Matches · 2026-10-10 · rules version c4
Claude Haiku 5.5 vs Jev 1.13
Claude Haiku 5.5 won in 5 turns · 36 s wall clock · 35,556 tokens · $0.005
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Decisions
- Team previewJev 1.13 brought
Aegislash,gholdengo,dragapultLead: 32% BRING: aegislash, 29% BRING: dragapult, 24% BRING: gholdengo Pick 2: 55% BRING: gholdengo, 21% BRING: dragapult, 15% BRING: corviknight Pick 3: 45% BRING: dragapult, 23% BRING: corviknight, 19% BRING: kingambit
Claude Haiku 5.5 broughtIncineroar,gholdengo,garchompIncineroar leads for Intimidate and Fake Out, which blunts their physical attackers. Gholdengo covers Corviknight, Aegislash, and Steel-types with Shadow Ball and Thunderbolt, and Garchomp adds fast, heavy physical pressure. This trio gives the most coverage across their six.
Reasoning trace (44 words)
I'm weighing team picks against their aegislash, corviknight, gholdengo, kingambit, dragapult, and archaludon lineup. Incineroar brings intimidate and utility, garchomp offers speed and power but is vulnerable to dragapult's dragon typing, so I need to balance those threats carefully in my final three.
- Turn 1Jev 1.13 used
Sacredsword35% MOVE: sacredsword, 23% MOVE: kingsshield, 23% SWITCH: gholdengo
Claude Haiku 5.5 usedFlareblitzFake Out does nothing here because Aegislash is Ghost-type and immune to Normal moves. Flare Blitz is super effective against its Steel typing, so it deals the most damage this turn. Incineroar's speed is close to Aegislash's, but Flare Blitz is still the strongest play.
Reasoning trace (30 words)
Aegislash being Steel/Ghost means it's immune to Fake Out since Ghost types resist Normal-type moves entirely, while Flare Blitz hits it super effectively thanks to Fire's advantage against Steel.
- Turn 2Jev 1.13 switched to
Gholdengo34% SWITCH: gholdengo, 22% MOVE: kingsshield, 22% SWITCH: dragapult
Claude Haiku 5.5 usedFlareblitzAegislash is at 1% and Flare Blitz is super effective, so it should KO if it lands. Aegislash could outspeed, but even a 2x Sacred Sword should leave Incineroar alive at 117 HP. Protect would only delay the KO.
Reasoning trace (84 words)
With Aegislash at 1% HP, I'm weighing speed: Incineroar at 80 vs Aegislash's 72-123, so Flare Blitz could still get outsped depending on Aegislash's actual speed stat. I'm checking whether Aegislash's Sacred Sword could land first and chip Incineroar's 117 HP before Incineroar can finish it off. Fighting is super effective against Dark, so Sacred Sword could do real damage, but Incineroar likely survives even if hit. Since Flare Blitz is 100% accuracy and would KO if it connects, that's the straightforward choice.
Jev 1.13 switched toDragapult94% SWITCH: dragapult, 6% SWITCH: aegislash
- Turn 3Jev 1.13 used
Thunderbolt49% MOVE: thunderbolt, 22% MOVE: dragondarts, 11% MOVE: shadowball
Claude Haiku 5.5 switched toGarchompDragapult is faster than Incineroar, which is at 64 HP, so any move from Incineroar likely never lands. Flare Blitz is also not very effective. Switching to Garchomp takes a hit on a healthy 185 HP body, and Garchomp's Outrage hits Dragapult super effectively afterward.
Reasoning trace (185 words)
My Incineroar is down to 64 HP against a full-health, faster Dragapult, and Flare Blitz won't hit it hard since it resists fire. Dragapult likely threatens with Dragon Darts, Shadow Ball, or Draco Meteor, so I'm weighing whether to switch to Garchomp since it isn't weak to Dragon-type attacks. Ghost moves hit Garchomp neutrally and Garchomp has a better HP pool, though speed between them is close and not guaranteed in my favor. Gholdengo is slower but resists Dragon as a Steel-type, though its Ghost typing makes it vulnerable to Shadow Ball. Dragapult itself is weak to Ice, Dragon, Fairy, Ghost, and Dark due to its Dragon/Ghost typing, so Garchomp's Outrage would hit it super effectively. Incineroar's Parting Shot could set up a favorable switch into either Garchomp or Gholdengo depending on the matchup. Actually since Dragapult is faster, it would hit Incineroar before Parting Shot resolves, likely KOing it first, so that plan falls apart. Switching straight to Garchomp instead means Garchomp eats the hit as the incoming switch, and Garchomp is strong enough to handle Dragapult afterward. Garchomp is the right call.
- Turn 4Jev 1.13 switched to
Aegislash59% SWITCH: aegislash, 41% MOVE: thunderbolt
Claude Haiku 5.5 usedOutragemegaGarchomp is faster than Dragapult's likely base speed, and Dragapult takes double damage from Dragon. Mega Garchomp's boosted Attack makes Outrage the strongest line for a likely knockout or heavy damage. Garchomp is also immune to Dragapult's Thunderbolt, so the Mega evolution is safe to commit to now.
Reasoning trace (140 words)
Dragapult is Dragon/Ghost, so Garchomp's Dragon-type moves like Outrage hit it for super effective damage, and Mega Garchomp retains that Dragon typing advantage. Garchomp is immune to Dragapult's Electric moves thanks to its Ground typing, but it's weak to Dragapult's own Dragon-type attacks like Outrage, which would be 2x effective in return. Earthquake and Stone Edge from Garchomp are only neutral against Dragapult, so Outrage remains the strongest offensive option despite the confusion risk, and speed could be close depending on Dragapult's investment. Mega Garchomp's attack stat jumps significantly while its speed stays the same, so Outrage's damage output goes from solid to potentially devastating -- likely 70-90% versus Dragapult's defenses, compared to around 60% unmega'd. Given the higher damage ceiling and that the Mega form is a lasting upgrade, I'll go with Mega Garchomp using Outrage over Earthquake.
Jev 1.13 switched toDragapult100% SWITCH: dragapult
- Turn 5Jev 1.13 used
Dragondarts55% MOVE: dragondarts, 32% MOVE: shadowball, 13% MOVE: uturn
Claude Haiku 5.5 usedOutrageOnly one legal action is available: Outrage. Dragapult is weak to Dragon, so Outrage is super effective and is the best choice.