Matches · 2026-10-10 · rules version c3
Gemma 4 31B vs Bonsai 2 27B
Gemma 4 31B won in 9 turns · 6 min wall clock · 49,212 tokens
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Decisions
- Team previewGemma 4 31B brought
Incineroar,gholdengo,palafinThe opponent has a balanced team with Garchomp and Toxapex. Incineroar provides essential Intimidate and pivoting, Gholdengo handles Gardevoir and Mimikyu, and Palafin provides massive Water-type pressure to break through Garchomp and Toxapex.
Reasoning trace (60 words)
The opponent's team consists of Garchomp, Toxapex, Krookodile, Gardevoir, Corviknight, and Mimikyu. I need a core that can handle these threats. Incineroar is great for Intimidate and pivoting. Gholdengo provides strong special offense and resists many of their moves. Palafin is a powerhouse for cleaning up and dealing with Garchomp/Toxapex. Deciding factor: Team synergy and coverage against the opponent's core.
Bonsai 2 27B broughtGarchomp,krookodile,toxapexThe opponent fields three Ground-weak targets (Incineroar, Gholdengo, King Ambit), making a Ground attacker essential. My Garchomp leads with Stone Edge for the 4x mirror KO on their Garchomp and Earthquake coverage, while Krookodile provides Intimidate pressure and additional Ground/Dark coverage. Toxapex rounds out the trio as a bulky pivot to handle special attackers like Gholdengo and Palafin.
Reasoning trace (525 words)
Let me analyze this team preview for a Gen 9 Champions Rotomarenabssregmb format. My team: - Garchomp (Dragon/Ground) - Life Orb, Sandveil, 183/183 HP, Spe 169 - Toxapex (Poison/Water) - Damp Rock, Regenerator, 127/127 HP, Spe 55 - Krookodile (Ground/Dark) - Black Belt, Intimidate, 170/170 HP, Spe 158 - Gardevoir (Psychic/Fairy) - Choice Scarf, Synchronize, 145/145 HP, Spe 145 - Corviknight (Flying/Steel) - Leftovers, Unnerve, 175/175 HP, Spe 87 - Mimikyu (Ghost/Fairy) - Focus Sash, Disguise, 132/132 HP, Spe 162 Opponent's team: - Incineroar (Fire/Dark) - Gholdengo (Steel/Ghost) - King Ambit (Dark/Steel) - Palafin (Water) - Garchomp (Dragon/Ground) - Annihilape (Fighting/Ghost) Let me think about the best 3 to bring: Key threats from opponent: - Incineroar: Fire/Dark, Intimidate likely. Weak to Ground, Water, Fighting, Rock, Ice. My Garchomp and Krookodile can hit it hard with Earthquake. - Gholdengo: Steel/Ghost. Very tricky - resists a lot. Weak to Ground (2x), Fire (4x). My Garchomp/Krookodile hit it 2x with Earthquake. But it's also resistant to many things. - King Ambit: Dark/Steel. Weak to Fighting, Fire, Ground. My Krookodile hits it well with Earthquake (2x) or Knockoff. Garchomp hits it with Earthquake (2x). - Palafin: Water. Weak to Grass, Electric. Not much of a threat but can be annoying. - Garchomp: Dragon/Ground. Same type as mine - this is a mirror matchup. My Garchomp can hit it with Stone Edge (4x) or Earthquake. But it's also resistant to my moves. Actually, Garchomp vs Garchomp: Earthquake is neutral, Stone Edge is 4x super effective. - Annihilape: Fighting/Ghost. Weak to Flying, Bug, Ghost, Ice. My Corviknight hits it with Brave Bird (2x). Mimikyu hits it with Phantom Force (2x) or Play Rough (neutral). Let me think about what I need: 1. Ground coverage is essential - Incineroar, Gholdengo, King Ambit are all weak to Ground. Garchomp and Krookodile both have Earthquake. 2. Against Garchomp mirror: My Garchomp with Stone Edge (4x) can KO it. But I need to be careful about speed. My Garchomp has Spe 169, opponent's Garchomp base Spe 102 at level 50... let me think. Actually the stats shown are at level 50. My Garchomp has SPE: 169. The opponent's Garchomp base SPE is 102. At level 50 with neutral nature, that would be around 102*50/4 + 5 = 1300... wait no. Let me just compare my Garchomp's actual speed (169) to what the opponent's would likely be. The opponent's Garchomp base SPE is 102, so at level 50 it'd be roughly 102*50/4+5 = 1305... no that's not right either. Actually in these battles, the stats shown for my team are the actual calculated stats. For the opponent, only base stats are given. So I need to estimate. At level 50: - Speed stat = (Base * Level / 4) + 5 (roughly, before nature/IV/EV adjustments) - Opponent Garchomp: (102 * 50 / 4) + 5 ≈ 1300... no that's way too high. Wait, I think the formula is different. Let me reconsider. In Pokémon, at level L with base stat B: Stat = floor(floor(B * L / 100) * L) + L + 5 (for non-HPThinking budget reached. Stop thinking and give your final answer now.
- Turn 1Gemma 4 31B used
FakeoutThe deciding factor is priority; Fake Out allows for guaranteed chip damage and disrupts Garchomp's first turn.
Reasoning trace (37 words)
The deciding factor is the priority of Fake Out to break potential Focus Sashes or disrupt the opponent's first turn. Garchomp is a strong lead, and Fake Out provides a free turn of chip damage and flinching.
Bonsai 2 27B usedSwordsdanceGarchomp outspeeds Incineroar 169 vs 60, so it always moves first. Swords Dance removes the Intimidate -1 boost, letting Earthquake next turn hit at full power with Life Orb to KO or near-KO the Fire/Dark. Hitting now with a neutral Ground move wastes the speed advantage on subpar damage.
Reasoning trace (560 words)
Let me analyze this situation carefully. My Garchomp is at 183/183 HP with -1 ATK boost due to Intimidate. It has Life Orb and Sandveil. Opponent's Incineroar (Fire/Dark) is at full HP. Base stats: ATK 115, DEF 90, HP 95, SPA 80, SPD 90, SPE 60. Garchomp's moves: - Swords Dance: boosts ATK by +1 (would bring it back to neutral since it's at -1) - Earthquake: Ground/Physical, BP 100 - Stone Edge: Rock/Physical, BP 100, 80% accuracy - Substitute: creates a substitute Incineroar is Fire/Dark. Let me think about matchups: - Garchomp (Dragon/Ground) vs Incineroar (Fire/Dark): - Earthquake (Ground) vs Fire/Dark: Ground is neutral to Fire, and Ground is neutral to Dark. So Earthquake does neutral damage. - Stone Edge (Rock) vs Fire/Dark: Rock is neutral to Fire, and Rock is neutral to Dark. So Stone Edge does neutral damage. Wait, let me reconsider. Garchomp's Dragon/Ground typing vs Incineroar's Fire/Dark: - Ground attacks on Fire: neutral - Ground attacks on Dark: neutral - Rock attacks on Fire: neutral - Rock attacks on Dark: neutral So both Earthquake and Stone Edge do neutral damage to Incineroar. Garchomp has 182 ATK with -1 boost, so effective ATK is roughly 182 * (1/1.5) ≈ 121. With Life Orb, it takes 1/4 recoil. Incineroar's HP: base 95 at level 50. Let me estimate: 95 * 50/100 + 10 = 57.5... Actually in Gen 9 Champions format, the HP formula is different. Let me just think about it differently. Actually, let me think about what Incineroar's likely moves are. It could have: - Flare Blitz (Fire/Physical, BP 120) - Dark Pulse (Dark/Special, BP 100) - Intimidate is its ability - Could have Roar, U-turn, etc. Incineroar at level 50 with base HP 95... In Gen 9 Champions format, the HP calculation might be different from standard. But let's say it has around 130-140 HP. Garchomp with Earthquake (BP 100, Ground/Physical) vs Incineroar: - Garchomp ATK: 182 * (1/1.5) ≈ 121 effective - With Life Orb, damage is boosted by 1.3x - Damage = (2*50+169) * 100 / (4*DEF) + 2... this is getting complicated Let me think more strategically: Option 1: Swords Dance - This would bring Garchomp's ATK back to neutral (from -1 to 0). Then next turn, Earthquake or Stone Edge would do significantly more damage. But Incineroar could hit first? No wait, Garchomp SPE is 169, Incineroar SPE is 60. Garchomp goes first every turn. Option 2: Earthquake - Does neutral damage to Incineroar. With Life Orb and -1 ATK, it might not KO but will chip. Option 3: Stone Edge - Same as Earthquake but with 80% accuracy. Option 4: Substitute - Creates a substitute to tank hits while setting up. Option 5: Switch to Krookodile - Krookodile is Ground/Dark, SPE 158. It would also be affected by Intimidate (Dark type). But it has higher base HP (170) and ATK (169 vs Garchomp's effective 121 after Intimidate... wait, Garchomp has 182 base ATK with -1 boost). Actually wait - Krookodile is also affected by Intimidate since it's Dark type. So its 169 ATK would be reduced to about 113. That's worse than Garchomp's effective 121. Option 6: Switch to Toxapex - Toxapex is Poison/Water, not affected by Intimidate (Poison and Water are neither Dark). It has Regenerator and high DEF/SPDThinking budget reached. Stop thinking and give your final answer now.
- Turn 2Gemma 4 31B used
PartingshotGarchomp is already at -1 Attack. Parting Shot will further weaken it and allow a safe switch to a teammate.
Reasoning trace (30 words)
Garchomp is -1 Attack and Incineroar is a great pivot. Parting Shot further lowers Garchomp's attack and allows me to bring in a counter or a setup sweeper safely.
Bonsai 2 27B switched toKrookodileGarchomp's Earthquake (0.5x on Fire) and Stoneedge (0.25x on Dark) are both resisted by Incineroar, making this a bad matchup to stay in. Switching to Krookodile removes the pressure while its Intimidate further weakens Incineroar's physical attacks.
Reasoning trace (558 words)
Let me analyze this situation: - My Garchomp is at 162/183 HP (88.5%), with ATK -1 from Intimidate - Opponent's Incineroar is at full HP (Fire/Dark) - Turn 1: Incineroar used Fake Out, hitting my Garchomp for some damage Key considerations: - Garchomp has Sandveil (immune to sand damage), Life Orb - Incineroar is Fire/Dark - resists Ground (0.5x), resists Rock (0.5x) - Wait, let me check: Ground vs Fire/Dark = 0.5x (Fire resists Ground). Dark vs Ground = 1x. So Earthquake is only 0.5x effective. - Stoneedge: Rock vs Fire/Dark = 0.5x (Dark resists Rock). So also 0.5x. - Swordsdance: boosts ATK, but Garchomp already has -1 from Intimidate. Still, after SD it would be back to neutral. Actually wait - Incineroar is Fire/Dark. Let me recheck resistances: - Ground vs Fire: 0.5x (Fire resists Ground) - Ground vs Dark: 1x - So Earthquake = 0.5x total - Rock vs Fire: 0.5x (Fire resists Rock) - Rock vs Dark: 0.5x (Dark resists Rock) - So Stoneedge = 0.25x total! That's terrible. So both physical moves are super effective against Incineroar... wait no, they're NOT super effective. They're resisted. Earthquake is 0.5x on Incineroar. Stoneedge is 0.25x on Incineroar. So Earthquake is the best offensive option, but it's only 0.5x. With Garchomp at -1 ATK (from Intimidate), its effective ATK is reduced. Life Orb gives +30% damage. Let me think about what to do: - Swordsdance would bring ATK back to neutral (from -1). Then next turn Earthquake would be 0.5x but at full power. - Earthquake now: 0.5x, with -1 ATK boost and Life Orb. Probably won't KO Incineroar in one hit. - Switching: Krookodile is Ground/Dark - same resistances against Incineroar (Ground resisted by Fire). But Krookodile has higher base HP (170 vs 183) and Intimidate. Actually, switching to Krookodile would give it Intimidate on Garchomp... wait no, Intimidate affects the opponent's active Pokémon. If I switch to Krookodile, its Intimidate would lower Incineroar's ATK by 1. But Incineroar is Fire/Dark and uses physical moves (Fake Out), so this could help. Actually, let me reconsider. The deciding factor here: - Earthquake is only 0.5x on Incineroar - Stoneedge is 0.25x - terrible - Swordsdance sets up for next turn but doesn't threaten a KO now - Switching to Krookodile or Toxapex The deciding factor is the bad matchup - Garchomp's Ground and Rock moves are both resisted by Incineroar (Fire/Dark). This is a bad matchup to switch out of. Switching to Krookodile: It's also Ground/Dark, so it has the same resistances against Incineroar. But it has Intimidate which would lower Incineroar's ATK. However, its Earthquake is also 0.5x on Incineroar. Switching to Toxapex: Poison/Water. Water resists Fire (0.5x), so Incineroar's moves are resisted. Toxapex has Regenerator and high DEF. It could set up Toxic Spikes or just tank. But it's slow (SPE 55) and won't threaten much offensively. Actually, I think the best play is to switch. Garchomp is at -1 ATK from Intimidate, and its moves are resisted by Incineroar. This is a bad matchup. Between Krookodile and Toxapex: - Krookodile has higher speed (158 vs 55) and can threaten with Earthquake (still 0.5x though) - Toxapex is a tank that can set up Toxic Spikes I think switching to Krookodile makes sense because: 1.Thinking budget reached. Stop thinking and give your final answer now.
Gemma 4 31B switched toPalafinKrookodile is a Ground/Dark type. Palafin has a strong type advantage and can deal significant damage, whereas Gholdengo is weak to Ground-type moves.
Reasoning trace (285 words)
The opponent has Krookodile active, which is a Ground/Dark type. Incineroar just used Parting Shot, but the turn log says "Your Incineroar used Parting Shot", meaning Incineroar should have switched out. Wait, the turn log says "Turn 2: ... Your Incineroar used Parting Shot". This means the action for Turn 2 is already completed? No, the prompt says "Turn 2" and then lists the events of Turn 2, but then asks for a legal action. Looking closer, the "RECENT TURNS" section shows Turn 2 events. If Parting Shot was used, Incineroar should be gone. However, the "YOUR ACTIVE POKÉMON" section still lists Incineroar. Wait, looking at the "RECENT TURNS" again: Turn 2: - Opposing Krookodile came in - Opposing Krookodile's ability: Intimidate - Your Incineroar: atk -1 - Your Incineroar used Parting Shot - Opposing Krookodile: atk -1 - Opposing Krookodile: spa -1 If Parting Shot was used, the user must have selected a replacement. But the prompt asks for a legal action now. This implies the "RECENT TURNS" is a summary of what just happened, and now I am choosing the replacement for Parting Shot? No, the legal actions are SWITCH: gholdengo or SWITCH: palafin. This means Incineroar is still active? No, Parting Shot *forces* a switch. Actually, looking at the state: Incineroar is listed as active. If Parting Shot was used, the game is waiting for the switch-in. The legal actions are the available Pokémon to switch into. Krookodile is Ground/Dark. Gholdengo is Steel/Ghost (immune to Fighting, resists Dark/Steel, weak to Ground/Fire/Ghost/Dark). Palafin is Water (super effective against Ground/Dark). Palafin is the better matchup here. Deciding factor: Matchup. Palafin resists nothing but hits Krookodile for super effective damage. Gholdengo is weak to Ground.
- Turn 3Gemma 4 31B used
WavecrashPalafin is significantly faster than Krookodile and has a massive power advantage. Wave Crash is the strongest STAB move and is likely to secure a knockout or leave Krookodile critically low.
Reasoning trace (43 words)
Palafin is faster than Krookodile (122 vs 92 speed). Krookodile has -1 Attack and -1 Special Attack from Parting Shot. Wave Crash is a high-damage STAB move that should deal massive damage or a knockout to the frail Krookodile. Deciding factor: likely knockout.
Bonsai 2 27B usedEarthquakePalafin is a fragile Water type with only 100 HP and 72 DEF, making it an easy knockout target. Krookodile's Earthquake (neutral against Water) with Black Belt should KO it in one hit despite the -1 ATK boost. Removing this threat forces the opponent to bring in their next Pokémon while we maintain momentum.
Reasoning trace (680 words)
Let me analyze this situation carefully. Current state: - My active: Krookodile (Ground/Dark), 170/170 HP, Black Belt, Intimidate, boosts: ATK -1, SPA -1 - Opponent's active: Palafin (Water), 100% HP, Zero to Hero ability Palafin is a Water type with very low stats (HP 100, ATK 70, DEF 72, SPE 100). It has the Zero to Hero ability which means it becomes a Dragon type when it faints. But right now it's just a weak Water type. Krookodile is Ground/Dark: - Earthquake (Ground) - super effective against... wait, Ground is NOT super effective against Water. Ground is neutral against Water. Actually, let me reconsider. Ground attacks are neutral against Water types. So Earthquake would be neutral damage to Palafin. - Stoneedge (Rock) - Rock is super effective against... no, Rock is not super effective against Water. Rock is neutral against Water. Wait, actually Rock IS super effective against Fire, Flying, Bug, and Ice. It's NOT super effective against Water. So Stoneedge would be neutral too. - Knockoff (Dark) - Dark is neutral against Water. - Roar - removes stat changes. Wait, let me reconsider the type matchups: - Ground vs Water: Neutral - Rock vs Water: Neutral - Dark vs Water: Neutral - Normal vs Water: Neutral So all of Krookodile's moves are neutral against Palafin. But wait - Palafin has Zero to Hero. This means when it faints, it becomes a Dragon type. But that only matters after it faints. Palafin is very weak with 100 HP and low defenses. Let me think about what can KO it: - Krookodile's Earthquake: Ground move, neutral against Water. With Black Belt (1.5x multiplier) and ATK -1... - Base ATK 169, with -1 boost that's roughly 169 * 0.87 ≈ 147 effective - Actually in Gen 9, the stat calculation is different. Let me think about this differently. - With Black Belt (1.5x) and ATK -1, Krookodile's attack is reduced but boosted by Black Belt. - Earthquake BP 100, Ground vs Water = neutral - Palafin has HP 100, DEF 72 Actually, let me think about whether this is a knockout situation. Palafin is very fragile with only 100 HP and 72 DEF. Krookodile has high attack (169 base). Even with the -1 boost, Earthquake should likely KO Palafin in one hit given its low HP and defense. But wait - I should also consider switching. Garchomp is at 88.5% HP and could be a better choice against future threats. Toxapex is at 100% HP. Actually, the key question is: can Krookodile KO Palafin this turn? If yes, we should do it because: 1. It removes a threat (even though Palafin is weak) 2. Zero to Hero means when Palafin faints, it becomes Dragon type - but that only matters for the NEXT Pokémon that comes out, not immediately Wait, actually I need to reconsider. The Zero to Hero ability triggers when the Pokémon faints. So if Krookodile KOs Palafin, then whatever opponent sends next will face... no wait, Zero to Hero means the fainted Pokémon becomes Dragon type. But it's already fainted. Actually, let me re-read: "Zero to Hero" - this is a special ability where when the Pokémon faints, it changes to Dragon type. But since it's already fainted, I think this might affect the next turn somehow? No, I don't think so. The ability just means if it were still alive it would be Dragon type. Since it's fainted, it doesn't matter. Actually wait - I recall that in some interpretations, Zero to Hero could mean the Pokémon becomes Dragon type upon fainting, which might affect... no, I think it just means the Pokémon is treated as Dragon type for damage calculations while alive. Once it faints, it's gone. So the main consideration: Krookodile can likely KO Palafin with Earthquake (or Stoneedge). This is a free switch opportunity - we remove their active and force them to bring in another Pokémon. But should I switch instead? Let me think about what's coming next. The opponent has 1 more PokémonThinking budget reached. Stop thinking and give your final answer now.
Bonsai 2 27B switched toGarchompPalafin is at 34% HP and only has Wave Crash revealed. Garchomp outspeeds it (169 vs 100) and can use Stone Edge, which is 2x super effective against Water-type Palafin — a likely knockout before Palafin can hit back.
Reasoning trace (561 words)
Let me analyze the situation: - My Krookodile just fainted after using Earthquake on Palafin - Palafin is at 34/100 HP (34%) and used Wave Crash which was super effective against my Krookodile - I need to switch in either Garchomp or Toxapex Palafin's revealed move is Wave Crash (Water/Physical, BP:120). Palafin has ability Zero to Hero. Let me think about the matchup: **Garchomp vs Palafin:** - Garchomp is Dragon/Ground - Palafin is Water - Ground is immune to... nothing relevant here - Water is neutral to Ground, super effective against Dragon? No, Water is neutral to Dragon. - Actually, let me check: Water vs Dragon = neutral. Water vs Ground = neutral (Ground resists Water). - So Garchomp's Earthquake would be neutral against Palafin. - Garchomp has 169 speed vs Palafin's 100 speed. Garchomp goes first. - Garchomp at 88.5% HP with Life Orb, Sandveil (which means it doesn't take sand damage). - Earthquake BP 100, Garchomp ATK 182. Against Palafin DEF 72. - This should be a strong hit. Let me estimate: at level 50, base stat formula... roughly, a neutral STAB Ground move from a high-ATK Pokémon against a low-DEF target would likely do significant damage. - Actually, Garchomp's Earthquake is super effective? No, Palafin is Water type only. Ground vs Water = neutral. - But wait - Garchomp also has Stone Edge (Rock). Rock vs Water = 2x super effective! That's a huge advantage. - Stone Edge BP 100, super effective against Water. With Life Orb boost and Garchomp's high ATK, this could be a KO or near-KO. **Toxapex vs Palafin:** - Toxapex is Poison/Water - Water resists Water (0.5x) - Toxapex has Sludge Bomb (Poison/Special, BP:90). Poison vs Water = neutral. - Toxapex is very slow (SPE 55), so Palafin would go first and hit with Wave Crash. - Wave Crash is super effective against... wait, Water vs Poison/Water. Water is neutral to Poison, and resisted by Water. So it's 0.5x. That's good for Toxapex. - But Toxapex has Damprock (which reduces damage taken from moves with recoil). Wave Crash has recoil! So Damprock would help. - However, Palafin is at 34% HP and could potentially KO Toxapex? Let me think... - Actually, Toxapex's main role here would be to wall and recover. But it's very slow. **Decision:** Garchomp goes first (169 vs 100 speed). Garchomp can use Stone Edge which is 2x super effective against Water-type Palafin. With Life Orb, this should likely KO or severely damage Palafin. Even Earthquake would do good neutral damage. Palafin at 34% HP - a super effective Rock move from Garchomp with Life Orb should definitely KO it. I'll go with Garchomp and use Stone Edge (super effective against Water). Wait, but I need to choose the action. The legal actions are: 1. SWITCH: garchomp 2. SWITCH: toxapex So I just switch in Garchomp. Then next turn I'd use Stone Edge or Earthquake. Actually wait - let me re-read the format. It says "Choose exactly one action from LEGAL ACTIONS." The actions are just switches since my active Pokémon fainted. So I switch in Garchomp. Garchomp is the better choice because: 1. It goes first (speed 169 vs 100) 2. Stone Edge is super effective against Water-type Palafin 3. Palafin is already at 34% HP, so a super effective hit should KO it Let me go with Garchomp.
- Turn 4Gemma 4 31B switched to
IncineroarPalafin is at low HP and cannot survive a hit from Garchomp. Switching to Incineroar allows for a safe pivot and utilizes Intimidate to weaken Garchomp's attack.
Reasoning trace (46 words)
Palafin is at low HP (34.8%) and Garchomp is a massive threat with Earthquake. Palafin cannot survive a strong Ground move, and while Jet Punch is priority, it won't KO Garchomp. Switching to Incineroar provides a safer pivot and Intimidate support. Deciding factor: bad matchup/low HP.
Bonsai 2 27B usedEarthquakePalafin is at 34% HP and has no Ground resistance, so Earthquake with Life Orb will easily knock it out before it can retaliate with Wave Crash. This is a clear likely knockout situation.
Reasoning trace (271 words)
Let me analyze this situation: - My active: Garchomp at 162/183 HP (88.5%), with Life Orb, Sandveil - Opponent's active: Palafin at 34% HP (~34/100) - Palafin only has Wave Crash revealed (BP 120, Water/Physical) Palafin is at 34% HP. Let me think about what can KO it: Garchomp's Earthquake: Ground type, BP 100. Palafin is Water type - no resistance to Ground. Garchomp has Life Orb (1.5x multiplier). Garchomp's ATK is 182. Palafin's DEF is 72. Damage calculation (rough): ((2*50/50+2) * 100 * 182 / 72) / 50 = (3 * 100 * 182 / 72) / 50 ≈ (5466.67) / 50 ≈ 109. With Life Orb: ~164 HP damage. Palafin has 34 HP, so Earthquake will definitely KO it. Stoneedge: Rock type, BP 100, 80% accuracy. Also super effective? No, Water resists Rock... wait no. Water is not weak to Rock. Actually, Rock is neutral against Water. Wait, let me reconsider. Water type resistances: Water resists Water, Steel, Rock, Bug, Dragon. So Rock is resisted by Water! That means Stoneedge would be NOT super effective - it's resisted. Wait, actually in Gen 9 Champions format... Let me double check. Water type: - Weak to: Electric, Grass - Resists: Water, Steel, Rock, Bug, Dragon - Immune to: None So Rock is resisted by Water. Stoneedge would deal reduced damage. Earthquake is Ground type - neutral against Water. With Life Orb and Garchomp's high ATK (182), Earthquake will easily KO Palafin at 34% HP. The deciding factor is a likely knockout. Earthquake will KO Palafin. I should use Earthquake to KO Palafin before it can hit me with Wave Crash.
- Turn 5Gemma 4 31B used
PartingshotIncineroar is at low HP and will be knocked out by Earthquake. Parting Shot is the best play to weaken Garchomp further and pivot to a teammate.
Reasoning trace (141 words)
Incineroar is very low on HP (32.2%) and Garchomp is likely to use Earthquake again, which would be a knockout. Gholdengo is a safe switch-in as it resists nothing from Garchomp's likely STABs but isn't weak to Ground (though it doesn't resist it). Wait, Gholdengo is Steel/Ghost; it's weak to Ground. Palafin is also weak to Ground. Wait, Garchomp's Earthquake is a guaranteed KO on Incineroar. I need to pivot. Gholdengo is weak to Ground. Palafin is weak to Ground. Incineroar is weak to Ground. I have no resists to Ground on my current active/bench. However, Parting Shot allows me to lower Garchomp's stats and pivot to a teammate. Since Incineroar is almost certainly going to faint to Earthquake anyway, Parting Shot provides the most value by weakening Garchomp further and bringing in a fresh Pokémon. Deciding factor: bad matchup/likely knockout.
Bonsai 2 27B usedEarthquakeIncineroar at 32% HP with only Fake Out and Parting Shot revealed is a major threat if it survives. Earthquake is super effective (2x) against its Fire typing and should bring it down to around 10-15 HP, leaving it vulnerable to follow-up pressure. The deciding factor is the likely knockout — Incineroar's Intimidate already weakened Garchomp, so I need to maximize damage now before switching.
Reasoning trace (523 words)
Let me analyze this situation carefully. My active Pokémon: Garchomp at 144/183 HP, ATK -1, Life Orb, Sandveil. Moves: Swords Dance, Earthquake, Stone Edge, Substitute. Opponent's active: Incineroar at 32% HP (about 30/95), Intimidate, Fire/Dark. Revealed moves: Fake Out, Parting Shot. The opponent has a Palafin at 34% HP on the bench, and one more Pokémon to reveal from gholdengo, kingambit, garchomp, annihilape. Key considerations: - Incineroar is at 32% HP. Earthquake is super effective (Ground > Fire/Dark... wait, Ground is neutral against Dark, but super effective against Fire). Actually, Ground is super effective against Fire and weak to Water. Against Fire/Dark, Ground is super effective (2x) because of the Fire typing. - Garchomp has ATK -1 from Intimidate. So Earthquake with BP 100, super effective (2x), but reduced by Intimidate (-50% attack). - Let me think about whether Earthquake KO's Incineroar at 32%. Garchomp: HP 183, ATK 182 (with -1 = ~91 effective), Life Orb (+30% damage) Incineroar: HP 95, at 32% = ~30 HP remaining Earthquake: BP 100, Ground type, super effective against Fire/Dark (2x) Damage formula roughly: ((2*50/50 + 2) * 182 * 100 / 95 * 2 * 1.3 / 50) - 8 ≈ Let me simplify. Base damage = (2*50/50+2) * ATK * BP / DEF * STAB * type * modifiers = 4 * 182 * 100 / 90 * 1.3 * 2 * 1.3 (Life Orb) / 50 - 8 Wait, Intimidate reduces attack by 50%, so effective ATK = 91. = 4 * 91 * 100 / 90 * 1.3 * 2 * 1.3 / 50 - 8 = 4 * 91 * 100 / 90 * 3.38 / 50 - 8 = 4 * 91 * 3.38 / 90 - 8 = 4 * 91 * 0.0376 - 8 = 4 * 3.42 - 8 = 13.68 - 8 = 5.68 Hmm, that seems too low. Let me recalculate more carefully. Actually the formula is: Damage = ((2*Level/50 + 2) * ATK * BP / DEF) * STAB * Type * Critical * Modifiers At level 50: (2*50/50 + 2) = 4 STAB for Garchomp using Ground: 1.3 (Dragon/Ground, Ground is STAB) Type effectiveness: Ground vs Fire/Dark = 2x (super effective against Fire, neutral against Dark) Life Orb: 1.3x So: 4 * 91 * 100 / 90 * 1.3 * 2 * 1.3 / 50 - 8 = 4 * 91 * 100 * 1.3 * 2 * 1.3 / (90 * 50) - 8 = 4 * 91 * 338 / 4500 - 8 = 4 * 91 * 0.0751 - 8 = 4 * 6.83 - 8 = 27.3 - 8 = 19.3 Hmm, that's about 19 damage. Incineroar has ~30 HP. So Earthquake would NOT KO Incineroar. It would bring it to about 11 HP. Wait, let me reconsider. Intimidate reduces the opponent's attack by 50%, not my attack. Wait no - Intimidate lowers the opposing Pokémon's Attack by one stage when it enters or switches in. So Garchomp's ATK is reduced by 50% because Incineroar has Intimidate. Actually wait, letThinking budget reached. Stop thinking and give your final answer now.
Gemma 4 31B switched toGholdengoPalafin is at low HP and cannot survive another Earthquake from Garchomp. Gholdengo is the only viable switch-in to maintain board presence.
Reasoning trace (62 words)
The opponent's Garchomp is active and has -1 Attack. Palafin is low on HP (34.8%) and is weak to Garchomp's Earthquake. Gholdengo is a better switch-in as it resists nothing from Garchomp but doesn't take super effective damage from Earthquake, and it can potentially threaten Garchomp or force a switch. Deciding factor: bad matchup (Palafin is too low to survive another hit).
- Turn 6Gemma 4 31B used
ShadowballGholdengo is faster than Garchomp (106 vs 102). Shadow Ball is the only move that deals significant neutral damage, as Make It Rain is resisted by Garchomp's Ground typing.
Reasoning trace (48 words)
Gholdengo is facing Garchomp. Garchomp is at -1 Attack and has 68% HP. Gholdengo is faster (106 vs 102). Make It Rain is a strong Steel move, but Garchomp is Ground-type, making it ineffective. Shadow Ball is the best attacking option here. Deciding factor: speed and type matchup.
Bonsai 2 27B usedStoneedgeEarthquake is completely useless against Steel/Ghost since Ground is immune to Steel types. Stone Edge hits for 2x super effective (Rock vs Ghost), which is the only viable offensive option here. With Garchomp's -1 ATK boost, it won't KO, but it deals meaningful damage while keeping pressure on Gholdengo before it can set up or use a special move.
Reasoning trace (571 words)
Let me analyze this situation carefully. My active Pokémon is Garchomp at 126/183 HP with -1 ATK boost, Life Orb, Sandveil. It has Earthquake, Stone Edge, Swords Dance, and Substitute. The opponent's active Pokémon is Gholdengo (Steel/Ghost) at full HP. Its moves haven't been revealed yet. Key matchup analysis: - Garchomp is Dragon/Ground with -1 ATK boost - Gholdengo is Steel/Ghost Type matchups: - Ground vs Steel/Ghost: Ground is NOT effective against Steel (immune to Ground). So Earthquake does 0 damage! - Rock vs Steel/Ghost: Rock is super effective against Ghost, but neutral against Steel. Wait, actually Rock is super effective against Ghost and neutral against Steel. Since Gholdengo is dual-type Steel/Ghost, the multiplier would be 1x (neutral) × 2x (super effective) = 2x. So Stone Edge is 2x super effective! - Dragon vs Steel/Ghost: Dragon is neutral against both. Wait, let me reconsider. Ground is immune to Steel types. So Earthquake does ZERO damage to Gholdengo. That's a critical factor. Stone Edge is Rock type. Against Steel/Ghost: - Rock vs Steel: Neutral (1x) - Rock vs Ghost: Super effective (2x) - Combined: 2x super effective So Stone Edge would be 2x super effective against Gholdengo. With Garchomp's ATK of 182, -1 boost makes it 91 effective ATK. Life Orb gives 1.3x multiplier. Actually wait, let me reconsider the damage. Garchomp has base ATK 182 (at level 50 with IVs/EVs). With -1 boost, that's halved to about 91. Stone Edge is 100 BP, super effective (2x). Life Orb gives 1.3x. The damage would be roughly: ((2*91*100/50) * 2 / 87) * 1.3 ≈ Let me not do the full formula but estimate. Actually, Garchomp's stats show ATK: 182. With -1 boost, effective ATK is about 91. Stone Edge at 2x against Steel/Ghost... this could potentially KO or deal significant damage to Gholdengo (HP 87). But wait - should I switch instead? Let me think about what's better. If I switch to Toxapex: - Toxapex is Poison/Water, very defensive - Against Gholdengo (Steel/Ghost): - Water vs Steel/Ghost: Neutral/Neutral = 1x - Poison vs Steel/Ghost: Neutral/Neutral = 1x - Toxapex would be a safe switch but doesn't do much damage If I stay with Garchomp and use Stone Edge: - 2x super effective against Ghost component - Could potentially KO or deal major damage to Gholdengo - But Garchomp has -1 ATK boost, so it's weaker than normal Actually, let me reconsider. Garchomp at 126/183 HP with -1 ATK. If I use Stone Edge: - Rock is 2x super effective against Ghost (the secondary type) - But neutral against Steel (primary type) - So total multiplier: 1x × 2x = 2x Garchomp's effective ATK with -1 boost: roughly 91 Stone Edge: 100 BP, 2x STAB? No, Garchomp is Dragon/Ground, so Rock is NOT STAB. Damage estimate: ((2 * 91 * 100) / 50) * (2/87) * 1.3 ≈ (18200/50) * (2/87) * 1.3 ≈ 364 * 0.023 * 1.3 ≈ 10.7... Hmm, that seems low. Let me recalculate more carefully. Actually the formula is: ((2*Level/5 + 2) * Power * ATK / DEF) / 50 * STAB * Type * Critical * Random Level 50: (2*50/5 + 2) = (20+2) = 22 ATK with -1 boost: 182/2 ≈ 91 Power: 100 DEF of Gholdengo: 95 (base, but actual stat at level 50 would be different) Wait, the stats shown are actual stats. GThinking budget reached. Stop thinking and give your final answer now.
Bonsai 2 27B switched toToxapexGarchomp just fainted, and Toxapex is my only legal option. Gholdengo at 76% HP with Life Orb and Good as Gold will be a tough matchup for Toxapex, but I have no other choice this turn.
Reasoning trace (122 words)
Let me analyze the situation: - My Garchomp just fainted after using Stone Edge on Gholdengo. - Gholdengo is at 76/100 HP, Steel/Ghost type, with Life Orb, ability Good as Gold (immunity to status). - My only legal action is to switch to Toxapex. Wait, the only legal action listed is "SWITCH: toxapex". That's the only option I have. Let me confirm - yes, the legal actions show only one option: SWITCH: toxapex. So I must switch to Toxapex. This makes sense as Garchomp fainted and I need to bring in a new Pokémon. Toxapex is my only remaining non-fainted Pokémon on the bench (Krookodile also fainted). The decision is straightforward - I have no choice but to switch to Toxapex.
- Turn 7Gemma 4 31B used
NastyplotToxapex is a defensive wall that resists Gholdengo's attacks. Nasty Plot is the best play here to boost Special Attack while the opponent likely stalls or uses a weak move.
Reasoning trace (46 words)
Toxapex is a defensive wall with very high Special Defense and Defense. Gholdengo cannot deal significant damage to it without boosts. Nasty Plot allows Gholdengo to set up while Toxapex likely uses a status move or a weak attack. Deciding factor: bad matchup (Toxapex walls Gholdengo).
Bonsai 2 27B usedProtectToxapex is my last Pokémon with both bench members fainted, so survival is the only priority. Gholdengo's Shadow Ball is neutral to Toxapex but at 76% HP with Life Orb it can threaten a KO next turn. Protect guarantees I outlast this exchange and forces Gholdengo to burn through its options while I recover via Regenerator on faint... wait, no one to switch to. Protect is the only way to guarantee not losing this turn.
Reasoning trace (597 words)
Let me analyze this situation carefully. Current state: - My active: Toxapex (Poison/Water) at 127/127 HP, with Damprock, Regenerator - Opponent's active: Gholdengo (Steel/Ghost) at 76% HP, with Life Orb - My bench: Garchomp (fainted), Krookodile (fainted) - both fainted! Wait, let me re-read. The bench shows Garchomp and Krookodile as FAINTED. But the format is "bring 6, pick 3" Champions singles. So I only have 3 Pokémon total? Let me re-read. Actually wait - in gen9championsrotomarenabssregmb format, it's bring 6, pick 3. So I brought 6 but only use 3. The bench shows Garchomp and Krookodile as fainted. But what about the third? Let me look again... The bench section only shows Garchomp and Krookodile, both fainted. And my active is Toxapex. So I have 3 Pokémon total: Garchomp (fainted), Krookodile (fainted), and Toxapex (active). Wait, but in Champions singles you bring 6 and pick 3. The "bench" here might only show the fainted ones from my picked 3. So I have Toxapex active, and Garchomp + Krookodile both fainted. That means if Toxapex faints, I lose the match! So this is a critical situation - Toxapex is my last Pokémon. I need to survive. Gholdengo at 76% HP with Life Orb. Its revealed move is Shadow Ball (Ghost/Special, BP:80). Gholdengo is Steel/Ghost. Toxapex is Poison/Water. Let me check matchups: - Shadow Ball (Ghost) vs Toxapex (Poison/Water): Ghost is neutral to both Poison and Water. So it's neutral. - Gholdengo's other moves aren't revealed, but in Champions you can only use what's been revealed... actually no, the opponent can use any move they have. But we only know Shadow Ball has been revealed. Wait, actually in this format, the opponent's moves are revealed as they're used. The "Revealed Moves" section shows what we've seen them use. Gholdengo has only revealed Shadow Ball so far. Gholdengo at 76% HP with Life Orb: - Shadow Ball (Ghost/Special, BP:80) vs Toxapex (Poison/Water): Neutral. - Gholdengo's SPA is 133, Toxapex's SPD is 194. Let me think about what to do: Options: 1. Sludgebomb - Poison/Special, BP:90. Poison vs Steel/Ghost: Poison is neutral to both Steel and Ghost. So neutral. But wait - actually Poison is not very effective against... let me think. Poison is super effective against Fighting, Ground, Grass. It's neutral against Steel and Ghost. So Sludgebomb would be neutral. Actually wait - Gholdengo is Steel/Ghost. Let me check: - Poison vs Steel: Neutral (Poison is not very effective against Steel? No... let me think again) Type chart: - Poison attacks: Super effective vs Fighting, Ground, Grass. Not very effective vs Bug, Dragon, Fairy, Ghost, Poison, Steel. So Poison is NOT VERY EFFECTIVE against Steel AND Ghost! That means Sludgebomb would be 1/4 effectiveness (double not very effective). That's terrible. Sludgebomb would deal almost no damage to Gholdengo. 2. Recover - heals Toxapex. But Toxapex is already at full HP (127/127). So this wastes a turn. 3. Toxic Spikes - sets up hazards. This could be useful if I can switch, but I have no other Pokémon! Both Garchomp and Krookodile are fainted. So Toxic Spikes would be useless since there's no one to switch in. 4. Protect - protects Toxapex from damage this turn. This guarantees survival against Shadow Ball (and any other move). Since Toxapex is my LAST Pokémon, I need to survive. Gholdengo at 76% HP with Life Orb and Shadow Ball... Let me estimate: Gholdengo's Shadow Ball vs Toxapex. - Gholdengo SPA: 133, Toxapex SPD: 194 - At level 50, base stats matter more. LetThinking budget reached. Stop thinking and give your final answer now.
- Turn 8Gemma 4 31B used
MakeitrainGholdengo has a +2 Special Attack boost and Life Orb. While Toxapex is bulky, Make It Rain is the strongest available attack to break through its defenses.
Reasoning trace (79 words)
The opponent's active Pokémon is Toxapex, which is extremely defensive. Gholdengo has a +2 Special Attack boost. Make It Rain is a Steel-type move, which is not very effective against Water/Poison, but with +2 SpA and Life Orb, it should deal significant damage. Shadow Ball is neutral. Toxapex's main goal is to stall or poison, but Gholdengo's Good as Gold prevents status moves. Deciding factor: Likely knockout/heavy damage with +2 SpA. Make It Rain is the strongest move available.
Bonsai 2 27B usedProtectGholdengo has +2 SpA with Life Orb; its STAB Shadow Ball (Ghost) should KO Toxapex at full HP this turn. I need to Protect to survive the hit, then recover next turn while Gholdengo's Life Orb drain and my Damprock keep me alive.
Reasoning trace (557 words)
Let me analyze this situation carefully. Current state: - My active: Toxapex at 127/127 HP (full), with Damprock, Regenerator - Opponent's active: Gholdengo at 76% HP, with Life Orb, Good as Gold, SPA +2 from Nasty Plot Gholdengo has +2 SpA boost. Its Shadow Ball is Ghost/Special, BP 80. Let me think about whether it can KO Toxapex. Toxapex is Poison/Water. Ghost is neutral to Water and neutral to Poison (Ghost is not very effective against... wait, let me check). Actually, Ghost is neutral to both Poison and Water. So Shadow Ball is neutral STAB on Gholdengo (Steel/Ghost - Ghost is STAB). Gholdengo's SpA with +2: Base 133, at level 50. Let me estimate. At level 50, base stat contribution... Actually, I should think about whether this can KO Toxapex. Toxapex has 127 HP. Gholdengo's Shadow Ball is Ghost/Special, BP 80, STAB (Ghost on Steel/Ghost). With +2 SpA boost and Life Orb. Let me estimate: Gholdengo's SpA at level 50 with base 133... roughly around 140-150 range before boosts. With +2, that's x4, so maybe around 560-600? No wait, +2 means the stat is multiplied by 4 (base * 4). Actually in Pokémon, a +2 boost means the stat is multiplied by 4 relative to base. Actually let me think more carefully. At level 50: - SpA = floor(2*133*50/100) + 5 = 133 + 5 = 138 (before IV/EV, but let's say roughly 140 with some EVs) With +2 boost: 140 * 4 = 560? No, that's not right either. The boost system works differently. A +2 means the stat is multiplied by 4 in damage calculation. So effective SpA for damage purposes would be roughly 138 * 4 = 552. Shadow Ball: BP 80, STAB (Ghost on Steel/Ghost), Life Orb x1.3x Damage formula: ((2*Level/5 + 2) * BP * ATK / DEF) / 50 + 2 = ((2*50/5+2) * 80 * 552 / Toxapex_SPA_DEF... wait, this is special attack so it's SpA vs SpD. Toxapex SpD: Base 194, at level 50 roughly 194 + 5 = 199, with EVs maybe around 230-250. Let me estimate: (22 * 80 * 552 / 240) / 50 + 2 ≈ (22 * 80 * 552 / 240) / 50 + 2 = (973,440 / 240) / 50 + 2 = 4056 / 50 + 2 = 81.1 + 2 = ~83 With STAB and Life Orb: 83 * 1.3 ≈ 108 So Shadow Ball would deal roughly 108 damage to Toxapex at 127 HP. That's a KO! Wait, but Gholdengo is Steel/Ghost. Ghost is STAB for it. So yes, STAB applies. Actually wait - let me reconsider. Is Ghost super effective against Poison/Water? - Ghost vs Water: neutral - Ghost vs Poison: neutral (Ghost doesn't hit Poison... actually in Gen 9, Ghost is neutral to Poison) So Shadow Ball is neutral type-wise but has STAB from Ghost typing on Gholdengo. With +2 SpA and Life Orb, this Shadow Ball likely KOs Toxapex at full HP. Now, what are my options? 1. Sludgebomb - Poison/Special, BP 90. Toxapex's SpA is low (65). Gholdengo is Steel/Ghost. Poison is neutral to Steel and... wait, Ghost resists Poison? No. Let me check: Ghost vs Poison - Ghost is immune to Normal and Fighting, but Poison is neutral to Ghost. Steel resists Poison. SoThinking budget reached. Stop thinking and give your final answer now.
- Turn 9Gemma 4 31B used
ShadowballToxapex is at 23% HP and is very slow. Shadow Ball is neutral and will easily secure the knockout.
Reasoning trace (36 words)
Toxapex is at 23% HP. Gholdengo's `makeitrain` is resisted, but `shadowball` is neutral and should easily secure the knockout given Gholdengo's high Special Attack. Toxapex is very slow, so Gholdengo moves first. Deciding factor: likely knockout.
Bonsai 2 27B usedRecoverToxapex is at 30/127 HP with no bench Pokémon available to switch to. Gholdengo has spa +2 and will likely use Shadow Ball (neutral) next turn, which would KO the low-HP Toxapex. Protecting buys one more turn but doesn't solve the problem since I have no healthy Pokémon to bring in. Recovering heals Toxapex to ~93 HP, giving it a better chance to survive Gholdengo's follow-up attack and potentially land a Sludgebomb next turn before being KO'd.
Reasoning trace (622 words)
Let me analyze this situation carefully. My active Pokémon: Toxapex at 30/127 HP (23.6%) with Damprock. Opponent's active: Gholdengo at 67/100 HP with Life Orb, spa +2 from Nasty Plot. Gholdengo has spa +2, so its Shadow Ball and Make It Rain are significantly boosted. Let me think about what happens if I don't Protect. Toxapex's moves: - Sludgebomb (Poison/Special, BP 90): Gholdengo is Steel/Ghost. Poison is neutral to Ghost, but... wait, Steel resists Poison? No, Steel doesn't resist Poison. Actually, let me think about type matchups. Poison vs Steel/Ghost: Poison is not very effective against Steel? No, actually Poison is neutral against Steel. Wait, no - Steel resists Poison? Let me recall: Steel resists Normal, Grass, Rock, Bug, Steel, Fairy, Ice, Dragon, Flying, Psychic, Dark, and... hmm. Actually I think Steel does NOT resist Poison. Poison is neutral to Steel. But Ghost resists Poison? No, Ghost doesn't resist Poison either. So Sludgebomb would be neutral. Actually wait - let me reconsider. Gholdengo is Steel/Ghost. - Poison vs Steel: Not very effective (4x weak? No...). Actually, I need to recall the type chart properly. - Poison is super effective against Fighting and Fairy. - Poison is not very effective against Grass, Poison, Bug, Rock, Dark. - Steel resists: Normal, Grass, Ice, Flying, Psychic, Bug, Steel, Rock, Dragon, Fairy. - Wait, does Steel resist Poison? I don't think so. Let me think again... Actually, looking at the type chart: - Poison is NOT very effective against: Grass, Poison, Bug, Rock, Dark - Poison IS neutral against: Steel, Ghost So Sludgebomb would be neutral to Gholdengo (Steel/Ghost). But wait - Toxapex's SPD is 194 and Gholdengo's SPE is 84. So Toxapex moves first. If I use Sludgebomb: - Toxapex attacks first with Sludgebomb (neutral, BP 90) - Then Gholdengo attacks back with Shadow Ball (Ghost/Special, BP 80, boosted by spa +2) or Make It Rain (Steel/Special, BP 120, boosted by spa +2) Gholdengo's Shadow Ball at spa +2: Ghost is neutral to Poison/Water. So it would be a strong hit. Gholdengo's Make It Rain at spa +2: Steel is not very effective against Water (4x? No, 2x resist). Actually Steel vs Water: Water resists Steel? Let me think... Water resists Fire, Water, Steel, Ice. Yes! Water resists Steel. So Make It Rain would be not very effective against Toxapex. But Shadow Ball (Ghost) is neutral to Poison/Water. With spa +2, that's a big hit. Let me estimate: Gholdengo has SPA 133 with +2 stage = effectively much higher. At level 50, base stats... this is getting complex. But the key point is: Toxapex is at 30/127 HP. That's very low. Even a neutral hit from Gholdengo could KO it. If I use Recover: - Toxapex recovers 50% of max HP = 63.5, so goes to ~93/127 - Then Gholdengo attacks back with Shadow Ball (neutral) or Make It Rain (not very effective) If I use Protect: - Toxapex protects, avoiding damage this turn - But Gholdengo can still use Nasty Plot again or attack Wait, but Gholdengo already used Nasty Plot on Turn 7 and Make It Rain on Turn 8. On Turn 9, it could use Shadow Ball, Nasty Plot (again), or Make It Rain. Given Toxapex is at 30/127 HP, the safest option is probably Protect to survive another turn, then switch out next turn. But wait - I don't have any healthy Pokémon on my bench! Both Garchomp and Krookodile are fainted. So I can't switch out. So my options are limited: 1. Sludgebomb - might damage Gholdengo but Toxapex will likely get KO'd by Shadow Ball 2. Recover - heals to ~93 HP, then takes a hit from Gholdengo 3Thinking budget reached. Stop thinking and give your final answer now.