Matches · 2026-10-10 · rules version c4
Gemma 4 31B vs Chimps at the Zoo
Gemma 4 31B won in 18 turns · 4 min wall clock · 46,506 tokens
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Decisions
- Team previewGemma 4 31B brought
Incineroar,gholdengo,kingambitIn a mirror match, Incineroar is the optimal lead for disruption and pivoting. Gholdengo and Kingambit provide a strong defensive and offensive core to handle the opponent's threats.
Reasoning trace (211 words)
The opponent has the exact same team as me (mirror match). Incineroar is the standard lead for disruption (Fake Out, Intimidate, Parting Shot). Gholdengo and Kingambit provide strong offensive and defensive utility. Palafin needs to switch out early to activate Zero to Hero. Garchomp (Mega) is a powerful wallbreaker/sweeper. Annihilape is a bulky threat. Standard lead in this format is Incineroar to control the pace. Bringing Incineroar, Gholdengo, and Kingambit is a very solid core, but Palafin and Mega Garchomp are high-impact. However, in a mirror match, Incineroar lead is almost mandatory to handle the opponent's Incineroar and provide pivot support. I'll bring Incineroar, Gholdengo, and Kingambit for a balanced, high-synergy core that handles most of the opponent's threats. Wait, Mega Garchomp is usually too strong to leave out. Let's go with Incineroar, Gholdengo, and Mega Garchomp for more raw power. Or Incineroar, Palafin, and Gholdengo. Actually, Incineroar, Gholdengo, and Kingambit is the safest "standard" core. But let's consider the mirror: Garchomp is a huge threat. I'll lead Incineroar, then bring Gholdengo and Kingambit. Wait, looking at the team again: Palafin is great, but requires a switch. Mega Garchomp is a monster. Let's go Incineroar, Gholdengo, and Kingambit. This is a very stable core. Deciding factor: Standard lead and core synergy.
- Turn 1Chimps at the Zoo switched to
GarchompGemma 4 31B usedFakeoutOpposing Kingambit likely has Defiant, meaning Intimidate triggered a +2 Attack boost. Fake Out provides priority and a flinch chance to disrupt its first move.
Reasoning trace (54 words)
The opponent's Kingambit likely has Defiant, meaning the Intimidate drop just gave it a +2 Attack boost. Fake Out is priority and disrupts, but Flare Blitz is super effective. However, Parting Shot would further trigger Defiant if it's active. Fake Out is the safest play to scout and gain momentum. Deciding factor: Defiant ability.
- Turn 2Chimps at the Zoo used
DragonclawmegaGemma 4 31B usedPartingshotGarchomp is much faster than Incineroar and likely carries Earthquake, which is super effective. Parting Shot allows me to lower Garchomp's offensive stats and pivot to a safer teammate.
Reasoning trace (41 words)
Garchomp is much faster than Incineroar and likely carries Earthquake, which is super effective. Parting Shot allows me to lower Garchomp's offensive stats and pivot to a safer teammate like Gholdengo or Kingambit. Deciding factor: bad matchup to switch out of.
Gemma 4 31B switched toGholdengoIncineroar is low on HP and outsped by Mega Garchomp. Gholdengo is the best switch-in to maintain offensive pressure and avoid a potential knockout.
Reasoning trace (162 words)
The opponent has a Mega Garchomp with -1 Attack and -1 SpA. Incineroar is at 58% HP and cannot take another strong hit. Gholdengo is a strong special attacker and resists nothing from Garchomp, but Kingambit is a better defensive pivot here, though Garchomp likely carries Earthquake. However, Gholdengo's Shadow Ball or Make It Rain doesn't hit Garchomp for much, and Garchomp is faster. Switching to Gholdengo allows for a potential setup or attack, but Kingambit can tank some hits better if it's not an Earthquake. Wait, Gholdengo is faster than Incineroar but slower than Mega Garchomp. Actually, Gholdengo is the better switch-in to avoid a potential Earthquake if it's not carrying it, but Garchomp almost always has Earthquake. Kingambit is also weak to Ground. Gholdengo is the safest play to maintain pressure or pivot. Wait, Garchomp is -1 Atk. Gholdengo is a better offensive threat. Deciding factor: bad matchup to switch out of (Incineroar is low HP and Garchomp is faster).
- Turn 3Chimps at the Zoo switched to
KingambitGemma 4 31B usedShadowballGarchomp is a Ground-type, making it immune to Make It Rain. Shadow Ball is the only viable attacking move, but switching to Kingambit or Incineroar might be safer depending on Garchomp's speed and moves. However, Shadow Ball deals consistent neutral damage.
Reasoning trace (57 words)
Opposing Mega Garchomp is at -1 Atk and -1 SpA. Gholdengo is faster than base 100 Garchomp, but Mega Garchomp can be faster depending on investment. Make It Rain is a massive hit, but Garchomp is Ground-type and immune to it. Shadow Ball is the only attacking option. Deciding factor: Bad matchup (Garchomp is immune to Steel).
- Turn 4Chimps at the Zoo used
SuckerpunchGemma 4 31B switched toKingambitGholdengo is extremely vulnerable to Kingambit's Dark-type attacks and cannot deal significant damage. Switching to my own Kingambit creates a much more favorable matchup.
Reasoning trace (49 words)
The opponent's Kingambit is active and Gholdengo is out. Kingambit is a massive threat to Gholdengo (Dark-type moves). Gholdengo's attacks are not very effective against Kingambit. Switching to my own Kingambit provides a safer matchup and allows me to potentially set up or trade hits. Deciding factor: bad matchup.
- Turn 5Chimps at the Zoo used
KowtowcleaveGemma 4 31B usedSwordsdanceOpposing Kingambit relies on Sucker Punch, which fails if the target uses a status move. Swords Dance allows me to safely boost my Attack while the opponent cannot use their primary priority move.
Reasoning trace (100 words)
The current matchup is Kingambit vs. Kingambit. Both are Dark/Steel. The opponent's Kingambit is at 70% HP. My Kingambit is at 100% HP. The opponent's Kingambit likely has Sucker Punch. If I use Swords Dance, Sucker Punch fails (as seen in Turn 4). If I use an attacking move, Sucker Punch might hit first, but it's not very effective. However, Swords Dance allows me to set up a sweep or force a switch. Since Sucker Punch fails if the target is not attacking, Swords Dance is a safe play to boost Attack. Deciding factor: Sucker Punch failure on status moves.
- Turn 6Chimps at the Zoo used
KowtowcleaveGemma 4 31B usedIronheadMy Kingambit has a +2 Attack boost, making even resisted moves extremely powerful. Iron Head is the best choice here for the potential flinch and high damage.
Reasoning trace (251 words)
The deciding factor is the massive attack boost (+2) on my Kingambit. Even though Steel and Dark moves are "not very effective" against another Kingambit, a +2 Iron Head or Kowtow Cleave will deal significant damage. Iron Head has a flinch chance, but Kowtow Cleave is more consistent. However, since I already have +2, I should prioritize knocking out the opponent's Kingambit. Iron Head is slightly better for the flinch chance, but Kowtow Cleave is the standard. Wait, Iron Head is Steel, Kowtow Cleave is Dark. Both are resisted. Let's check the damage: +2 Iron Head vs Kingambit. It should be a heavy hit. Wait, the opponent might use Sucker Punch. If I use Iron Head, Sucker Punch hits first. If I use Sucker Punch, it's a priority war. But I have +2 Attack. Iron Head is the safest bet for damage if I'm faster or if they don't Sucker Punch. Actually, Kowtow Cleave is better if they switch. But they are likely to stay in and try to Sucker Punch or Kowtow Cleave. Actually, with +2, Iron Head is likely to OHKO or 2HKO. Let's go with Iron Head for the flinch chance. Wait, looking at the speed: my Kingambit is 72. Opponent is 63-112. If they are faster, they hit first. If I use Sucker Punch, I might get the priority. But Iron Head is more reliable for raw damage. Actually, the most optimal play with +2 is usually to just attack. Iron Head is the best choice here.
- Turn 7Chimps at the Zoo used
KowtowcleaveGemma 4 31B usedIronheadOpposing Kingambit is at 32% HP. With +2 Attack, Iron Head or Kowtow Cleave will secure the knockout regardless of the resistance. Iron Head provides a flinch chance, but Kowtow Cleave is more consistent.
Reasoning trace (61 words)
The opposing Kingambit is at 32% HP. My Kingambit has +2 Attack. Even though Iron Head and Kowtow Cleave are "not very effective" against another Kingambit, the +2 boost and Black Glasses (for Kowtow Cleave) should be enough to secure the knockout. Iron Head has a flinch chance, but Kowtow Cleave is generally stronger with Black Glasses. Deciding factor: likely knockout.
Chimps at the Zoo switched toIncineroar - Turn 8Chimps at the Zoo used
PartingshotGemma 4 31B switched toGholdengoKingambit is at low HP and is resisted by Incineroar, making it a bad matchup. Gholdengo is a safer switch-in that can handle Incineroar and threaten Garchomp.
Reasoning trace (39 words)
Opposing Incineroar is a bad matchup for Kingambit (Fire/Dark resists Steel/Dark). Kingambit is at low HP (30.4%) and just got intimidated. Gholdengo is a much better switch-in to handle Incineroar and threaten the remaining Garchomp. Deciding factor: bad matchup.
- Turn 9Chimps at the Zoo used
WillowispGemma 4 31B switched toIncineroarGholdengo is resisted by Incineroar and vulnerable to its Fire-type attacks. Switching to Incineroar creates a better matchup and allows for utility moves like Fake Out or Parting Shot.
Reasoning trace (211 words)
Opposing Incineroar is active. Gholdengo is active. Incineroar is a bad matchup for Gholdengo (Fire/Dark resists Steel/Ghost). Incineroar likely has Flare Blitz or similar Fire moves. Nasty Plot is an option, but Incineroar can just switch or attack. Switching to Incineroar (my own) allows for a better matchup or Intimidate cycle, but Gholdengo is generally a strong special attacker. However, Gholdengo's attacks are not very effective. Wait, Gholdengo is faster than most Incineroar (106 vs ~72-123, but usually Incineroar is slow). If I Nasty Plot, I can potentially sweep Garchomp later. But Incineroar can hit Gholdengo hard. Actually, the best play here is to switch to Incineroar to handle the opposing Incineroar or prepare for Garchomp. But wait, my Incineroar is at 58%. Kingambit is at 30%. Let's look at the opponent's team: Garchomp and Incineroar. Gholdengo is a great check to Garchomp (if it doesn't have a fighting move, but Garchomp usually has Ground/Dragon). Gholdengo is weak to Fire and Ground. If I use Nasty Plot, I risk a heavy hit from Incineroar. If I switch to Incineroar, I can use Fake Out or Parting Shot. Actually, Gholdengo is a terrible matchup for Incineroar. Switching to Incineroar is the safest play to maintain momentum and scout. Deciding factor: bad matchup.
- Turn 10Chimps at the Zoo used
PartingshotGemma 4 31B usedFakeoutFake Out has priority and a 100% flinch rate, preventing the opposing Incineroar from using Parting Shot or Will-O-Wisp this turn.
Reasoning trace (59 words)
The opponent's Incineroar is at -1 Attack. My Incineroar is active. The opponent likely wants to use Parting Shot to pivot to Garchomp or Will-O-Wisp to burn me. Fake Out is available and has priority, guaranteeing a flinch and preventing the opponent from moving this turn. This allows me to maintain momentum or scout. Deciding factor: priority (Fake Out).
- Turn 11Chimps at the Zoo switched to
GarchompGemma 4 31B usedPartingshotOpposing Incineroar is already at -1 Attack. Parting Shot allows me to pivot out of a mirror match and maintain momentum while further weakening the opponent.
Reasoning trace (59 words)
The opponent's Incineroar is at -1 Attack. My Incineroar is healthy. The opponent has Garchomp and a fainted Kingambit left. Garchomp is a huge threat to Incineroar and Kingambit, but Gholdengo can handle it if it's not a Choice Scarf set. Parting Shot allows me to pivot and maintain momentum while further weakening the opponent's Incineroar. Deciding factor: Momentum/Pivot.
Gemma 4 31B switched toGholdengoMega Garchomp is much faster than Incineroar and likely carries Earthquake, making Incineroar a bad matchup. Gholdengo is the safest switch-in to maintain pressure and survive a hit.
Reasoning trace (70 words)
The opponent has Mega Garchomp active, which is significantly faster than Incineroar and likely carries Earthquake (though not revealed, it's standard). Incineroar is a bad matchup here and cannot deal significant damage. Gholdengo is the best switch-in to absorb a hit and threaten with Make It Rain or Shadow Ball, though it's not immune to Ground. Kingambit is too low on HP to survive a hit. Deciding factor: bad matchup.
- Turn 12Chimps at the Zoo used
EarthquakeGemma 4 31B switched toIncineroarGholdengo is slower than Mega Garchomp and risks being knocked out by a Ground-type move. Switching to Incineroar is the safest play to pivot and maintain board control.
Reasoning trace (663 words)
The opponent's Mega Garchomp is currently at -1 Attack and -1 Special Attack due to Parting Shot. Gholdengo is faster than some Mega Garchomp builds (100-158 speed range), but Mega Garchomp is a massive threat. However, Make It Rain is a Steel-type move, and Garchomp is Ground-type, making it completely ineffective (0x damage). Shadow Ball is the only attacking option. Deciding factor: Bad matchup. Gholdengo cannot hit Garchomp with its strongest move (Make It Rain) and is likely slower than a typical Mega Garchomp. Switching to Incineroar provides a safer pivot and potential burn/intimidate support, though Garchomp is already -1 Atk. Kingambit is too low on HP. Wait, Gholdengo is Steel/Ghost. Garchomp is Dragon/Ground. Make It Rain is Steel. Steel is resisted by Ground? No, Ground is immune to Electric, but Steel is *not* resisted by Ground. Wait, Ground is *not* immune to Steel. Steel is neutral to Ground. Let me re-check: Steel vs Ground. Ground resists Steel. Yes, Ground resists Steel. Actually, looking at the type chart: Steel is resisted by Water, Electric, Grass, and Fire. Ground does *not* resist Steel. Steel is neutral to Ground. Wait, I'm confusing myself. Steel moves: vs Ground: Neutral. Wait, let me double check. Steel is resisted by: Water, Electric, Grass, Fire. Steel is super effective against: Ice, Rock, Fairy. Steel is neutral against: Normal, Fighting, Flying, Poison, Ground, Ghost, Dragon, Dark. So Make It Rain hits Garchomp for neutral damage. However, Mega Garchomp is a physical powerhouse. Even at -1 Atk, it can likely OHKO or 2HKO Gholdengo with Earthquake (though Earthquake isn't listed, it's standard). Shadow Ball does decent damage but Make It Rain is the nuke. But Make It Rain lowers SpA. Is there a better play? Incineroar can take a hit and pivot. Kingambit is too weak. If I use Make It Rain, I deal heavy damage but drop my SpA. If I use Shadow Ball, I deal moderate damage. If I switch to Incineroar, I reset the field. Mega Garchomp's speed is 102 base (non-mega) and 102 base (mega). Wait, Mega Garchomp speed is 102. Gholdengo speed is 85 base. Wait, the provided stats say Gholdengo SPE: 106. Mega Garchomp SPE: 100-158. If Gholdengo is 106, it's likely faster than a 102 base speed Garchomp unless Garchomp has investment. Actually, 102 base at level 50 with max IVs and 0 EVs is 114. So Gholdengo (106) is almost certainly slower than Mega Garchomp. If Gholdengo is slower, it takes a hit. Garchomp's Earthquake (likely) will do massive damage. Switching to Incineroar is the safest play to scout or pivot. Wait, the opponent's revealed moves only show Dragon Claw. If it doesn't have Earthquake, Gholdengo is safer. But it's Garchomp; it always has Earthquake. Let's look at the HP. Gholdengo is at 90%. Incineroar is at 58%. If I switch to Incineroar, I take a hit (likely Earthquake) and can then use Parting Shot or Will-O-Wisp. But Garchomp is already -1 Atk. Actually, Make It Rain is the strongest move. If I can get a KO or heavy damage, it's worth it. But Garchomp is bulky. Shadow Ball is safer for SpA preservation. But switching to Incineroar is the standard competitive play to avoid a potential OHKO on a key special attacker. Wait, I just realized: Gholdengo is Steel/Ghost. Mega Garchomp is Dragon/Ground. Make It Rain is Steel. Shadow Ball is Ghost. Both are neutral. Make It Rain is much stronger. However, if Garchomp is faster, Gholdengo might die. Let's check the speed again. Gholdengo: 106. Mega Garchomp: 100-158. Base 102 speed at level 50: 0 EVs: 114 Max EVs: 133 Gholdengo is 106. Gholdengo is slower. If Gholdengo is slower, it's taking a hit. Switching to Incineroar is the best move to maintain momentum and preserve Gholdengo. <thought> Gholdengo is slower than Mega Garchomp and risks being knocked out by a Ground-type move. Switching to Incineroar is the safest play to pivot and maintain board control. </thought> <decision> SWITCH: incineroar </decision>
Gemma 4 31B switched toGholdengoMega Garchomp is active and has -2 Attack. Kingambit is weak to Ground, whereas Gholdengo takes neutral damage and is the only viable switch-in.
Reasoning trace (98 words)
The opponent's active Pokémon is Mega Garchomp, which has -2 Attack and -1 Special Attack. My active Pokémon (Incineroar) just fainted. I need to switch to a Pokémon that can handle Mega Garchomp. Gholdengo is a Steel/Ghost type and is not weak to Ground, but it is not resistant to it either (it takes neutral damage from Earthquake). Kingambit is Steel/Dark and is weak to Ground. Gholdengo is the safer switch-in here, as it can potentially threaten Mega Garchomp or at least survive better than Kingambit. Deciding factor: bad matchup (Kingambit is weak to Ground, Gholdengo is neutral).
- Turn 13Chimps at the Zoo used
RockslideGemma 4 31B usedShadowballMega Garchomp has -2 Attack, making it much less threatening. Shadow Ball provides consistent neutral damage without the SpA drop of Make It Rain.
Reasoning trace (60 words)
The opponent's Mega Garchomp has -2 Attack and -1 Special Attack due to Parting Shot and Intimidate. Gholdengo is faster than some Garchomp builds but slower than others. Shadow Ball is the safest and most consistent damage move here, as Make It Rain lowers SpA and Garchomp isn't weak to Steel. Deciding factor: Likely knockout/damage efficiency given Garchomp's lowered stats.
- Turn 14Chimps at the Zoo used
DragonclawGemma 4 31B usedShadowballOpposing Mega Garchomp is at 25% HP and has -2 Attack, making it a non-threat. Shadow Ball is the most reliable way to secure the knockout.
Reasoning trace (57 words)
Opposing Mega Garchomp is at 25% HP and has -2 Attack and -1 SpA. Gholdengo is at 72.7% HP. Shadow Ball previously dealt significant damage. Garchomp's speed is variable (100-158), but with -2 Attack, its damage output is severely crippled. Shadow Ball is the safest and most efficient way to secure the knockout. Deciding factor: likely knockout.
Chimps at the Zoo switched toIncineroar - Turn 15Chimps at the Zoo used
PartingshotGemma 4 31B usedRecoverOpponent has only Incineroar left. Gholdengo's attacks are resisted, and Kingambit is too low on HP to survive a Fire move. Recover is the best play to maintain health since the opponent cannot pivot.
Reasoning trace (449 words)
The opponent's Incineroar is active. Gholdengo is at 51% HP. Incineroar usually carries Flare Blitz or Knock Off. Gholdengo is weak to Fire and Dark. Kingambit is also weak to Fire and Fighting, but resists Dark (though Incineroar's Dark moves are usually Parting Shot or Knock Off). However, Incineroar is likely to use Parting Shot to pivot or a Fire move to KO Gholdengo. Wait, Gholdengo is Steel/Ghost. Incineroar is Fire/Dark. Gholdengo's moves: Make It Rain (Steel), Shadow Ball (Ghost). Both are not very effective against Incineroar. Incineroar's moves: Parting Shot, Will-O-Wisp (Gholdengo is immune to status), Flare Blitz, Knock Off. If I use Nasty Plot, Incineroar might use Parting Shot to lower my SpA and switch out, or just hit me with a Fire/Dark move. If I switch to Kingambit, Incineroar might use Flare Blitz (huge damage) or Parting Shot. Kingambit is at 30% HP, so a Flare Blitz is a guaranteed KO. Gholdengo is faster than most Incineroars (106 vs ~72-100). If I use Recover, I get back to ~100% HP, but I'm still vulnerable to a Fire/Dark move. If I use Shadow Ball, it's not very effective. The opponent has only Incineroar left (Kingambit and Mega Garchomp are fainted). Gholdengo is the only thing that can realistically threaten Incineroar if it gets a Nasty Plot up, although Steel/Ghost moves are resisted. Actually, Shadow Ball is Ghost (resisted by Dark) and Make It Rain is Steel (resisted by Fire). Wait, Incineroar is Fire/Dark. Ghost is resisted by Dark. Steel is resisted by Fire. Both of Gholdengo's attacks are resisted. However, Incineroar's only remaining Pokémon is itself. If I switch to Kingambit, Incineroar will likely Flare Blitz it. If I stay with Gholdengo, I can Recover to stay healthy. But Incineroar's Parting Shot will just lower my stats and switch... wait, Incineroar has no one to switch to! The opponent's bench is empty. If Incineroar uses Parting Shot, it just lowers Gholdengo's stats. If Incineroar uses Flare Blitz or Knock Off, Gholdengo takes heavy damage. Since the opponent has no other Pokémon, Parting Shot is useless for pivoting. Gholdengo's best bet is to heal up or try to set up, but since it's resisted, Nasty Plot might be a waste if it just gets KO'd. Recover is the safest play to keep Gholdengo alive as long as possible. Wait, if Incineroar is the last Pokémon, and it only has Parting Shot and Will-O-Wisp (and likely Flare Blitz/Knock Off), Gholdengo can't really deal much damage. But Kingambit is also a bad matchup here. Recover allows Gholdengo to survive another hit. Deciding factor: bad matchup/survival. Gholdengo is the only viable Pokémon left to face Incineroar, and Recover keeps it healthy.
- Turn 16Chimps at the Zoo used
PartingshotGemma 4 31B usedNastyplotGholdengo is immune to Incineroar's status moves (Parting Shot, Will-O-Wisp) due to Good as Gold. Nasty Plot is the best play to boost Special Attack and ensure a knockout on the final opposing Pokémon, as Gholdengo is likely faster.
Reasoning trace (529 words)
The opponent's team is down to just Incineroar (Garchomp and Kingambit are fainted). Gholdengo is at full HP. Incineroar's Parting Shot failed last turn. Gholdengo is immune to status moves due to Good as Gold. Deciding factor: The opponent has only one Pokémon left, and Gholdengo is immune to Incineroar's status moves (Will-O-Wisp, Parting Shot). Nasty Plot will allow Gholdengo to potentially OHKO or 2HKO Incineroar with Shadow Ball or Make It Rain, though Shadow Ball is safer. However, since Incineroar can't status Gholdengo, setting up is low risk. Wait, Incineroar has Flare Blitz. Gholdengo is weak to Fire. If Incineroar uses Flare Blitz, it will do significant damage. But Gholdengo is faster than most Incineroar (106 vs ~72-123). If I Nasty Plot, I risk a Flare Blitz. But if I attack now, Shadow Ball is not very effective. Actually, since Incineroar has no other way to stop Gholdengo (no status), Nasty Plot is a strong play to ensure a knockout next turn, but Flare Blitz is a huge threat. However, Gholdengo is at 100% HP. Let's check the damage: Shadow Ball (80 BP, 0.5x) vs Incineroar. Make It Rain (120 BP, 0.5x) vs Incineroar. Both are weak. Nasty Plot makes them stronger. Is there a better option? Switching to Kingambit? Kingambit is at 30% HP and weak to Fire. Not a good idea. If I use Shadow Ball now, it does minimal damage. If I Nasty Plot, I'm at +2 SpA. Then Shadow Ball or Make It Rain will hit much harder. Wait, Incineroar's only attacking move likely to be useful here is Flare Blitz. Gholdengo can take one Flare Blitz? Flare Blitz: 120 BP * 1.5 (STAB) * (Atk/Def). Gholdengo Def: 115. Incineroar Atk: ~135. Damage is roughly: (2 * 50 + 2) * 120 * 1.5 * (135/115) / 50... it's likely to be a 2HKO or OHKO. Actually, the most efficient way to win is to just attack or set up. Since I'm immune to status, I can Nasty Plot. But if I'm afraid of Flare Blitz, I should just attack. But Shadow Ball is "not very effective". Wait, the opponent only has Incineroar left. I have Gholdengo and Kingambit. If Gholdengo goes down, Kingambit is also weak to Fire. If I use Shadow Ball, I do some damage. If I Nasty Plot, I risk a Flare Blitz. But wait, Incineroar's moves are Parting Shot and Will-O-Wisp (revealed). It likely has Flare Blitz and maybe Knock Off. Knock Off would do huge damage to Gholdengo. If I Nasty Plot, and it uses Flare Blitz or Knock Off, I take a hit. If I use Shadow Ball, I do a bit of damage and take a hit. The safest play is to start chipping away or set up. Given the speed tier, Gholdengo likely moves first. Shadow Ball is the most consistent damage. Actually, looking at the state, the opponent has no other Pokémon. I just need to knock out Incineroar. Shadow Ball is 0.5x. Make It Rain is 0.5x. Nasty Plot is the best way to ensure the next hit kills. Deciding factor: Status immunity. Gholdengo can safely Nasty Plot because Incineroar's utility moves fail.
- Turn 17Chimps at the Zoo used
WillowispGemma 4 31B usedShadowballOpponent only has Incineroar left, and Gholdengo is immune to its status moves via Good as Gold. Shadow Ball is the best attacking option to maintain SpA boosts.
Reasoning trace (72 words)
The opponent's team is fully revealed and they only have Incineroar left. Gholdengo is at +2 SpA and full HP. Incineroar's only revealed moves are Parting Shot and Will-O-Wisp, both of which Gholdengo is immune to due to Good as Gold. Deciding factor: The opponent has no way to damage or disrupt Gholdengo. Shadow Ball is the most efficient way to chip away at Incineroar since Make It Rain lowers SpA.
- Turn 18Chimps at the Zoo used
PartingshotGemma 4 31B usedShadowballOpposing Incineroar is the last Pokémon and cannot use its status moves due to Gholdengo's Good as Gold. With +2 SpA and the opponent at -1 SpD, Shadow Ball is the most effective way to secure a knockout.
Reasoning trace (321 words)
The opponent's Incineroar is at 51% HP and has -1 SpD. Gholdengo has +2 SpA. Shadow Ball is not very effective, but with +2 SpA and -1 SpD on the target, it should deal significant damage. However, Incineroar's only revealed moves are Parting Shot and Will-O-Wisp, both of which Gholdengo is immune to via Good as Gold. Incineroar likely has Flare Blitz, which would be a massive threat. Wait, Gholdengo is immune to status moves. Incineroar cannot use Parting Shot or Will-O-Wisp. It must use an attacking move (likely Flare Blitz) or switch. If it uses Flare Blitz, Gholdengo will take massive damage. However, Shadow Ball is the best attacking option here. Make It Rain is also not very effective and lowers SpA. Let's check the damage: Gholdengo +2 SpA, Life Orb. Incineroar -1 SpD. Shadow Ball (80 BP, 0.5x) vs Incineroar. Even with the resistance, +2 SpA and -1 SpD should do a lot. But wait, if Incineroar uses Flare Blitz, Gholdengo is in trouble. But Incineroar's only other options are status moves it can't use. If it switches, Shadow Ball hits the switch-in. Wait, the opponent's other Pokémon (Kingambit and Mega Garchomp) are already fainted. Incineroar is the last Pokémon. If Incineroar is the last Pokémon, it has to attack. Flare Blitz is the only viable move. Shadow Ball is the best bet to chip it down or KO. Actually, looking at the stats: Gholdengo SpA 203 (+2), Life Orb. Incineroar SpD (range 99-156), -1 SpD. Shadow Ball (80 * 0.5 * 1.3 * 2 * 1.5) / (approx 120 * 0.5) It's likely to be a 2HKO or even a 1HKO if the SpD is low. Wait, if Incineroar is the last Pokémon, it can't switch. It must use Flare Blitz or a status move (which fails). Shadow Ball is the most consistent damage. Deciding factor: knockout. Incineroar is the last Pokémon and cannot use its status moves.