The deciding factor is whether Palafin survives the hit. Dragapult's Shadow Ball or Dragon Dart won't OHKO Palafin. Decision: Wave Crash for the knockout.
- Turn 9Jev 1.13 used
Kingsshield28% MOVE: kingsshield, 25% MOVE: shadowball, 24% SWITCH: dragapult
Gemma 4 31B switched toGarchompAegislash is a defensive wall that resists Fighting and takes neutral damage from Water. Mega Garchomp is the strongest available counter to both Aegislash and Dragapult.
Reasoning trace (434 words)
Aegislash is currently active and at 52% HP. Palafin is active. Aegislash is a Steel/Ghost type, meaning it is immune to Fighting (Close Combat) and resists Water. Incineroar is a bad matchup here. Mega Garchomp is a strong offensive threat and can hit Aegislash with Ground moves (though not listed in the current legal actions, it's the best switch). However, looking at the legal actions, I have Mega Garchomp available. Wait, Aegislash is Steel/Ghost; it takes neutral damage from Water. Wave Crash does significant damage. Deciding factor: Matchup/Damage. Wave Crash is the strongest move Palafin has that hits Aegislash, but switching to Mega Garchomp provides a more reliable win condition against the remaining team (Dragapult and Aegislash). However, Palafin can likely force a switch or deal heavy damage. Actually, Aegislash is slow; Wave Crash should hit hard. But wait, Mega Garchomp is a monster. Let's check if Wave Crash KOs. Aegislash has high defense in Shield Forme. Wait, Aegislash is at 52%. Wave Crash with Mystic Water is very strong. But Mega Garchomp is a safer bet to handle the remaining threats. Actually, looking at the legal actions, I can switch to Mega Garchomp. Wait, Aegislash is likely in Shield Forme. Wave Crash might not KO. Mega Garchomp is the better overall answer for the remaining team. Actually, let's look at the current state: Palafin is healthy. Aegislash is at 52%. Wave Crash is the strongest move. But Mega Garchomp is available. Wait, I just noticed Mega Garchomp is in the switch list. Mega Garchomp is a massive threat to Aegislash (Earthquake). Deciding factor: Matchup. Aegislash resists nothing Palafin has except Fighting, but Mega Garchomp is a superior wallbreaker here. Actually, Wave Crash is likely to do a lot of damage. Let's stick with the strongest attack. Wait, Aegislash is Steel/Ghost. Water is neutral. Wave Crash is 120 BP + Mystic Water. It should do huge damage. Let's re-evaluate: Aegislash is at 52%. Wave Crash might KO or leave it very low. If it doesn't KO, Aegislash might hit back with Shadow Ball or Iron Head. Actually, switching to Mega Garchomp is the safest play to ensure a KO and maintain momentum. Wait, I'll just use Wave Crash. It's the most immediate pressure. Actually, looking at the opponent's team: Dragapult and Aegislash. Mega Garchomp destroys both. Decision: Switch to Mega Garchomp. Wait, looking at the legal actions again. I have Mega Garchomp. Let's go with Wave Crash to keep the pressure. Actually, Aegislash is a wall. Mega Garchomp is the wallbreaker. Deciding factor: Matchup. Mega Garchomp is the best answer for Aegislash and Dragapult.
- Turn 10Jev 1.13 used
Kingsshield39% MOVE: kingsshield, 22% SWITCH: dragapult, 20% MOVE: sacredsword
Gemma 4 31B switched toIncineroarAegislash is immune to Earthquake and resists Garchomp-Mega's other attacks. Incineroar is a much better matchup, resisting Ghost and threatening a knockout with Flare Blitz.
Reasoning trace (56 words)
Aegislash is a Ghost-type, making it immune to Earthquake. Dragon Claw and Rock Slide do minimal damage. Swords Dance is an option, but Aegislash can use King's Shield again or Shadow Ball/Shadow Sneak. Incineroar is the best matchup here, as it resists Ghost and hits Steel with Flare Blitz. Deciding factor: Bad matchup (Garchomp-Mega vs Aegislash).
- Turn 11Jev 1.13 switched to
Dragapult34% SWITCH: dragapult, 32% MOVE: kingsshield, 19% MOVE: shadowball
Gemma 4 31B usedFlareblitzAegislash is at 52% HP and weak to Fire. Flare Blitz is a strong super-effective move that should secure a knockout or leave it critically low.
Reasoning trace (180 words)
The opponent's Aegislash has used King's Shield twice in a row, meaning it is now locked into Blade Forme (offensive) if it attacks, or it will stay in Shield Forme if it uses King's Shield again (though King's Shield cannot be used consecutively in some gens, in Gen 9 it can, but it's less effective). However, Incineroar is a great pivot. Flare Blitz is a strong STAB move that hits Aegislash for super effective damage. Deciding factor: Likely knockout. Flare Blitz should deal massive damage to Aegislash, potentially knocking it out or leaving it in range for others. Wait, Aegislash is Steel/Ghost. Flare Blitz is Fire. It's super effective. Aegislash is at 52% HP. Flare Blitz from Incineroar should be a OHKO or close to it. Let's double check: Aegislash is in Shield Forme (likely, since it used King's Shield). Flare Blitz is very strong. Alternatively, Parting Shot allows me to pivot back to Garchomp-Mega or Palafin while lowering Aegislash's stats further. But Aegislash is already -1 Atk. Flare Blitz is the most aggressive and likely to remove the threat.
- Turn 12Jev 1.13 switched to
Aegislash42% SWITCH: aegislash, 27% MOVE: shadowball, 17% MOVE: uturn
Gemma 4 31B usedFlareblitzDragapult is burned and at 28% HP. Flare Blitz should secure the knockout despite the resistance.
Reasoning trace (33 words)
Dragapult is burned and at 28% HP. Incineroar's Flare Blitz is likely to secure the knockout, even if it's not very effective, given Dragapult's low defense and current health. Deciding factor: likely knockout.
Jev 1.13 switched toDragapult100% SWITCH: dragapult
- Turn 13Jev 1.13 used
Shadowball53% MOVE: shadowball, 26% MOVE: uturn, 15% MOVE: thunderbolt
Gemma 4 31B usedFlareblitzDragapult is burned and at very low HP (28%). Flare Blitz should easily secure the knockout before Dragapult can deal significant damage.
Reasoning trace (54 words)
Opposing Dragapult is burned and at very low HP (28%). Incineroar's Flare Blitz is likely to secure the knockout, even if it's not super effective. Dragapult is much faster, but its damage output is reduced by the burn if it uses physical moves, and it only has Shadow Ball revealed. Deciding factor: likely knockout.