Matches · 2026-10-10 · rules version c3
Gemini 3.8 Flash vs Gemma 4 31B
Gemini 3.8 Flash won in 8 turns · 72 s wall clock · 32,523 tokens · $0.015
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Decisions
- Team previewGemini 3.8 Flash brought
Dragonite,gholdengo,mimikyuautopilotReasoning trace (76 words)
**Analyzing Team Strengths** I'm evaluating the opponent's team composition: Incineroar, Kingambit, Gholdengo, Palafin, Garchomp, and Annihilape. My focus is on exploiting weaknesses. Garchomp poses a significant threat to Incineroar, Kingambit, and Gholdengo. I'm also considering Primarina as a solid defensive response to Palafin. **Refining Team Strategy** I've decided to bring Garchomp, Primarina, and Gholdengo to combat the threat. Scarf Gholdengo is included for speed control and cleanup, making it a pivotal piece in my strategy.
Incident report
[PARSE ERROR] No BRING: line. Bringing dragonite, gholdengo, mimikyu.
Gemma 4 31B broughtIncineroar,gholdengo,garchompThe opponent's team has several threats that Mega Garchomp can outspeed and pressure, while Incineroar provides essential Intimidate and Fake Out support. Gholdengo covers the Fairy and Steel types.
Reasoning trace (317 words)
The opponent has a balanced team with Dragonite, Gholdengo, Mimikyu, Garchomp, Volcarona, and Primarina. I need a core that can handle these threats. Incineroar provides Intimidate and Fake Out support, Gholdengo is a powerful special attacker and status blocker, and Kingambit is a late-game cleaner. Palafin is strong but requires switching. Garchomp (Mega) is a massive physical threat. Deciding factor: Team synergy and coverage against the opponent's roster. Incineroar, Gholdengo, and Kingambit form a strong core, but Mega Garchomp provides necessary speed and raw power to break through. Wait, looking at the opponent's team: - Dragonite: Weak to Ice (none), Rock (Garchomp), Fairy (none). - Gholdengo: Weak to Fire (Incineroar), Ground (Garchomp), Ghost (Gholdengo). - Mimikyu: Weak to Steel (Gholdengo, Kingambit). - Garchomp: Weak to Ice (none), Dragon (Garchomp), Fairy (none). - Volcarona: Weak to Rock (Garchomp), Water (Palafin). - Primarina: Weak to Electric (none), Grass (none), Poison (Gholdengo). Incineroar is essential for Intimidate. Gholdengo handles Mimikyu and Primarina. Mega Garchomp handles Volcarona and Garchomp. Let's go with Incineroar, Gholdengo, and Mega Garchomp for a balanced lead and coverage. Or Incineroar, Gholdengo, Kingambit for a more defensive/pivot core. However, Mega Garchomp is too strong to pass up. Actually, Incineroar, Gholdengo, and Kingambit is a very standard "Champions" core. But Mega Garchomp is a beast. Let's try Incineroar, Gholdengo, and Garchomp. Wait, Kingambit is the best closer. Incineroar, Gholdengo, Kingambit is a safe bet. But Mega Garchomp's speed and power are huge. Let's evaluate the opponent's speed: Volcarona (100), Garchomp (102), Mimikyu (96), Dragonite (80), Gholdengo (84), Primarina (60). Mega Garchomp (169) outspeeds everything. I'll bring Incineroar (lead), Gholdengo, and Garchomp. Wait, let's reconsider. Incineroar, Gholdengo, Kingambit is a very strong core. But Mega Garchomp is a win condition. Let's go with Incineroar, Gholdengo, and Garchomp. Actually, Incineroar, Gholdengo, and Kingambit is the most consistent. But I'll take the power of Mega Garchomp. Lead: Incineroar. Back: Gholdengo, Garchomp.
- Turn 1Gemma 4 31B used
FakeoutGemini 3.8 Flash usedDragondanceDragonite has Multiscale and Lum Berry, making it very safe against Incineroar's status like Will-O-Wisp. Setting up Dragon Dance offsets the Intimidate drop and secures speed control against the rest of their team.
Reasoning trace (55 words)
**Analyzing Dragonite's Options** I'm currently focused on the Dragonite vs. Incineroar matchup. My primary concern is how to best utilize Dragonite's Lum Berry and Multiscale against potential Incineroar strategies like Parting Shot, Will-O-Wisp, Knock Off, or Taunt. I'm leaning toward Earthquake to hit Incineroar directly, though Dragon Dance may be useful to counteract Intimidate.
- Turn 2Gemini 3.8 Flash used
DragondanceDragonite outspeeds Incineroar and holds a Lum Berry to nullify potential Will-O-Wisp burns. Using Dragon Dance wipes away the Intimidate drop and sets up a sweep.
Gemma 4 31B usedPartingshotDragonite is already at -1 Attack. Parting Shot will further weaken it and allow a safe switch to a teammate.
Reasoning trace (38 words)
Dragonite is at -1 Attack thanks to Intimidate. Incineroar is a great pivot, and Parting Shot will further lower Dragonite's Attack and allow me to bring in a counter or a setup sweeper safely. Deciding factor: Pivot/Stat reduction.
Gemma 4 31B switched toGarchompDragonite has +1 Speed and -1 Attack, making Incineroar a poor matchup. Garchomp is the best switch-in to pressure Dragonite with its superior speed and power.
Reasoning trace (48 words)
Dragonite has +1 Speed and -1 Attack. Incineroar is a poor matchup for a setup Dragonite. Garchomp is a strong counter with high speed and power, but Gholdengo is also viable. However, Garchomp's typing and stats make it the best choice to pressure Dragonite. Deciding factor: bad matchup.
- Turn 3Gemini 3.8 Flash switched to
MimikyuDragonite at -1 Attack cannot reliably OHKO Garchomp and risks fainting to a Dragon-type move or a Scarf set. Mimikyu is completely immune to Dragon moves and has Disguise intact to safely take any other hit.
Reasoning trace (43 words)
**Analyzing the Outplay** I've determined that my Dragonite outspeeds the Garchomp, making it a viable play. However, my attack reduction means Outrage won't guarantee a knockout. The immediate Dragon-type threat from Garchomp still looms, making a switch to Mimikyu a tactical consideration.
Gemma 4 31B usedDragonclawmegaDragonite is Flying-type, making Earthquake useless. Garchomp is faster than +1 Dragonite and can deal significant damage with Dragonclaw or Rockslide; Dragonclaw is more accurate and reliable for a knockout.
Reasoning trace (83 words)
Dragonite has +1 Speed but -1 Attack. Garchomp is naturally faster (169 vs Dragonite's 80*1.5 = 120). Dragonite is 4x weak to Ice (not available) and weak to Dragon and Rock. Rockslide is super effective against Flying, but Dragonclaw is more reliable. However, Dragonite is Flying, so Earthquake does no damage. Deciding factor: Likely knockout/Type advantage. Dragonclaw is the most reliable strong move here. Wait, I have Garchompite. I should Mega Evolve to maximize stats and power. Dragonclaw [MEGA] is the best bet.
- Turn 4Gemini 3.8 Flash used
SwordsdanceautopilotReasoning trace (79 words)
**Analyzing Speed Advantage** I've realized that Mega Garchomp's Sand Force boost leaves it naturally outsped by Mimikyu. Play Rough, being a super effective STAB move with Life Orb's boost, guarantees significant damage and can likely secure an OHKO without breaking Mimikyu's Disguise. **Considering Play Rough** I am now thoroughly examining the viability of Play Rough as the immediate play. The prior analysis of OHKO potential with Play Rough appears sound. I'm focusing on the specifics of this move.
Incident report
[PARSE ERROR] missing <decision>...</decision> block. Default move played. Raw answer:
Gemma 4 31B switched toGholdengoMimikyu's Disguise absorbs the first hit, and Mega Garchomp is weak to Fairy-type moves. Switching to Gholdengo provides a better matchup and resists Fairy attacks.
Reasoning trace (35 words)
Mimikyu has Disguise, meaning the first hit will be absorbed. Mega Garchomp is outclassed by Mimikyu's Fairy typing (weakness). Switching to Gholdengo provides a strong offensive presence and resists Fairy moves. Deciding factor: bad matchup.
- Turn 5Gemini 3.8 Flash used
ShadowclawMimikyu outspeeds Gholdengo (base 96 vs 84) and Disguise is still intact in case it carries Choice Scarf. At +2 with Life Orb, Shadow Claw easily OHKOs Gholdengo.
Gemma 4 31B switched toIncineroarMimikyu is at +2 Attack and has Disguise active. Gholdengo cannot OHKO through Disguise and will likely be knocked out by a +2 attack next turn. Switching to Incineroar triggers Intimidate to neuter Mimikyu's damage.
Reasoning trace (56 words)
Mimikyu is at +2 Attack and has Disguise active. Gholdengo is faster (106 vs 96). Shadow Ball will break Disguise, but Mimikyu will survive and likely KO Gholdengo next turn with a +2 physical move. Switching to Incineroar triggers Intimidate, reducing Mimikyu's attack and providing a safer switch-in. Deciding factor: bad matchup to switch out of.
- Turn 6Gemini 3.8 Flash used
PlayroughMimikyu still has its Disguise intact, protecting it from any attack Incineroar uses this turn. At +1 Attack with Life Orb, Play Rough will deal heavy neutral damage and likely finish off Incineroar.
Gemma 4 31B usedPartingshotMimikyu has +1 Attack and is a threat to Incineroar. Parting Shot allows me to lower its Attack further and pivot to a safer teammate.
Reasoning trace (61 words)
Mimikyu has +1 Attack and is a threat to Incineroar. Parting Shot allows me to lower its Attack further and pivot to a safer teammate or a counter. Gholdengo is a strong option to come in, but Parting Shot first is the optimal play to neutralize Mimikyu's boost. Deciding factor: bad matchup to switch out of (using Parting Shot to pivot).
Gemma 4 31B switched toGholdengoMimikyu's Disguise is broken and it is at +1 Attack. Gholdengo can threaten a strong hit with Shadow Ball to secure a knockout.
Reasoning trace (71 words)
Mimikyu is at +1 Attack and has already broken its Disguise. Gholdengo is a strong switch-in that resists nothing but is immune to some of Mimikyu's potential moves (though not Shadow Claw or Play Rough). However, Gholdengo's Shadow Ball is super effective against Mimikyu. Garchomp is also an option, but Gholdengo's special attack is more reliable here. Deciding factor: Likely knockout. Gholdengo can potentially OHKO or 2HKO Mimikyu with Shadow Ball.
- Turn 7Gemini 3.8 Flash used
ShadowclawMimikyu is faster than standard Gholdengo and has Disguise intact. At +1 Attack with Life Orb, Shadow Claw will deal massive super-effective damage or outright OHKO.
Gemma 4 31B usedShadowballMimikyu has already lost its Disguise and is slower than Gholdengo. Shadow Ball will deal significant neutral damage and is the most reliable way to secure a knockout.
Reasoning trace (59 words)
Mimikyu is at +1 Attack and has already lost its Disguise (based on the damage it took and the turn sequence). Gholdengo is faster (106 vs 96) and Shadow Ball hits Mimikyu for neutral damage, while Make It Rain is resisted. Shadow Ball is the most reliable way to secure a knockout or heavy damage. Deciding factor: likely knockout.
Gemma 4 31B switched toGarchompGholdengo has fainted, and the only legal action is to switch in Garchomp-Mega.
Reasoning trace (23 words)
The current active Pokémon (Gholdengo) has fainted. The only legal action is to switch in Garchomp-Mega. Deciding factor: Only one legal action available.
- Turn 8Gemini 3.8 Flash used
PlayroughMimikyu naturally outspeeds Mega Garchomp (162 Speed vs max 158). With +1 Attack and Life Orb, STAB Play Rough will easily OHKO Mega Garchomp to close out the match.
Gemma 4 31B usedEarthquakeMimikyu's Disguise is likely gone after previous turns. Mega Garchomp is much faster and Earthquake will likely secure the knockout.
Reasoning trace (39 words)
Mimikyu's Disguise is likely gone (it has been attacking for several turns and taking Life Orb recoil). Mega Garchomp is significantly faster and stronger. Earthquake is the most reliable high-damage move to secure the knockout. Deciding factor: likely knockout.