Matches · 2026-10-10 · rules version c4
Gemma 4 31B vs Drex v1.5
Gemma 4 31B won in 10 turns · 87 s wall clock · 48,884 tokens
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Decisions
- Team previewDrex v1.5 brought
Garchomp,dragapult,kommooLead: 40% BRING: garchomp, 33% BRING: dragapult, 11% BRING: hydreigon Pick 2: 39% BRING: dragapult, 24% BRING: kommoo, 20% BRING: hydreigon Pick 3: 40% BRING: kommoo, 28% BRING: hydreigon, 20% BRING: gliscor
Gemma 4 31B broughtIncineroar,gholdengo,garchompThe opponent's team is heavily Dragon-focused. Incineroar provides Intimidate and Fake Out utility, Gholdengo's Steel typing and Make It Rain are devastating against Dragons, and Mega Garchomp provides immense physical pressure and speed.
Reasoning trace (271 words)
The opponent's team is heavily Dragon-focused (Garchomp, Dragapult, Kommo-o, Hydreigon, Gliscor) with Milotic as a Water-type. I need a strong response to Dragons. Gholdengo (Steel) and Annihilape (Fighting/Ghost) are useful, but Incineroar provides essential utility (Intimidate, Fake Out). Palafin is strong but needs to switch out to activate Zero to Hero. Garchomp (Mega) is a powerhouse that can handle Gliscor and Garchomp. Looking at the opponent's team, they have many Dragon types. Gholdengo's Steel moves are super effective against most of them. Annihilape can handle Kommo-o and Garchomp. Incineroar is a great lead for Fake Out and Intimidate. Wait, Gholdengo is Steel/Ghost, and the opponent has many Dragons. Gholdengo is a great check. Let's go with Incineroar (lead), Gholdengo, and Annihilape. Or maybe Incineroar, Gholdengo, and Palafin? Actually, Garchomp (Mega) is very strong here. Let's consider: Incineroar (lead), Gholdengo, and Garchomp. Wait, the opponent has Milotic and Gliscor. Incineroar handles Gliscor (with Flare Blitz) and provides utility. Gholdengo handles the Dragons. Garchomp handles the rest. Actually, Annihilape is great against Kommo-o and Garchomp. Let's go with Incineroar, Gholdengo, and Annihilape for a balanced core. Wait, the opponent's team is almost all Dragons. Gholdengo is the MVP here. Let's bring Incineroar, Gholdengo, and Annihilape. Actually, let's use Palafin for the raw power and priority. Incineroar, Gholdengo, Palafin. Wait, Garchomp (Mega) is too good to pass up. Incineroar, Gholdengo, Garchomp. Let's check the opponent's team again: Garchomp, Dragapult, Kommo-o, Hydreigon, Gliscor, Milotic. Gholdengo's Make It Rain will devastate most of them. Incineroar's Intimidate helps against Garchomp, Dragapult, Kommo-o, and Gliscor. Garchomp (Mega) provides a strong physical presence and speed. Decision: Incineroar, Gholdengo, Garchomp.
- Turn 1Drex v1.5 used
Earthquake51% MOVE: earthquake, 16% MOVE: stoneedge, 14% MOVE: stealthrock
Gemma 4 31B usedFakeoutFake Out provides priority and a guaranteed flinch on the first turn, allowing me to disrupt the opponent's lead and maintain momentum.
Reasoning trace (32 words)
Opposing Garchomp is much faster than Incineroar. Fake Out provides guaranteed priority and a flinch, allowing me to break momentum or scout. It's the standard lead play for Incineroar. Deciding factor: priority.
- Turn 2Drex v1.5 used
Earthquake56% MOVE: earthquake, 13% MOVE: stoneedge, 11% MOVE: stealthrock
Gemma 4 31B usedPartingshotOpposing Garchomp is already -1 Attack. Parting Shot further reduces its offensive pressure and allows a safe pivot to a stronger counter.
Reasoning trace (37 words)
Opposing Garchomp is -1 Atk and slower than my Gholdengo/Garchomp. Incineroar is outsped. Parting Shot allows me to further neuter Garchomp's offense and pivot to a counter (like Gholdengo or my own Garchomp) safely. Deciding factor: Pivot/Matchup.
Gemma 4 31B switched toGholdengoOpposing Garchomp is at -2 Attack, but Incineroar is too low to survive another Earthquake. Gholdengo is immune to Earthquake and provides a safe switch-in.
Reasoning trace (46 words)
Opposing Garchomp is at -2 Attack and -1 SpA due to Intimidate and Parting Shot. Incineroar is very low on HP (63/202) and cannot survive another Earthquake. Gholdengo is a safe switch-in as it is immune to Earthquake. Deciding factor: bad matchup to switch out of.
- Turn 3Drex v1.5 used
Earthquake68% MOVE: earthquake, 9% SWITCH: dragapult, 9% MOVE: stealthrock
Gemma 4 31B usedShadowballOpposing Garchomp is at -2 Attack, making its Earthquake very weak. Shadow Ball is the most consistent move to deal damage without lowering Gholdengo's Special Attack.
Reasoning trace (102 words)
Opposing Garchomp is at -2 Attack and -1 Special Attack. Gholdengo is faster than nothing here, but Garchomp is faster (109-169 vs 106). However, Garchomp's Attack is severely crippled. Shadow Ball is the safest and most consistent damage move here, as Make It Rain lowers SpA and Garchomp is faster. Nasty Plot is risky but possible given the -2 Atk. But Shadow Ball is a reliable hit. Wait, Garchomp is -2 Atk. Earthquake will do very little damage. Shadow Ball is the best bet to chip it down or force a switch. Deciding factor: Garchomp's crippled attack allows Gholdengo to attack safely.
- Turn 4Drex v1.5 used
Earthquake53% MOVE: earthquake, 23% SWITCH: dragapult, 16% SWITCH: kommoo
Gemma 4 31B usedShadowballOpposing Garchomp is at 16% HP and has -2 Attack. Shadow Ball will easily secure the knockout before Garchomp can deal significant damage, even with its speed advantage.
Reasoning trace (53 words)
Opposing Garchomp is at 16% HP and has -2 Attack. Gholdengo is at 21.6% HP. Garchomp is faster. Even with -2 Attack, Earthquake might be a threat, but Shadow Ball or Make It Rain should easily secure the knockout. Shadow Ball is safer and doesn't lower Gholdengo's Sp. Atk. Deciding factor: likely knockout.
Gemma 4 31B switched toGarchompOpposing Garchomp is at 6% HP with -2 Attack. Switching to my Garchomp is the safest play to secure the knockout and maintain board pressure.
Reasoning trace (77 words)
The opponent's Garchomp is at 6% HP and has -2 Attack. My Gholdengo just fainted. I need to bring in a Pokémon to finish it off or maintain momentum. Garchomp is very weak, but it can still potentially deal damage. Switching to my own Garchomp is the safest and most efficient play, as it resists nothing but will easily KO the opponent's Garchomp with any attack, and it's a strong overall presence. Deciding factor: Likely knockout/Safe switch.
- Turn 5Drex v1.5 switched to
Dragapult38% SWITCH: dragapult, 28% MOVE: dragontail, 22% SWITCH: kommoo
Gemma 4 31B usedDragonclawThe opposing Garchomp is at 6% HP and has -2 Attack. Any attacking move will secure a knockout; Dragon Claw is super effective and 100% accurate.
Reasoning trace (60 words)
The opposing Garchomp is at 6% HP and has -2 Attack and -1 Special Defense. My Garchomp is at 100% HP. Any attacking move will easily knock out the opponent. Dragon Claw is super effective and has 100% accuracy. Mega Evolving now is optional but doesn't hurt; however, a simple attack is sufficient for the knockout. Deciding factor: likely knockout.
Drex v1.5 switched toKommo-o98% SWITCH: kommoo, 2% SWITCH: garchomp
- Turn 6Drex v1.5 used
Dragontail32% MOVE: dragontail, 29% MOVE: earthquake, 27% MOVE: focusblast
Gemma 4 31B usedDragonclawmegaGarchomp is faster than Kommo-o and has a super-effective Dragon Claw. Mega Evolving and attacking should secure a knockout or massive damage.
Reasoning trace (34 words)
The opponent's Kommo-o is Dragon/Fighting. My Garchomp is faster (169 vs max 150) and has a super-effective Dragon Claw. Mega Evolving increases stats and ensures the knockout or heavy damage. Deciding factor: likely knockout.
- Turn 7Drex v1.5 used
Focusblast46% MOVE: focusblast, 42% MOVE: earthquake, 8% MOVE: dragontail
Gemma 4 31B usedFakeoutKommo-o is at 14% HP and is faster than Incineroar. Fake Out has +3 priority and a 100% flinch chance, which will either knock out the weakened Kommo-o or prevent it from attacking.
Reasoning trace (129 words)
Opposing Kommo-o is at 14% HP and has -1 Attack. Incineroar is at 31.2% HP. Kommo-o is faster. Fake Out has priority +3 and a 100% flinch chance on the first turn. Flare Blitz is not very effective and might not KO if Kommo-o is bulky, but Fake Out is guaranteed to stop it from attacking this turn. However, Flare Blitz is a strong move, but Fake Out is safer. Wait, Fake Out does 40 BP; at 14% HP, will it KO? Kommo-o's HP is 150-182, so 14% is roughly 21-25 HP. Incineroar's ATK is 135. Fake Out should likely KO or leave it in range for a finish. Actually, Fake Out is the safest play to prevent a hit and potentially KO. Deciding factor: priority and likely knockout.
- Turn 8Drex v1.5 used
Focusblast41% MOVE: focusblast, 38% MOVE: earthquake, 14% MOVE: dragontail
Gemma 4 31B usedFlareblitzKommo-o is at 5% HP; Flare Blitz, even being not very effective, will easily secure the knockout.
Reasoning trace (52 words)
The opponent's Kommo-o is at 5% HP and has -1 Attack. Incineroar is at 31.2% HP. Kommo-o is faster than Incineroar. Flare Blitz is not very effective, but at 5% HP, almost any attack should secure the knockout. Deciding factor: Likely knockout. Flare Blitz will easily finish off Kommo-o despite the resistance.
Gemma 4 31B switched toGarchompKommo-o is at 5% HP. Switching in Mega Garchomp is the only legal move and will lead to an easy knockout.
Reasoning trace (55 words)
The opponent's Kommo-o is at 5% HP and has -1 Attack. My Incineroar just fainted. I only have Mega Garchomp left. Kommo-o's moves (Dragon Tail, Focus Blast) will deal damage, but Garchomp is bulky enough to survive one hit and easily KO Kommo-o with any attack. Deciding factor: Only one legal move (switching in Garchomp).
- Turn 9Drex v1.5 used
Dragontail44% MOVE: dragontail, 22% MOVE: focusblast, 15% MOVE: earthquake
Gemma 4 31B usedEarthquakeKommo-o is at 5% HP and Mega Garchomp is faster. Any attacking move will secure the knockout, and Earthquake is a high-power, reliable choice.
Reasoning trace (34 words)
The opponent's Kommo-o is at 5% HP. Mega Garchomp is faster and has several moves that will easily knock it out. Earthquake or Dragon Claw are the most reliable options. Deciding factor: likely knockout.
Drex v1.5 switched toGarchomp100% SWITCH: garchomp
- Turn 10Drex v1.5 used
Dragontail65% MOVE: dragontail, 24% MOVE: earthquake, 8% MOVE: stealthrock
Gemma 4 31B usedDragonclawOpposing Garchomp is at 6% HP and will be knocked out by any attacking move. Dragon Claw is a reliable, super-effective option to secure the knockout.
Reasoning trace (60 words)
The opposing Garchomp is at 6% HP. Any attacking move will likely knock it out. Dragon Claw is a strong, accurate STAB move that avoids Rough Skin damage (unlike contact moves, though Dragon Claw *is* contact, but Garchomp is so low it doesn't matter). Earthquake is also a strong option, but Dragon Claw is super effective. Deciding factor: likely knockout.