Matches · 2026-10-10 · rules version c3

Chimps at the Zoo vs DeepSeek V4.1 Flash

Player 1
DeepSeek V4.1 Flash's team
Player 2 · winner
DeepSeek V4.1 Flash's team
autopilot 9%

DeepSeek V4.1 Flash won in 10 turns · 2 min wall clock · 20,852 tokens · $0.006

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Decisions

  1. Team preview
    DeepSeek V4.1 Flash brought Glimmora,dragonite,gholdengoautopilot3,637 tok · 20.2 s · $0.0019
    Reasoning trace (1,328 words)
    We need to choose our 3 Pokémon for this battle. Mirror match team. We need a good lead and core. Our team: glimmora, dragonite, gholdengo, kingambit, garganacl, annihilape. Opponent has same species.
    
    Consider leads. Glimmora is a common hazard lead with focus sash. But in bring 3 pick 3, hazards may be less valuable. However glimmora can set rocks and toxic debris. Gholdengo blocks defog/spin with good as gold. 
    
    A common strong core: Glimmora lead for hazards, Gholdengo for spinblocking and offense, Kingambit or Dragonite as sweeper. But pick 3 means we need solid offensive and defensive balance.
    
    Let me think about matchup. Opponent likely brings glimmora, gholdengo, and something. 
    
    Actually, standard bring: Glimmora (lead), Gholdengo, Kingambit? Kingambit is strong with sucker punch. Dragonite with multiscale and dragon dance could sweep.
    
    But without hazards, dragonite's multiscale stays intact for opponent too.
    
    Glimmora is useful to set hazards and break sash. Also toxic debris punishes contact.
    
    I think lead glimmora is good. Then we need offensive pressure: gholdengo and kingambit. Or dragonite.
    
    Consider annihilape: bulk up, rage fist, drain punch, taunt. Very threatening late game.
    
    Garganacl is a defensive wall with salt cure, iron defense, body press, recover.
    
    Given pick 3, we want a lead that applies pressure and can set hazards. Glimmora is the best lead. Then a wallbreaker/sweeper and a defensive pivot? 
    
    Opponent's glimmora likely leads too. Our glimmora vs their glimmora: speed tie? Our glimmora has 151 speed, theirs base 86 -> at level 50 with 0 IV/EV? They didn't list EVs. Actually the stats given for our team include EVs/IVs? They are level 50 stats. Our glimmora has 151 speed. Opponent's glimmora base speed 86, likely similar spread but no item/ability listed. We can assume similar. So speed tie possible.
    
    Mortal spin from glimmora can remove hazards and poison. Earth power hits their glimmora super effectively? Rock/Poison is weak to ground. Our glimmora has earth power.
    
    If we lead glimmora vs their glimmora, we can earth power to KO? Their glimmora likely focus sash too, so it survives with 1 HP and sets hazards. But then we can mortal spin to remove hazards and KO? Actually mortal spin is poison physical, not very effective on rock/poison? Poison vs rock/poison: poison is not very effective (0.5x) on rock, and poison vs poison 0.5x, so 0.25x. Not good. Earth power is 2x. Focus sash survives, then we might get KO'd by their earth power? Their glimmora likely has earth power too.
    
    Alternatively, we could lead something else to counter their glimmora. Gholdengo with make it rain? Make it rain is steel, 2x on rock? Rock weak to steel? Rock is not weak to steel; steel is neutral on rock? Actually rock takes neutral from steel. Poison takes 2x from steel? Steel is super effective on rock? No, steel is super effective on ice, rock, fairy? Wait, steel is super effective on ice, rock, fairy. Yes! Steel is super effective on Rock and Ice and Fairy. So make it rain hits glimmora 2x, and also poison is neutral to steel? Poison resists steel? No, poison is weak to steel? Actually poison does not resist steel; steel is neutral on poison. So make it rain is 2x on glimmora due to rock typing. Gholdengo with 185 SpA and wise glasses could deal heavy damage.
    
    But glimmora has focus sash, so it survives and sets hazards.
    
    If we lead gholdengo, opponent glimmora sets hazards, we make it rain, sash survives, then next turn we can shadow ball or make it rain again to KO. But they might switch.
    
    Maybe we lead with glimmora to set hazards first. If both set hazards, it's even.
    
    Alternatively, lead with kingambit? Kingambit is slow but powerful. Sucker punch can pick off.
    
    We need to consider the whole pick 3. I think a solid choice: Glimmora, Gholdengo, Kingambit. This covers hazards, special offense, physical priority. But Kingambit is slow, and without supreme overlord boosts (no fainted allies? Actually supreme overlord boosts based on fainted party members; in bring 3, if we bring 3, max boost is 2). Still strong.
    
    Or bring Dragonite instead of Kingambit. Dragonite with multiscale can set up dragon dance and sweep. But opponent might have priority or ice moves. Glimmora has earth power, gholdengo has shadow ball, kingambit has sucker punch, annihilape has rage fist, garganacl has salt cure/body press.
    
    If we bring Dragonite, it's weak to ice, and glimmora can't hit it with ice. But opponent could have glimmora with earth power? No, earth power is ground, not very effective on dragon/flying? Ground on flying is 0. Ice spinner? Opponent's glimmora doesn't have ice moves likely.
    
    What about Annihilape? It's immune to normal, fighting, and has bulk up. It can be a great win condition. But it's weak to ghost and dark (Kingambit's sucker punch). Opponent might bring Kingambit.
    
    Garganacl is a great wall, but slow and passive.
    
    Given the mirror match, I think a balanced approach: lead with Glimmora to set hazards, then Gholdengo to block defog and pressure, then Kingambit as a late-game cleaner with sucker punch. Or Dragonite.
    
    But we also need to consider that opponent might bring Garganacl, which walls physical attackers. Our Kingambit would struggle against Garganacl (iron defense, body press). But Gholdengo can hit it with make it rain (steel is 2x on rock). So Gholdengo handles Garganacl.
    
    Annihilape can also break Garganacl with drain punch (fighting 2x on rock). So Annihilape is good against Garganacl.
    
    Opponent might bring Glimmora, Gholdengo, and Garganacl? That's a hazard lead, special attacker, and wall. Or they might go offensive.
    
    I think our best bet is to have a solid lead that can handle their likely lead. Their likely lead is Glimmora (hazard setter). If we lead Glimmora, it's a mirror. If we lead Gholdengo, we can pressure their Glimmora immediately with make it rain, but they might switch to a counter.
    
    Actually, leading Gholdengo is risky if they lead Kingambit (dark moves hit Gholdengo 2x? Dark on ghost is 2x? Ghost is weak to dark, yes. And steel is neutral? Kingambit's sucker punch is dark, so 2x on Gholdengo? Gholdengo is steel/ghost, dark is 2x on ghost, but steel resists dark? Steel does not resist dark. So dark is 2x on Gholdengo. Sucker punch from Kingambit would KO Gholdengo. So Gholdengo is not safe against Kingambit.
    
    Leading Glimmora is safer because it can set hazards and has focus sash to survive one hit. Also toxic debris punishes contact.
    
    So I'll bring Glimmora as lead. Then for the other two, we want to cover threats. Gholdengo is good for special offense and spinblocking. Kingambit is good for priority and dark offense. But Kingambit is slow and weak to fighting (Annihilape's drain punch, Garganacl's body press). Also opponent's Kingambit might be a problem.
    
    Dragonite is a good alternative: with multiscale, it can take a hit and set up dragon dance. It has extremespeed for priority. It can also hit Gholdengo with earthquake? No, Gholdengo is immune to ground? Gholdengo is steel/ghost, ground is 2x? Wait, ground on steel is 2x? Steel is weak to ground? Actually ground is super effective on steel? No, ground is super effective on fire, electric, poison, rock, steel? Let's check: Ground is super effective against Fire, Electric, Poison, Rock, Steel. Yes! So earthquake hits Gholdengo 2x. Dragonite's earthquake can hit Gholdengo hard. Also ice spinner hits Dragonite? No.
    
    Dragonite's ice spinner hits opponent's Dragonite 2x (ice on flying/dragon 4x? Dragon/flying: ice is 4x? Dragon is weak to ice, flying is weak to ice? Flying is not weak to ice? Actually ice is super effective on flying, dragon, ground, grass. So ice on dragon/flying is 2x from dragon, 2x from flying = 4x. Yes! So ice spinner is 4x on Dragonite. That's a great move.
    
    So Dragonite with ice spinner can KO opponent's Dragonite if it's not multiscale? With multiscale, it survives one hit if at full HP. But if we break multiscale first, then
    Incident report
    [PARSE ERROR] No BRING: line. Bringing glimmora, dragonite, gholdengo.
  2. Turn 1
    Chimps at the Zoo used Kowtowcleave
    DeepSeek V4.1 Flash used Stealthrock1,358 tok · 1.5 s · $0.0006

    Glimmora is much faster than Kingambit and holds Focus Sash, so it survives any one hit. As a dedicated hazard lead, setting Stealth Rock turn 1 is the highest-value play before Kingambit can break the sash.

    Reasoning trace (111 words)
    Kingambit is slower (50 base speed) than Glimmora (151). Glimmora can set hazards, but Kingambit threatens with Sucker Punch or Iron Head. Focus Sash means Glimmora survives one hit. Earth Power hits Kingambit super effectively (Ground vs Steel). Actually Kingambit is Dark/Steel, Ground is super effective. Earth Power likely 2HKOs though. But Kingambit could KO Glimmora. Focus Sash saves it. Setting Stealth Rock is valuable. But Earth Power chips Kingambit.
    
    Actually best: set Stealth Rock turn 1 since Focus Sash guarantees survival, then Glimmora can set more or attack. But Kingambit might just attack and break sash. Hmm.
    
    Glimmora's role is hazard lead. Stealth Rock is standard. Let's set Stealth Rock.
  3. Turn 2
    Chimps at the Zoo switched to Dragonite
    DeepSeek V4.1 Flash used Spikes1,884 tok · 3.7 s · $0.0010

    Glimmora is faster than Kingambit and will be KO'd by Kowtow Cleave regardless, so it should use its last turn to lay an extra Spikes layer for free chip damage before fainting.

    Reasoning trace (395 words)
    Glimmora at 26% HP, Focus Sash likely already used (took Kowtow Cleave). Kingambit will KO it. Best to switch to a counter. Gholdengo resists Dark? No, Ghost is weak to Dark. Dragonite resists Dark? Dragon/Flying - Dark is neutral. Actually Kingambit's Sucker Punch/Kowtow. Dragonite with Multiscale can take a hit and Earthquake it. But Kingambit is Steel/Dark, Earthquake hits it super effectively.
    
    Actually Gholdengo is weak to Dark (Ghost). Dragonite is neutral. Dragonite with Multiscale survives and can Earthquake. But Kingambit might have Sucker Punch.
    
    Better to switch to Dragonite. Actually Glimmora is nearly dead anyway, so switching preserves nothing. But Glimmora can set another hazard layer (Spikes) before dying. However, Kingambit will KO it. Setting Spikes is valuable.
    
    Hmm, but Glimmora at 42 HP, Kowtow Cleave will KO. Setting Spikes gives another hazard layer. That's valuable. But we lose Glimmora.
    
    Alternatively switch to Dragonite to preserve Glimmora? Glimmora is at 26%, low value. Setting Spikes is good.
    
    Actually, the deciding factor: Glimmora will die to Kowtow Cleave regardless. Setting Spikes adds a layer. But is it worth it? Toxic Spikes already set. Spikes adds chip. Yes, set Spikes.
    
    Wait, but we could switch to Dragonite and keep Glimmora for later hazard setting. But Glimmora at 26% won't survive much. Setting Spikes now is the best use.
    
    Actually, let me reconsider. Kingambit is a big threat. Dragonite with Earthquake can hit it. But switching in Dragonite takes Kowtow Cleave (neutral, Multiscale halves). Then next turn Dragonite can Earthquake.
    
    I think setting Spikes is fine since Glimmora dies anyway. But actually, if we set Spikes, Glimmora dies, then we bring in Dragonite next turn. That's fine.
    
    Hmm, but the question is best action. Let me think about what maximizes value. Glimmora's job is hazards. It already got Stealth Rock and Toxic Spikes. Adding Spikes is good. But it will die. Alternatively, switch to preserve it for later.
    
    Given Glimmora is at 26% and will die to any hit, and it can't outspeed Kingambit (Kingambit 50 speed, Glimmora 151 - Glimmora is faster!). Wait, Glimmora speed 151, Kingambit 50. Glimmora is much faster. So Glimmora can set Spikes before Kingambit attacks. Then Kingambit KOs.
    
    So Spikes is a free layer. That's the best play.
    
    Actually wait, could Glimmora do something else? Earth Power does damage but won't KO Kingambit. Spikes is the value play.
    
    Decision: MOVE: spikes.
  4. Turn 3
    Chimps at the Zoo used Extremespeed
    DeepSeek V4.1 Flash switched to Gholdengo1,749 tok · 17.6 s · $0.0003

    Glimmora is nearly dead and its hazard-setting job is done. Earth Power can't hit Flying-type Dragonite, and Mortal Spin is too weak. Switching to Gholdengo preserves Glimmora and brings in a strong special attacker that can set up Nasty Plot.

    Reasoning trace (244 words)
    Glimmora at 26% with Focus Sash likely already used? Focus Sash only works at full HP, so it's gone. Dragonite is at 75% after rocks. Glimmora is faster (151 vs 80). Earth Power hits Dragonite for decent damage but Dragonite is Flying... Earth Power on Flying type - Ground moves don't affect Flying. So Earth Power is useless. Mortal Spin is Poison, weak. 
    
    Actually best to switch out Glimmora since it's low HP and hazards are set. Switch to Gholdengo or Dragonite. Dragonite has Multiscale and can set up. But opposing Dragonite likely has Extreme Speed or Ice Spinner. 
    
    Gholdengo is immune to... nothing relevant. Actually switching to Gholdengo is safe. But Glimmora's job is done - hazards set. Switch to Gholdengo to preserve Glimmora? Glimmora is nearly dead anyway.
    
    Actually, Glimmora could use Mortal Spin to poison and clear... no, Mortal Spin clears own side hazards. Not useful.
    
    Best: switch to Gholdengo. Gholdengo resists Dragon moves? No, Ghost/Steel - Dragon is neutral. But Gholdengo can Nasty Plot.
    
    Actually Dragonite with Multiscale could come in and set up Dragon Dance. But opposing Dragonite might have Ice Spinner.
    
    Let me just switch to Gholdengo - it's a solid pivot. Actually, wait - Glimmora is at 26%, likely to die. Better to preserve it? No, it's basically dead. Switch to Gholdengo.
    
    Hmm, but actually Glimmora could just attack. Earth Power doesn't hit Flying. Mortal Spin is weak. So switching is best.
    
    Gholdengo is the safest switch.
  5. Turn 4
    Chimps at the Zoo used Extremespeed
    DeepSeek V4.1 Flash used Makeitrain1,545 tok · 5.9 s · $0.0002

    Gholdengo outspeeds Dragonite (149 vs 80) and Dragonite is already at 75% HP, so Multiscale is broken. Make It Rain is a 120 BP STAB special move that should knock it out before it can retaliate with Earthquake.

    Reasoning trace (96 words)
    Gholdengo is immune to Extreme Speed (Ghost). Dragonite likely has Earthquake or Ice Spinner to hit Gholdengo? Actually Dragonite's EQ hits Gholdengo super effectively. But we don't know its moveset. Gholdengo can Make It Rain for big damage. Dragonite at 75% HP. Make It Rain is 120 BP special, likely KOs or heavily damages. But Dragonite may have Earthquake. Speed: Gholdengo 149 vs Dragonite 80, Gholdengo moves first. Make It Rain should KO Dragonite.
    
    Actually Dragonite has Multiscale possibly, but it's at 75% so Multiscale broken. Make It Rain KOs.
    
    Let me pick Make It Rain.
  6. Turn 5
    Chimps at the Zoo used Icespinner
    DeepSeek V4.1 Flash used Shadowball1,486 tok · 5.9 s · $0.0002

    Dragonite is at 4% HP and Gholdengo is immune to Extreme Speed, so any attack KOs. Shadow Ball avoids the extra Special Attack drop from Make It Rain, keeping Gholdengo stronger for the next opponent.

    Reasoning trace (66 words)
    Dragonite at 4% HP, Gholdengo immune to Extreme Speed. Shadow Ball or Make It Rain will KO. Make It Rain drops SpA further but KOs. Shadow Ball is fine and doesn't drop SpA. Either KOs. Use Shadow Ball to preserve SpA.
    
    Actually Make It Rain is 100% accurate and stronger. But -2 SpA already. Shadow Ball 80 BP should KO 4% HP easily. Use Shadow Ball.
    Chimps at the Zoo switched to Annihilape
  7. Turn 6
    Chimps at the Zoo used Taunt
    DeepSeek V4.1 Flash used Shadowball2,033 tok · 15.8 s · $0.0004

    Gholdengo outspeeds Annihilape (149 vs 90) and is immune to its Fighting STAB, while Shadow Ball hits Annihilape's Ghost typing super effectively. Even at -2 SpA, Shadow Ball is the best immediate damage before Annihilape can set up or attack.

    Reasoning trace (316 words)
    Annihilape is Fighting/Ghost. Gholdengo is Steel/Ghost. Annihilape's Ghost moves hit Gholdengo neutrally, Fighting moves are immune (Ghost). Gholdengo's Shadow Ball hits Annihilape super effectively (Ghost vs Ghost). But Gholdengo has -2 SpA. Annihilape is poisoned and at 81%.
    
    Annihilape likely has Drain Punch/Rage Fist. Rage Fist gets stronger with hits taken. Gholdengo can't be hit by Fighting moves. Shadow Ball is super effective. But -2 SpA reduces damage.
    
    Actually, Annihilape's Ghost-type moves (Rage Fist is Ghost) hit Gholdengo neutrally. Gholdengo resists? Steel/Ghost: Ghost is neutral vs Steel, super effective vs Ghost... wait Ghost vs Steel/Ghost: Ghost is 0.5x vs Steel, 2x vs Ghost = 1x neutral.
    
    Shadow Ball from Gholdengo: Ghost vs Fighting/Ghost = 2x (Ghost weak to Ghost) * 0.5 (Fighting resists? no, Fighting doesn't resist Ghost). Ghost vs Fighting = 1x, Ghost vs Ghost = 2x. So 2x super effective.
    
    With -2 SpA, Shadow Ball still does decent damage. Annihilape at 81% with poison. Let me think about whether Shadow Ball KOs. Gholdengo SpA 185, -2 = 92.5 effective. Shadow Ball 80 BP * 2x = 160. Annihilape HP 110 base, SpD 90. Probably not a KO but good damage.
    
    Alternatively Nasty Plot to reset. But Annihilape could attack. Actually Gholdengo is immune to Fighting, so Annihilape's best move is Rage Fist (Ghost). Rage Fist power increases with times hit - it's been hit by hazards? No, Rage Fist counts hits taken. Annihilape took Stealth Rock and Spikes damage - those count as hits? Actually Rage Fist counts times the user was hit by a move, not hazards. So Rage Fist is at base 50 BP.
    
    Shadow Ball seems best - super effective, and Gholdengo outspeeds (149 vs 90). Let me go with Shadow Ball.
    
    Actually, should I consider Nasty Plot? With -2, Shadow Ball is weakened. But Annihilape is poisoned and chipped. Shadow Ball 2x should do solid damage. I'll pick Shadow Ball.
  8. Turn 7
    Chimps at the Zoo switched to Kingambit
    DeepSeek V4.1 Flash used Shadowball1,683 tok · 6.3 s · $0.0002

    Annihilape is at 47% and poisoned, and Shadow Ball is super effective against its Ghost typing. Even at -2 SpA, Shadow Ball plus poison damage should finish it, and switching would waste the free hit.

    Reasoning trace (66 words)
    Annihilape is at 47% with poison, Ghost/Fighting. Shadow Ball is super effective (Ghost vs Ghost). Gholdengo has -2 SpA but Shadow Ball should still do significant damage. Annihilape likely has Drain Punch/Rage Fist. Shadow Ball should KO or nearly KO. Let's just attack.
    
    Actually with -2 SpA, Shadow Ball might not KO 47%. But Annihilape is poisoned, so it'll die to poison anyway. Attacking is best.
  9. Turn 8
    Chimps at the Zoo used Kowtowcleave
    DeepSeek V4.1 Flash switched to Dragonite2,075 tok · 4.3 s · $0.0007

    Gholdengo is at -2 SpA and both of its attacks are resisted by Kingambit, while Kingambit likely carries Sucker Punch to punish. Dragonite resists Dark and threatens super-effective Earthquake on Steel, so switching is the safest play.

    Reasoning trace (276 words)
    Kingambit is Dark/Steel, immune to Ghost (Shadow Ball is resisted... actually Ghost vs Dark/Steel: Steel resists Ghost? No, Steel doesn't resist Ghost. But Dark is immune to Ghost? No, Dark is immune to Psychic, not Ghost. Ghost vs Steel/Dark: Steel resists Ghost? Steel does not resist Ghost. Dark resists Ghost? No. Actually Ghost hits Steel neutral and Dark neutral... wait, Ghost vs Dark: Dark is immune to Psychic, resistant to Ghost? No, Dark resists Ghost? Let me recall: Dark resists Dark and Ghost. Yes, Dark-type resists Ghost. And Steel resists... Steel resists Normal, Flying, Rock, Bug, Steel, Grass, Ice, Dragon, Fairy. So Ghost vs Kingambit: Dark resists Ghost → 0.5x.
    
    Kingambit has Sucker Punch likely. Gholdengo at -2 SPA. Make It Rain steel vs Dark/Steel is neutral but lowers SPA more, and it's weak due to -2.
    
    Actually the note said "Shadow Ball - not very effective" so 0.5x. Make It Rain is Steel vs Dark/Steel = 1x? Steel vs Steel is 0.5x and vs Dark is 1x → 0.5x. So Make It Rain also 0.5x.
    
    Best play: switch to Dragonite? Dragonite has Earthquake which is super effective vs Kingambit (Steel weak to Ground? Steel is NOT weak to Ground... Ground vs Steel is 2x. Yes Ground is super effective vs Steel.) Dark/Steel: Ground 2x vs Steel, 1x vs Dark = 2x. Dragonite with Earthquake.
    
    But Kingambit Kowtow Cleave is Dark, Dragonite resists? Dark vs Dragon 1x, vs Flying 1x. Dragonite multiscale.
    
    Alternatively, recover. Gholdengo is at 100%. 
    
    Kingambit likely has Sucker Punch (priority Dark). Gholdengo's moves are all status/special. Switching to Dragonite avoids Sucker Punch and threatens Earthquake.
    
    I think switching to Dragonite is best.
  10. Turn 9
    Chimps at the Zoo switched to Annihilape
    DeepSeek V4.1 Flash used Earthquake1,715 tok · 7.8 s · $0.0003

    Kingambit is Dark/Steel and slower than Dragonite, so Earthquake hits it super effectively before it can act. Dragonite is already damaged so setting up Dragon Dance is too risky; attacking now pressures the weakened Kingambit.

    Reasoning trace (104 words)
    Kingambit is Dark/Steel. Dragonite has Earthquake (Ground) which is super effective against Steel... actually Ground hits Steel super effectively. Kingambit at 71%. Dragonite's Earthquake BP 100, ATK 204. Kingambit likely Sucker Punch? Not revealed. Kowtow Cleave is Dark, hits Dragonite neutral.
    
    Dragonite at 64%, Multiscale broken already (took damage). Earthquake should do good damage to Kingambit. Kingambit is slower (50 speed) vs Dragonite 132. So Dragonite moves first. Earthquake super effective on Steel.
    
    But Kingambit might have Sucker Punch (priority). Kowtow Cleave is what's revealed. Dragonite can just Earthquake.
    
    Actually Dragon Dance could be risky. Best to attack with Earthquake for super effective damage.
    Chimps at the Zoo switched to Kingambit
  11. Turn 10
    Chimps at the Zoo used Swordsdance
    DeepSeek V4.1 Flash used Earthquake1,687 tok · 4.9 s · $0.0002

    Kingambit is at 53% HP and slower than Dragonite, and Earthquake is super effective against its Steel typing. Even if it has Sucker Punch, Earthquake should knock it out first since Dragonite outspeeds.

    Reasoning trace (75 words)
    Kingambit at 53% HP, likely Sucker Punch threat. Dragonite has Multiscale broken? At 108/168, Multiscale likely broken. Kingambit is slower (50 base speed vs 132). Earthquake hits Kingambit super effectively (Ground vs Steel). Dragonite is faster, so Earthquake should KO or nearly KO. Kingambit at 53% - Earthquake 100 BP STAB? No STAB but super effective. Should KO.
    
    Actually Kingambit might have Sucker Punch which goes first. But Earthquake KOs it. Let me pick Earthquake.