Matches · 2026-10-10 · rules version c4

Chimps at the Zoo vs Gemma 4 31B

Player 1
Gemma 4 31B's team
Player 2 · winner
Gemma 4 31B's team
autopilot 0%

Gemma 4 31B won in 13 turns · 3 min wall clock · 36,279 tokens

The replay player loads from play.pokemonshowdown.com. The full battle log is below.

Decisions

  1. Team preview
    Gemma 4 31B brought Incineroar,gholdengo,kingambit2,801 tok · 23.1 s

    In a mirror match, Incineroar is the optimal lead for Fake Out and Intimidate. Gholdengo and Kingambit provide the strongest combined offensive and defensive utility for handling the remaining threats.

    Reasoning trace (370 words)
    The opponent has the same team as me. This is a mirror match.
    Incineroar is the standard lead for Fake Out and Intimidate support.
    Gholdengo and Kingambit provide strong offensive and defensive utility.
    Palafin needs to switch out early to activate Zero to Hero.
    Garchomp (Mega) is a massive threat.
    Annihilape is a strong setup sweeper.
    
    Standard lead is Incineroar to disrupt the opponent's lead.
    Gholdengo is essential for handling opposing Gholdengo and Annihilape.
    Kingambit is a powerful late-game cleaner.
    Alternatively, Palafin is great, but requires a switch.
    Mega Garchomp is a powerhouse.
    
    Let's go with Incineroar, Gholdengo, and Kingambit for a balanced core, or Incineroar, Palafin, and Garchomp for more raw power.
    Wait, in a mirror match, Incineroar is almost always the lead.
    Gholdengo is crucial for the Steel/Ghost coverage.
    Kingambit is the best closer.
    Let's bring Incineroar, Gholdengo, and Kingambit.
    
    Actually, Mega Garchomp is too strong to leave out.
    Let's try Incineroar, Gholdengo, and Garchomp.
    Wait, Kingambit's Sucker Punch is vital in mirror matches.
    Let's go Incineroar, Gholdengo, and Kingambit.
    
    Wait, looking at the opponent's team, they have Palafin. If I don't bring a strong Water-resist or a way to handle it, I'm in trouble.
    Gholdengo and Kingambit are not great against Palafin.
    Garchomp is better.
    Let's go Incineroar, Gholdengo, and Garchomp.
    Wait, Incineroar handles Palafin reasonably well with Intimidate and bulk.
    Actually, the most consistent core in this format is often Incineroar, Gholdengo, and Kingambit/Garchomp.
    Let's go Incineroar, Gholdengo, and Kingambit.
    
    Wait, let's reconsider Palafin. If I bring Palafin, I have to switch it out.
    If I bring Incineroar, Gholdengo, and Kingambit, I have a very strong defensive and offensive core.
    Let's stick with Incineroar, Gholdengo, and Kingambit.
    
    Wait, Mega Garchomp is a huge advantage.
    Let's go Incineroar, Gholdengo, and Garchomp.
    Actually, Kingambit is better for the mirror.
    Let's go Incineroar, Gholdengo, Kingambit.
    
    Wait, the opponent might bring Palafin.
    If I bring Incineroar, Gholdengo, and Kingambit, I have no way to deal with Palafin other than Incineroar.
    If I bring Incineroar, Garchomp, and Gholdengo, I have more options.
    Let's go Incineroar, Gholdengo, Garchomp.
    
    Actually, the standard "Champions" meta often favors Incineroar, Gholdengo, and Kingambit.
    Let's go with that.
    
    Deciding factor: Core synergy and mirror match stability.
    
  2. Turn 1
    Chimps at the Zoo used Nastyplot
    Gemma 4 31B used Flareblitz1,578 tok · 4.5 s

    Gholdengo is immune to status moves (Good as Gold) and Fake Out (Ghost-type), leaving Flare Blitz as the only effective option to deal damage.

    Reasoning trace (47 words)
    Opponent's Gholdengo is immune to status moves (Good as Gold), making Parting Shot and Will-O-Wisp useless. Fake Out is ineffective against Ghost-types. Flare Blitz is the only viable attacking move and deals super effective damage.
    
    Deciding factor: Bad matchup/Immunity (Gholdengo is immune to status and Fake Out).
  3. Turn 2
    Chimps at the Zoo switched to Garchomp
    Gemma 4 31B used Flareblitz1,575 tok · 3.7 s

    Opposing Gholdengo is at 18% HP. Flare Blitz is super effective and will easily secure the knockout, regardless of Gholdengo's +2 SpA boost.

    Reasoning trace (29 words)
    Opposing Gholdengo is at 18% HP and has +2 SpA. Incineroar is slower but Flare Blitz is super effective and will easily secure the knockout.
    
    Deciding factor: likely knockout.
  4. Turn 3
    Chimps at the Zoo switched to Kingambit
    Gemma 4 31B used Partingshot1,799 tok · 4.9 s

    Garchomp is significantly faster and likely carries Earthquake, making Incineroar a bad matchup. Parting Shot allows me to lower Garchomp's Attack and pivot to a safer teammate.

    Reasoning trace (55 words)
    Opposing Garchomp is much faster than Incineroar and likely carries Earthquake, which is super effective. Incineroar is at 55% HP and will likely be knocked out or severely damaged. Parting Shot allows me to lower Garchomp's attack and pivot to a safer teammate like Gholdengo or Kingambit.
    
    Deciding factor: bad matchup to switch out of.
    Gemma 4 31B switched to Gholdengo2,055 tok · 9.2 s

    Opposing Kingambit likely has Defiant, meaning Parting Shot gave it a +1 Attack boost. Gholdengo is the best switch-in to pressure Kingambit with Make It Rain.

    Reasoning trace (154 words)
    The opponent's Kingambit just entered and was hit by Parting Shot. Kingambit's ability is almost certainly Defiant, meaning the Attack drop from Parting Shot triggered a +2 Attack boost, netting it to +1 Attack overall. Incineroar has already used Parting Shot and is now switching out.
    
    Wait, the prompt says "Your Incineroar used Parting Shot" in Turn 3, but the "LEGAL ACTIONS" only show SWITCH options. This means the Parting Shot has already executed, and I am now choosing which Pokémon to bring in as the replacement.
    
    Opponent's Kingambit is at +1 Attack. Gholdengo is a better matchup here as it resists Steel and is immune to some of Kingambit's potential coverage, though it's weak to Sucker Punch. However, my own Kingambit is also an option. Gholdengo's Make It Rain is devastating against Kingambit.
    
    Deciding factor: Matchup. Gholdengo's Steel typing and high Special Attack make it the best choice to pressure the +1 Kingambit.
  5. Turn 4
    Chimps at the Zoo used Suckerpunch
    Gemma 4 31B switched to Kingambit2,082 tok · 6.4 s

    Opposing Kingambit likely has Defiant, meaning Parting Shot gave it a +2 Attack boost. Gholdengo is extremely vulnerable to Dark-type moves, making this a terrible matchup.

    Reasoning trace (80 words)
    The opponent's Kingambit just entered and was hit by Parting Shot, lowering its Attack and Sp. Atk. However, Kingambit almost certainly has the Defiant ability, meaning its Attack just increased by 2 stages (+2) despite the Parting Shot. Gholdengo is very vulnerable to Kingambit's Dark-type moves (Kowtow Cleave, Sucker Punch).
    
    Deciding factor: Bad matchup. Gholdengo cannot safely stay in against a +2 Attack Kingambit. Switching to my own Kingambit provides a safer switch-in and maintains pressure.
    
    <decision>
    SWITCH: kingambit
    </decision>
  6. Turn 5
    Chimps at the Zoo used Kowtowcleave
    Gemma 4 31B used Swordsdance2,394 tok · 15.9 s

    The opponent's Kingambit likely has Defiant, meaning the Parting Shot actually gave it a +2 Attack boost (net +1). Using Swords Dance is the best play because it forces a Sucker Punch to fail and allows me to set up a sweep.

    Reasoning trace (307 words)
    The opponent's Kingambit has -1 Attack and -1 SpA from Parting Shot. However, if it has the Defiant ability, those drops would have triggered a +2 Attack boost, effectively making it +1 Attack.
    Both Kingambits are slow. Sucker Punch is the main priority move.
    If I use Swords Dance, I risk taking a hit (or a Sucker Punch if I'm faster, though Sucker Punch fails if the target isn't attacking). If the opponent uses Sucker Punch while I use Swords Dance, Sucker Punch fails.
    The opponent's Kingambit is likely to use Sucker Punch or Kowtow Cleave/Iron Head.
    If I switch to Gholdengo, I resist Steel and am immune to Dark (Wait, Gholdengo is Steel/Ghost, so it's immune to Fighting, but not Dark. It resists Steel).
    Actually, Gholdengo is Ghost/Steel. It is weak to Dark and Fire, Ground. It resists Steel.
    Wait, Kingambit's moves are Dark and Steel. Gholdengo is weak to Dark (Kowtow Cleave, Sucker Punch) and resists Steel (Iron Head).
    Incineroar is a better switch-in to Kingambit's Dark moves, but it's already at 55% HP.
    The deciding factor is whether the opponent has Defiant. If they do, they are +1. If not, they are -1.
    Using Swords Dance is a strong play because Sucker Punch fails against status moves. If the opponent uses a non-priority move, I get a massive boost.
    
    Wait, let's look at the turn history. Turn 3: Parting Shot used on Kingambit. If it had Defiant, it would have gained +2 Attack.
    If I use Swords Dance, and the opponent uses Sucker Punch, Sucker Punch fails. If the opponent uses Kowtow Cleave or Iron Head, I take some damage but get +2 Attack.
    If I use Kowtow Cleave or Iron Head, it's not very effective.
    Sucker Punch vs Sucker Punch is a gamble.
    Swords Dance is the safest way to gain momentum here.
  7. Turn 6
    Chimps at the Zoo used Swordsdance
    Gemma 4 31B used Ironhead2,301 tok · 13.7 s

    Opposing Kingambit does not have Defiant (confirmed by -1 Attack boost). My Kingambit is at +2 Attack, making Iron Head the most reliable way to deal heavy damage despite the resistance.

    Reasoning trace (250 words)
    The opponent's Kingambit has -1 Attack and -1 SpA from Parting Shot. My Kingambit has +2 Attack.
    The opponent's Kingambit likely has Defiant, which would have triggered on Parting Shot, potentially cancelling the -1 Attack (Defiant gives +2 Attack when a stat is lowered).
    Wait, the turn history says "Opposing Kingambit: atk -1, spa -1" on Turn 3. If it had Defiant, it would have gone to +2 Attack. Since it's listed as -1, it likely doesn't have Defiant or the game state is tracking the drop before the ability.
    Actually, looking at the current state: "Boosts: [ATK: -1, SPA: -1]". This confirms it does NOT have Defiant.
    My Kingambit is +2 Attack. Iron Head is the strongest neutral move here. Sucker Punch is priority but resisted.
    Iron Head is resisted, but with +2 Attack, it should do significant damage.
    Opponent's Kingambit is at 100% HP.
    Iron Head is the most reliable damage move. Sucker Punch is risky if they use a status move or switch.
    Wait, Iron Head is Steel, Kingambit is Steel/Dark. It's not very effective.
    Kowtow Cleave is also not very effective.
    However, with +2 Attack, Iron Head is the best bet to chip or KO if the opponent is frail.
    Actually, let's check the speed. My Kingambit is 72. Opponent is 63-112.
    If I use Iron Head and I'm faster, I hit first. If I'm slower, I take a hit.
    But I have a massive attack advantage.
    Iron Head is the best choice for consistent damage.
  8. Turn 7
    Chimps at the Zoo used Swordsdance
    Gemma 4 31B used Ironhead2,200 tok · 10.5 s

    Both Kingambits are at +2 Attack. Iron Head is the best option here to fish for a flinch and chip away at the opponent's HP while dealing with the mirror match.

    Reasoning trace (189 words)
    Both Kingambits are at +2 Attack (Opponent is listed as +1, but Turn 6 says "Opposing Kingambit: atk +2").
    Kingambit vs Kingambit is a stalemate of resisted hits.
    Sucker Punch is the primary way to deal damage, but it's resisted.
    Iron Head has a flinch chance.
    The opponent's Kingambit is at 68% HP.
    My Kingambit is at 86.5% HP.
    If I use Iron Head and it flinches, I gain momentum. If I use Sucker Punch, it's resisted and might fail if they use Swords Dance again or switch.
    However, the opponent's Kingambit is likely slower or similar speed.
    Wait, the opponent's Kingambit is at +2 Attack. A Kowtow Cleave or Sucker Punch from them will do significant damage.
    Iron Head is the best bet for a flinch or chip, but Kowtow Cleave is slightly stronger.
    Actually, the most reliable way to win this mirror is to out-predict Sucker Punch or use Iron Head for the flinch.
    Given the +2 boost on both sides, the one who lands the hit first or flinches the other wins.
    Iron Head is the safest bet to potentially flinch.
    
    Deciding factor: flinch chance/damage trade.
  9. Turn 8
    Chimps at the Zoo used Swordsdance
    Gemma 4 31B used Kowtowcleave2,349 tok · 14.0 s

    Opposing Kingambit is at 31% HP. Even with the resistance, my +2 Attack Iron Head or Kowtow Cleave will secure the knockout. I can survive a +3 Sucker Punch due to my high Defense and the move's resisted damage.

    Reasoning trace (235 words)
    The opponent's Kingambit is at 31% HP and has +3 Attack. My Kingambit is at 86.5% HP and has +2 Attack. Both are Steel/Dark.
    The opponent likely has Sucker Punch. If I use an attacking move, Sucker Punch hits first. However, my Kingambit is quite bulky.
    Kowtow Cleave or Iron Head will likely knock out the opponent's Kingambit, even if not very effective, given the +2 Attack boost and the opponent's low HP.
    The deciding factor is the knockout; the opponent is too low to survive another hit, and Sucker Punch from the opponent might not be enough to OHKO me.
    
    Wait, let's check the damage. Opponent has +3 Attack. Sucker Punch is not very effective.
    My Kingambit: 207 HP, 140 Def.
    Opponent Kingambit: +3 Atk, Sucker Punch (70 BP, 0.5x).
    Even with +3, Sucker Punch likely won't OHKO my Kingambit.
    My Kingambit: +2 Atk, Iron Head (80 BP, 0.5x) or Kowtow Cleave (85 BP, 0.5x).
    Opponent Kingambit: 31% HP.
    Iron Head or Kowtow Cleave should easily secure the KO. Iron Head has a flinch chance, but Sucker Punch priority overrides it. Kowtow Cleave is more reliable.
    
    Actually, if I use Sucker Punch, I might get the priority if they don't attack, but they almost certainly will. If I use Iron Head/Kowtow Cleave, I risk getting hit by Sucker Punch first. But since I can survive it, the KO is guaranteed.
    
    Deciding factor: likely knockout.
    Chimps at the Zoo switched to Gholdengo
  10. Turn 9
    Chimps at the Zoo used Makeitrain
    Gemma 4 31B used Kowtowcleave1,943 tok · 5.5 s

    Opposing Gholdengo is at 18% HP. Kowtow Cleave is super effective and guaranteed to knock it out regardless of Gholdengo's speed or potential priority moves.

    Reasoning trace (68 words)
    Opposing Gholdengo is at 18% HP. My Kingambit has +2 Attack and Supreme Overlord boosts. Sucker Punch has priority and is super effective, but Kowtow Cleave is a guaranteed hit if Gholdengo doesn't switch or use a priority move (which it doesn't have). Since Gholdengo is very low, any super effective hit will KO. Kowtow Cleave is the safest bet to secure the knockout.
    
    Deciding factor: likely knockout.
    Chimps at the Zoo switched to Garchomp
  11. Turn 10
    Chimps at the Zoo used Earthquakemega
    Gemma 4 31B switched to Incineroar2,039 tok · 6.7 s

    Kingambit is 4x weak to Ground and slower than Garchomp, making it an immediate knockout target for Earthquake. Switching to Incineroar provides a better defensive matchup and Intimidate to weaken Garchomp.

    Reasoning trace (89 words)
    The opponent's Gholdengo and Kingambit are fainted, leaving only Garchomp. My Kingambit is at +2 Attack and has Supreme Overlord boosts. Garchomp is much faster and likely carries Earthquake, which is a 4x weakness for Kingambit. Sucker Punch is the only way to deal damage before being knocked out, but it fails if Garchomp switches or uses a non-attacking move. However, the opponent has no other Pokémon left. Switching to Incineroar provides a better matchup and Intimidate.
    
    Deciding factor: bad matchup (Kingambit is 4x weak to Garchomp's likely Earthquake).
    Gemma 4 31B switched to Gholdengo2,207 tok · 14.5 s

    Garchomp is at -1 Attack due to Intimidate. Gholdengo is faster than Garchomp and has full HP, making it the safer switch-in compared to the weakened Kingambit.

    Reasoning trace (243 words)
    The opponent has Mega Garchomp active, which is a physical powerhouse. My Incineroar just fainted to Earthquake. I have Gholdengo and Kingambit left. Gholdengo is a Steel/Ghost type, meaning it is weak to Ground (Earthquake). Kingambit is Steel/Dark, also weak to Ground. However, Gholdengo is faster than Garchomp's base speed (102) if it's not max speed, but Garchomp is generally faster. Wait, Gholdengo's speed is 106, Garchomp's is 102. Gholdengo is faster. But Gholdengo is weak to Ground. Kingambit is slow and weak to Ground. Gholdengo can hit Garchomp with Shadow Ball, but it's not a knockout. Kingambit is at 44% HP and will likely be OHKO'd by Earthquake. Gholdengo is at 100% HP.
    
    Deciding factor: Matchup. Gholdengo is the only viable switch-in to chip away at Garchomp, despite the Ground weakness, as Kingambit is too low on HP to survive another hit.
    
    Wait, Gholdengo is Steel/Ghost. Ground is super effective. Shadow Ball is neutral.
    Kingambit is Steel/Dark. Ground is super effective.
    
    Gholdengo is faster (106 vs 102). Gholdengo can potentially survive one Earthquake or deal damage. Actually, Gholdengo is the better option here to maintain pressure.
    
    Wait, Garchomp is -1 Atk from Intimidate. This makes it much less threatening. Gholdengo can take a hit better than a 44% Kingambit.
    
    <thought>
    Garchomp is at -1 Attack due to Intimidate. Gholdengo is faster than Garchomp and has full HP, making it the safer switch-in compared to the weakened Kingambit.
    </thought>
    <decision>
    SWITCH: gholdengo
    </decision>
  12. Turn 11
    Chimps at the Zoo used Dragonclaw
    Gemma 4 31B used Shadowball2,923 tok · 29.5 s

    Garchomp is -1 Attack due to Intimidate, allowing Gholdengo to survive one Earthquake. Since Kingambit is also weak to Ground, switching is not viable. Shadow Ball is the only neutral attacking move available.

    Reasoning trace (563 words)
    The opponent has Mega Garchomp (Dragon/Ground) active. My Gholdengo is Steel/Ghost. Garchomp is likely to use Earthquake, which is super effective against Gholdengo. Garchomp's attack is currently -1 due to Incineroar's Intimidate.
    
    Gholdengo is faster than base 100 Garchomp, but Mega Garchomp's speed range is 100-158. If Garchomp is faster, it will likely OHKO or severely damage Gholdengo with Earthquake.
    
    My only other teammate is Kingambit (Steel/Dark), who is also weak to Ground. Switching to Kingambit doesn't help against Earthquake.
    
    Shadow Ball is the only move that doesn't have a Steel typing (which Garchomp resists). Make It Rain is resisted by Garchomp. Nasty Plot is risky if Garchomp is faster.
    
    Wait, Garchomp is Dragon/Ground. Shadow Ball is neutral. Make It Rain is resisted.
    If I stay in, Shadow Ball is the best attacking move. However, if Garchomp is faster, I'm dead.
    If I switch to Kingambit, I'm still weak to Earthquake.
    
    Wait, Garchomp's attack is -1. Let's check if Gholdengo can survive an Earthquake at -1.
    Mega Garchomp Atk (max 244) * 0.5 (Intimidate) = 122.
    Earthquake (100 BP) vs Gholdengo (115 Def).
    Damage: ( ( ( (2 * 50 + 2) * 100 / 115 ) + 2 ) * 1.5 (STAB) * 2 (Super Effective) ) / 2 (Intimidate)
    Roughly: ( (100 * 100 / 115) + 2 ) * 3 / 2 = (86 + 2) * 1.5 = 132.
    Gholdengo has 194 HP. It should survive one -1 Earthquake.
    
    If Gholdengo survives, Shadow Ball is the only move that does decent damage. Nasty Plot would make the next hit stronger, but Garchomp might just kill me.
    
    Wait, Kingambit is also weak to Ground. Switching is useless.
    Shadow Ball is the best bet to chip away or potentially KO if Garchomp is frail, but Garchomp is bulky.
    Actually, Shadow Ball is the only neutral move. Make It Rain is resisted.
    
    Deciding factor: bad matchup/survival. Gholdengo survives one -1 Earthquake. Shadow Ball is the only viable attacking move.
    
    Wait, is there any other option? Kingambit is also weak to Ground.
    If I use Shadow Ball, I do some damage. If I use Nasty Plot, I risk being KO'd if Garchomp's attack wasn't lowered enough or if it has a different move.
    Actually, Garchomp is -1 Atk. Shadow Ball is the safest offensive play.
    
    Wait, Mega Garchomp's speed is 102 (base). My Gholdengo is 106. I am likely faster unless Garchomp is specially invested or has a weird nature.
    If I am faster, Shadow Ball hits first.
    
    Let's double check the speed.
    Gholdengo base speed: 84. At level 50, 106 speed means it's likely Max Speed (252 EVs, Jolly).
    Mega Garchomp base speed: 102. At level 50, Max Speed (252 EVs, Jolly) is 132.
    So Garchomp is likely faster.
    
    If Garchomp is faster and uses Earthquake, Gholdengo survives at -1.
    Then I can Shadow Ball.
    
    Is there any reason to switch to Kingambit? Kingambit is also weak to Ground.
    Is there any reason to Nasty Plot? If I survive the first hit, Nasty Plot makes me a huge threat, but Garchomp might just Earthquake again.
    
    Shadow Ball is the most consistent move here.
    
    Wait, Garchomp is Dragon/Ground. Shadow Ball is neutral.
    Make It Rain is Steel (resisted by Dragon/Ground? No, Ground resists Steel, Dragon is neutral). Steel is resisted by Ground.
    So Shadow Ball is the only neutral move.
    
    Decision: Shadow Ball.
  13. Turn 12
    Chimps at the Zoo used Earthquake
    Gemma 4 31B used Shadowball2,128 tok · 6.1 s

    Opposing Garchomp is at 19% HP with a -1 SpDef drop. Shadow Ball is highly likely to secure the knockout regardless of speed, as Garchomp cannot OHKO Gholdengo from this state.

    Reasoning trace (66 words)
    Opposing Garchomp is at 19% HP with -1 Attack and -1 SpDef. Gholdengo's Shadow Ball dealt significant damage previously. Garchomp is Mega Evolved (likely Mega Garchomp, though not standard in all formats, the prompt says "Opposing Garchomp Mega Evolved"). Gholdengo's speed is 106, Garchomp's range is 100-158. Shadow Ball is likely to secure the knockout given the current HP and SpDef drop.
    
    Deciding factor: likely knockout.
    Gemma 4 31B switched to Kingambit1,875 tok · 5.0 s

    Garchomp is at 19% HP with -1 Attack. Kingambit is the only remaining Pokémon and can easily secure the knockout with Kowtow Cleave or Sucker Punch.

    Reasoning trace (51 words)
    The opponent's Garchomp is at 19% HP with -1 Attack and -1 Special Defense. My Gholdengo just fainted. My only remaining Pokémon is Kingambit. Kingambit is slower than Garchomp, but Garchomp is very low on HP. Kingambit's Kowtow Cleave or Sucker Punch should easily finish it off.
    
    Deciding factor: Likely knockout.
  14. Turn 13
    Chimps at the Zoo used Rockslide
    Gemma 4 31B used Kowtowcleave2,030 tok · 5.5 s

    Garchomp is at 19% HP and is faster than Kingambit. Kowtow Cleave is a guaranteed knockout and more reliable than Sucker Punch.

    Reasoning trace (63 words)
    The opponent's Garchomp is at 19% HP and has -1 Attack and -1 Special Defense. My Kingambit has Supreme Overlord active (2 allies fainted) and Black Glasses. Garchomp is faster than Kingambit.
    
    Deciding factor: knockout. Any of Kingambit's attacking moves (Kowtow Cleave, Iron Head, Sucker Punch) will easily knock out Garchomp at 19% HP. Kowtow Cleave is the most reliable and powerful option.