Matches · 2026-10-10 · rules version c4
MiMo V2.6 Flash vs GLM 5.3 Flash
GLM 5.3 Flash won in 8 turns · 7 min wall clock · 42,169 tokens · $0.007
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Decisions
- Team previewGLM 5.3 Flash brought
Garchomp,gholdengo,sylveonOpponent likely runs sun with Torkoal + Chlorophyll Venusaur. Garchomp leads with Focus Sash and Stealth Rock, Gholdengo blocks status and pressures Torkoal, Sylveon handles Venusaur and dragons. Kingambit is a liability against sun sweepers.
Reasoning trace (31 words)
Sun team likely (Torkoal + Venusaur chlorophyll). Bring Garchomp (SR, sash), Gholdengo, Kingambit? Kingambit weak to sun? Bring Sylveon for Venusaur? Gholdengo blocks status, good vs sun. Pick garchomp, gholdengo, sylveon.
MiMo V2.6 Flash broughtTorkoal,venusaur,gholdengoTorkoal's Drought sets sun for Eruption and enables Chlorophyll Venusaur, giving a strong offensive core. Gholdengo rounds it out with a broad offensive matchup versus their Dragonite, Sylveon, and Garchomp, while resisting many common attacks.
Reasoning trace (38 words)
At team preview, bring 3. Torkoal leads with Drought + Eruption. Opponent has garchomp, kingambit, gholdengo, rotomwash, sylveon, dragonite. Torkoal Eruption sun-boosted threatens a lot. Venusaur chlorophyll under sun. Gholdengo is a solid third. BRING: torkoal, venusaur, gholdengo.
- Turn 1GLM 5.3 Flash used
StealthrockGarchomp outspeeds Torkoal and the Focus Sash protects against any surprise, so this is a free turn. Torkoal is a bulky sun setter unlikely to KO, so getting Stealth Rock up early is the best value before it pivots out.
Reasoning trace (103 words)
Torkoal is likely a defensive setter with Drought. Earthquake hits it super effectively but Torkoal is very physically bulky (Def up to 211). Garchomp with 182 Atk, EQ 100 BP SE — likely 2HKO, not OHKO. Torkoal probably sets rocks or Yawn/Will-O-Wisp. Best turn 1: Stealth Rock while Garchomp is safe? But Torkoal could Yawn or Will-O-Wisp Garchomp. Actually EQ is fine damage; but Torkoal's role is likely sun setter/hazard support. Stealth Rock turn 1 is standard since Garchomp outspeeds and Torkoal rarely threatens Garchomp much (Lava Plume burn risk though). Focus Sash protects. I'd go Stealth Rock to get hazards up early.
MiMo V2.6 Flash switched toVenusaurGarchomp resists Eruption (Dragon type), so Torkoal can't pressure it offensively. Venusaur threatens back with Grass moves and outspeeds in sun with Chlorophyll, making it the best switch-in here.
Reasoning trace (225 words)
Garchomp will likely use Earthquake, which Torkoal can't take well... actually Torkoal has176 defense but EQ is super effective? No, Fire isn't weak to Ground. Torkoal has high defense. Eruption at full HP in sun with 137 SpA could do decent damage but Garchomp is not very effective against... wait, Fire vs Dragon/Ground: Ground resists? No. Fire is not very effective against Dragon. So Eruption is resisted. Better to set up Stealth Rock or switch to Venusaur which threatens with Giga Drain/Solar Beam. Venusaur outspeeds Garchomp potentially and has Chlorophyll in sun (but Venusaur has chlorophyll ability, and Mega Venusaur... wait, it has venusaurite but ability shows chlorophyll - so not mega evolved yet). Switching to Venusaur seems good - Grass beats Ground, and in sun with Chlorophyll it outspeeds. But opponent may predict and use Dragon move. Still, switching to Venusaur is strong. Or set up Stealth Rock with Torkoal since it will survive a hit? Earthquake on Torkoal: 176 Def, decent bulk, could survive. Tough call. Eruption is only option that damages now, but it's resisted. Stealth Rock is good long-term. Switching to Venusaur gives offensive pressure. Opponent's Garchomp likely EQ or Dragon Claw/Scale. Venusaur takes EQ neutrally (Grass/Poison - Ground hits neutral), takes Dragon neutrally. Venusaur is decent switch. I'll go with switching to Venusaur to apply pressure in sun with Chlorophyll.
- Turn 2GLM 5.3 Flash used
EarthquakeVenusaur is Grass/Poison, so Earthquake hits it super effectively and Garchomp outspeeds even a max-Speed Venusaur unless Chlorophyll doubles it under sun. Even if it's Chlorophyll, Focus Sash guarantees we survive and can strike back. Attacking now pressures the sun core immediately.
Reasoning trace (39 words)
Venusaur likely chlorophyll under sun, faster than Garchomp when doubled. Garchomp outsped now but Venusaur may be faster with chlorophyll (up to 290). Earthquake hits Venusaur hard (2x). Garchomp likely faster anyway (169 vs 145 max). Earthquake for damage.
MiMo V2.6 Flash usedSolarbeamChlorophyll doubles Venusaur's speed only while it isn't Mega Evolved, so staying base Venusaur lets Solar Beam fire first in the sun. Garchomp is 4x exposed to Grass on its Ground side, so this should knock it out before it can move.
Reasoning trace (597 words)
Garchomp likely can't one-shot Venusaur with an earthquake? It might. Garchomp's earthquake vs Venusaur-Mega... with rough skin and possible damage, Garchomp at 200 atk: EQ is 100 BP, Venusaur-Mega def ~150ish. Could deal heavy damage but likely not KO from 187 HP. Actually Venusaur-Mega bulk is good. Best play: Mega evolve + Growth. Growth gives +2 SpA in sun, then solarbeam next turn. Or sleep powder to disable Garchomp — but 75% accuracy. Garchomp likely uses an attack like Earthquake or a stone edge. Venusaur-Mega has thick fat, good bulk. Growth +2 SpA in sun makes Venusaur threatening; but Garchomp threatens with earthquake. Perhaps sleep powder is safer. But 75% accuracy. Opponent's garchomp revealed only stealthrock; might switch out. I'd go mega growth — sets up sweep with sun-boosted solarbeam. Or sleep powder. With chlorophyll doubling speed, Venusaur outspeeds Garchomp after mega (mega doesn't lose chlorophyll? Mega Venusaur ability is thick fat, losing chlorophyll!). Wait — Mega Venusaur's ability replaces chlorophyll with thick fat. So mega evolving loses speed boost! But mega Venusaur base speed 80 vs Garchomp 102. Regular Venusaur base 80 too. So no speed change from mega evolve; chlorophyll lost though. So after mega, Venusaur (100 spe... wait listed SPE 100 at level 50) vs Garchomp 109-169. So Venusaur moves second after mega evolving — chlorophyll lost. So speed matters: if not mega, chlorophyll doubles speed to 200, outspeeding. But Mega Venusaur is much bulkier and powerful. Growth without mega gives +2 in sun still and keeps chlorophyll. Solarbeam without mega in sun still works. Given Garchomp threatens, sleeping it with sleeppowder non-mega keeps speed. But once asleep, can set up growth.75% accuracy risk. Option: solarbeam (no charge in sun) — likely knocks out or heavily damages Garchomp? Venusaur SpA 167 vs Garchomp SpD ~120-150, solarbeam 120 BP STAB super effective (Ground weak to Grass... Garchomp Dragon/Ground, grass hits ground for 2x). Solarbeam STAB 1.5 × 2 = massive. Should KO Garchomp unless it's specially defensive with Assault Vest. Roughly: 167 SpA, 120 BP * 1.5 STAB * 2 SE = strong. Likely a KO. Speed: Garchomp might outspeed non-mega Venusaur (100 vs 109+). Garchomp's earthquake could KO Venusaur. With mega, Venusaur slower but bulkier (def boost + thick fat). Garchomp max atk 200, EQ vs Mega Venusaur def maybe ~140ish? Venusaur Mega def base 123 → level 50 ~ around 150 with no EVs? Damage: 200 atk × 100 BP EQ... likely 60-75%. Venusaur survives and can't kill back? Solarbeam does big damage but maybe not KO. Hmm. If non-mega Venusaur (def 103 listed, no EVs?), Garchomp EQ at 150-160 atk could deal ~55-65%? Venusaur survives likely. Safer: solarbeam [MEGA] — survive hit and KO back? Or solarbeam non-mega to outspeed? If Garchomp outspeeds non-mega (likely, 109 min vs 100), speed not the deciding factor — Venusaur gets hit first regardless unless mega... no, mega also slower. So speed isn't in play; both cases Garchomp moves first unless chlorophyll doubles it to 200 — that outspeeds. So non-mega with chlorophyll = Venusaur moves first, and KO's Garchomp before taking damage. So solarbeam (no mega) outspeeds via chlorophyll and KO's Garchomp. That's the play. But mega gives better matchups later. For this turn, solarbeam non-mega gives first strike. Is solarbeam with167 SpA enough to KO Garchomp? Garchomp SpD 94-150 range. Even at 150 SpD... Solarbeam: 120 BP × 1.5 STAB × 2 SE = 360 base. With 167 SpA vs 150 SpD, ratio ~1.11 → roughly 360 × 1.11 / (some factor) ~ 116% before HP. Should KO most Garchomp. Yes. So MOVE: solarbeam.
- Turn 3GLM 5.3 Flash used
EarthquakeEarthquake already took Venusaur to 40% last turn, so a second Earthquake finishes it before it can move since Garchomp outspeeds even Chlorophyll Venusaur. No need to switch or protect.
Reasoning trace (18 words)
Venusaur at 40%, EQ likely KOs (already did ~60% last turn). Garchomp at 36% but faster. Just EQ.
MiMo V2.6 Flash usedSolarbeamMy Venusaur already landed a Solar Beam last turn that took Garchomp from 100% to 36%, so the same move comfortably knocks out the remaining HP. Chlorophyll in the sun gives Venusaur the speed to move first — mega evolving would drop that speed edge and let Garchomp's Earthquake KO Venusaur first. Speed is the deciding factor: stay in regular form and fire Solar Beam.
Reasoning trace (703 words)
Venusaur at 76 HP, Garchomp at 36%. Garchomp likely moves first (speed 109-169 vs Venusaur 100, but chlorophyll doubles in sun — wait, Venusaur has chlorophyll and sunny day is active, so speed is doubled to 200. Actually the speed display shows 100 but chlorophyll effect says doubled. So Venusaur at 200 speed likely outspeeds Garchomp max 169. Actually the "Speed: your venusaur 100 vs garchomp 109-169" — but chlorophyll doubles in sun, so Venusaur effectively 200. Venusaur likely outspeeds. Solarbeam in sun = 120 BP, no charge. Garchomp at 36%. Does Solarbeam KO? Venusaur SpA 167 (mega ~155? no, mega Venusaur SpA). Regular Venusaur SpA 167 with Chlorophyll. Solarbeam 120 vs Garchomp SpD (94-150 range, likely ~130ish for defensive Garchomp). Rough damage: 167 SpA, 120 BP solarbeam vs defensive Garchomp... could be around 50-60%. At 36% HP, likely KO. But wait — does Venusaur mega evolve? Mega Venusaur loses Chlorophyll (gets Thick Fat), speed returns to 100... but sun still active, no chlorophyll. Then Garchomp might outspeed. So don't mega evolve, or check: Mega Venusaur SpA boost might help secure KO but loses speed. Garchomp at 36% — Venusaur regular solarbeam in sun with167 SpA. Let's estimate: solarbeam 120 BP, same type? No, Grass vs Dragon/Ground — neutral. Effective120. Damage≈ (2*50/50+2)*120*167/SpD/50+2 ≈ ... standard formula. Level 50: ((2*50/50+2)*120*Atk/Def)/50+2 times modifiers. With Atk 167, Def ~130: (4*120*167/130)/50+2 = (4*154.4)/50+2 = 617/50+2 = 12.3+2... that seems low. Actually formula: damage = ((2*Level/5+2)*BP*Atk/Def)/50 + 2. Level 50: 2*50/5+2 = 22. 22*120*167/130/50+2 = 22*120=2640, *167=440,880, /130=3391, /50=67.8, +2=69.8. STAB none. ~70 damage out of Garchomp HP183-215. 70/200 = 35%. Hmm, exactly around 36%. Close, might not KO. But sun doesn't boost solarbeam. Garchomp 36% of ~200 = 72 HP. Damage ~70 with variance (85-100%): 59-70. Could miss KO. Alternatively Sludgebomb 90 BP not very effective (half). Worse. Sleeppowder 75% — puts Garchomp to sleep, then set up Growth safely. But if sleep misses, Garchomp EQ kills Venusaur (76 HP, EQ from36% Garchomp — definitely kills). Solarbeam risk: if it doesn't KO, Garchomp EQ kills Venusaur. If sleep hits, Venusaur survives and can set up. Actually wait — Garchomp might switch out? It's at 36%, facing Venusaur in sun. Opponent might switch. Solarbeam would hit switch-in. Hmm. Venusaur speed: chlorophyll doubles to 200, outspeeds Garchomp. So Venusaur moves first either way. Best play: Sleeppowder. If it hits, Garchomp asleep, Venusaur can Growth or attack. If miss, Venusaur dies to EQ. Solarbeam if doesn't KO, Venusaur dies. Alternatively Solarbeam might KO (76 damage needed vs ~70 avg...36% of min HP 183 = 66, damage range 59-70 could KO low HP Garchomp). Uncertain. Actually Garchomp has been hit by Solar Beam already (turn 2) doing64% damage — "Garchomp is at 36%" means previous solarbeam did 64%. That solarbeam was charged turn... wait, turn 2: Venusaur used Solar Beam and Garchomp at 36%. So a solarbeam already did 64% (from 100%). So another solarbeam does ~64% of remaining... no, 64% of max HP ≈ 128 damage. Garchomp at 36% (66-77 HP left) would definitely be KO'd by solarbeam dealing ~128. Wait, but was that solarbeam charged? Turn 1 Venusaur switched in, turn 2 used Solar Beam — in sun no charge needed. It did 64% damage. So solarbeam deals ~64% of Garchomp's max HP, and Garchomp has 36% left. Solarbeam KO's. So Solarbeam is a guaranteed KO (damage64% > 36%). Venusaur outspeeds with chlorophyll. Solarbeam [MEGA]? Mega Venusaur SpA higher (155? Actually mega Venusaur SpA 163 vs regular... Venusaur base SpA 100, mega 115). Mega loses Chlorophyll — speed becomes 80 base (100... mega Venusaur speed 80). Then Garchomp outspeeds and kills Venusaur before solarbeam. But wait — regular Venusaur already did 64%. Mega Venusaur would do more damage but lose speed. Speed is deciding factor: keep Chlorophyll to outspeed. So: MOVE: solarbeam (no mega). Also consider Growth first — Growth raises SpA 2x in sun, but Garchomp would attack first? No, Venusaur outspeeds. Growth +2 then... but Garchomp survives, hits EQ, Venusaur at 76 might survive EQ? Venusaur has 103 Def, EQ from Garchomp ~150ish Atk:22*100*150/103/50+2 ≈ (22*100=2200*150=330000/103=3204/50=64)+2=66. Venusaur at 76 survives barely?66 < 76, might survive. But risky. Simplest: Solarbeam KO's, having already done 64%. Decision: MOVE: solarbeam
GLM 5.3 Flash switched toGholdengoVenusaur at 40% likely has Chlorophyll and outspeeds my switch-ins in sun, but Gholdengo resists Solar Beam and threatens it hard with Make It Rain. Sylveon takes neutral Grass damage, so Gholdengo is the safer switch.
Reasoning trace (27 words)
Venusaur likely chlorophyll, fast in sun. Sylveon resists Grass? No, Grass neutral vs Fairy. Gholdengo resists Grass, immune to... Solar Beam Grass vs Steel/Ghost resisted. Gholdengo good.
- Turn 4GLM 5.3 Flash used
MakeitrainVenusaur is at 40% and Gholdengo outspeeds; Make It Rain with Life Orb should KO it before Solar Beam lands. Steel is also resisted by Venusaur, but 120 BP + Life Orb still likely finishes it.
MiMo V2.6 Flash switched toTorkoalVenusaur can't touch Gholdengo—Sludge Bomb has no effect and Sleep Powder is blocked by Good as Gold—while Solar Beam is only resisted. Switching to Torkoal is best: it resists Make It Rain, keeps sun alive, and preserves Venusaur's speed advantage for later.
Reasoning trace (218 words)
Gholdengo is immune to status (sleep powder won't work) and immune to sludge bomb. Solar beam is not very effective. Venusaur is at 76 HP, likely to be KO'd by Make It Rain. Better to switch to Torkoal (resists Steel, fire type) or Gholdengo (immune to Make It Rain? Steel hits Steel... Make It Rain is Steel, not very effective on Gholdengo's Steel type; Good as Gold... no that's ability). Torkoal resists Steel and can set sun/speed... Actually Gholdengo switching in resists Steel move (0.5x) and immune to Shadow Ball if opponent uses that. But Torkoal can take a hit and set rocks/Eruption. Switching seems best. Which? Torkoal takes neutral from Ground, resists Fire/Steel/Fairy. Gholdengo takes 0.5x from Steel, immune to Poison, resists... Gholdengo takes neutral from Fire, Shadow Ball. If opponent uses Shadow Ball, Torkoal has low spdef (92) - Shadow Ball would hurt. Gholdengo resists Shadow Ball? Ghost is not resisted by Steel... Steel resists: Normal, Flying, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, Fairy. Ghost hits Steel neutrally. So Gholdengo takes neutral Shadow Ball but has good SpD. Make It Rain is likely. Torkoal resists it. Also sun is up, Torkoal benefits. I'll switch to Torkoal. Actually wait—opponent is a Gholdengo, likely will use Nasty Plot or Make It Rain. Torkoal resists Steel. Switch Torkoal.
- Turn 5GLM 5.3 Flash used
ShadowballTorkoal is at 26% and slower, so I can finish it before it acts. Make It Rain is resisted and drops my SpA further, while Shadowball is neutral and should KO from full SpA investment even at -2.
Reasoning trace (43 words)
Torkoal at 26%, Make It Rain resisted but with LO and -2... likely won't KO. Shadowball neutral 80 BP from 185 SpA at -2... Torkoal SpD low-ish. Shadowball likely KOs? -2 SpA, 80 BP neutral vs 26% HP — probably yes. Choose shadowball.
MiMo V2.6 Flash usedStealthrockTorkoal's Eruption is nearly powerless at 26% HP, and Willowisp is blocked by Good as Gold. Gholdengo is at -2 SpA and its Make It Rain was resisted, so Torkoal should survive this turn — setting Stealth Rock is the best value, especially since the last opponent could be Dragonite (4x weak to Rock).
Reasoning trace (206 words)
Torkoal is low HP, Eruption weak. Gholdengo at -2 SpA, Make It Rain was not very effective on Torkoal. Torkoal can tank another Make It Rain at -2. Willowisp blocked by Good as Gold. Eruption at 47/177 HP would be weak (power ~40). Stealth Rock could be set up. Actually best: set up Stealth Rock, or switch to Venusaur? Opponent's Gholdengo at -2 SpA, Make It Rain resisted on Torkoal anyway. Torkoal survives another hit likely. Setting Stealth Rock helps with remaining Dragonite (4x rock weak), Kingambit, Sylveon, Rotom. Switching Venusaur in — Make It Rain at -2 vs Venusaur... Venusaur is Grass/Poison, Steel not very effective? Actually Steel is not very effective on... Poison resists? Steel hits Poison for... Steel is neutral on Poison? Type chart: Steel vs Poison — Poison is not resistant to Steel. Actually Poison resists... hmm. Steel is not very effective against Steel, Fire, Water, Electric. Poison doesn't resist Steel. But Venusaur is Grass/Poison — Steel neutral. Also Venusaur is low at 40%. I think Stealth Rock is the best play — Torkoal likely survives at -2, and hazards help. Or Eruption for damage but weak. Gholdengo likely switches out after -2? It could use Shadow Ball. Torkoal survives. Answer: stealthrock.
MiMo V2.6 Flash switched toGholdengoVenusaur at 40% risks being KO'd by Shadow Ball and I need it for later matchups, while my Gholdengo is at full health and can threaten back with Shadow Ball super effective against opposing Gholdengo's Ghost typing.
Reasoning trace (203 words)
My Gholdengo has Shadow Ball which is super effective against Gholdengo (Steel/Ghost weak to Ghost). Venusaur at 40.6% risks being KO'd. Send in Gholdengo. Actually, opponent Gholdengo has -2 SpA and uses Shadow Ball. Venusaur at 76/187... Shadow Ball from -2 SpA Life Orb Gholdengo: SpA ~ let's say 180 base max, at -2 → 90ish effective. Shadow Ball 80 BP × 1.3 Life Orb. Venusaur SpD 122, HP 187, at 76 HP. Could be close. My Gholdengo resists... wait, Shadow Ball is Ghost, Steel resists? No—Steel/Ghost: Ghost hits Steel neutrally? Ghost is not resisted by Steel. Ghost hits Ghost for 2x, Steel takes neutral... Actually Ghost-type move vs Steel: Steel is not resistant to Ghost. So Gholdengo (Steel/Ghost) takes 2x from Ghost (weakness to Ghost from Ghost part, Steel neutral → 2x? Ghost/Ghost would be 4x. Steel/Ghost: Ghost weakness from Ghost part, Steel neutral → 2x). Hmm, so both take Shadow Ball. But my Gholdengo is at 100% and has good SpD. Still, speed? My SPE range vs theirs overlapping. I should switch in Gholdengo anyway since Venusaur at 40% risks KO and I need Venusaur for later. Actually, my Gholdengo outspeeds potentially and can KO with Shadow Ball. Go with Gholdengo.
- Turn 6GLM 5.3 Flash used
ShadowballGholdengo mirror: Shadow Ball hits super effectively and doesn't worsen my -2 SpA, unlike Make It Rain. Speed is a tie at worst, so attacking first or trading is fine. Nasty Plot is blocked by their Good as Gold anyway.
Reasoning trace (31 words)
Gholdengo mirror: Shadow Ball 2x, resisted by... Ghost is super effective on Ghost. Their SpA unknown; ours -2. Shadow Ball is best; speed tie risk but Shadow Ball still best damage.
MiMo V2.6 Flash usedShadowballOpposing Gholdengo sits at -2 SpA, so its hits barely scratch us—our deciding factor is a likely knockout with super-effective Shadow Ball, which 2HKOes from 80% regardless of who moves first while still denting any switch-in.
Reasoning trace (241 words)
The opponent Gholdengo is at -2 SpA. Shadow Ball is super effective. If we're faster, Shadow Ball likely knocks out or heavily damages. If we're slower, opponent's Shadow Ball at -2 does little. Nasty Plot +2 vs their -2: but they could switch. Shadow Ball is safe super-effective STAB that likely2HKOes or KOs. At -2, opponent's Shadow Ball does ~1/4 damage. Our Shadow Ball at neutral (203 SpA) vs their SpD (99-157): super effective 80 BP → roughly 50%+ of their HP. They're at 80%. Might not KO but2HKO. If they switch, Shadow Ball still decent. Nasty Plot gives +2, guaranteeing KO next turn but risks them being faster and... they do little damage at -2 anyway. Nasty Plot is the setup play; but if opponent switches to a wall (Rotom-Wash, Sylveon), +2 Gholdengo still threatens. Shadow Ball is spammable and likely KO if we're faster. If we're slower, opponent attacks weakly first, then we hit. Actually consider: their Gholdengo at -2 SpA vs our 111 SpD at 93.8% HP — Shadow Ball ~25-30%. We survive multiple hits. Nasty Plot to +2, then KO everything with Make It Rain/Shadow Ball. But Nasty Plot could be punished by a switch into something like Dragonite (multiscale) — still fine. I'd go Shadow Ball: super effective, likely 2HKO regardless of speed, and chips anything switching in... actually Make It Rain is also an option but resisted. Best: Shadow Ball to pressure a KO now.
MiMo V2.6 Flash switched toVenusaurOnly Venusaur remains, so switching it in is forced regardless of matchup. Venusaur can threaten back with Solar Beam or put the -2 Gholdengo to sleep with Sleep Powder.
Reasoning trace (6 words)
Only legal action is switching Venusaur.
- Turn 7GLM 5.3 Flash used
ShadowballVenusaur sits at 28% with Stealth Rock chip and we outspeed. Shadow Ball with Life Orb easily KOs from that range, and it avoids the SpA drop that Make It Rain would cause. Finish it now.
Reasoning trace (68 words)
Venusaur at 28%, Shadow Ball likely KO (super effective? Grass/Poison neutral to Ghost). Make It Rain resisted? Steel vs Grass/Poison: resisted by Grass? Steel vs Grass neutral, vs Poison neutral... actually Steel vs Grass is neutral? Steel is resisted by Fire, Water, Electric, Steel. Neutral on Grass/Poison. Shadow Ball neutral. Either KO. Shadow Ball safer (no spa drop, no LO recoil risk? LO recoil fine). Shadow Ball KO.
MiMo V2.6 Flash usedSolarbeammegaSleep Powder fails entirely due to Good as Gold, and Sludge Bomb is immune — Solar Beam is Venusaur's only way to threaten a KO. Mega Evolving adds bulk to survive the weakened (-2 SpA) Shadow Ball, then Solar Beam fires next turn.
Reasoning trace (1,002 words)
Sludge bomb has no effect on Gholdengo (Steel type immune to poison... actually Steel is immune to Poison moves). Gholdengo is Steel/Ghost — immune to Sludge Bomb. Solar Beam is not very effective but usable. Sleep Powder 75% accuracy, Gholdengo can't be statused? Good as Gold: "This Pokemon is immune to Status moves." So Sleep Powder fails! Interesting — Good as Gold blocks status moves. So Sleep Powder won't work. So only Solar Beam works (not very effective, needs charge... no sun). Growth is a status move — user's own stat change, that's fine (Good as Gold only blocks moves targeting the foe). Gholdengo at -2 SpA, Shadow Ball at -2 with Life Orb... Venusaur 53/187 HP. Gholdengo SpA range 137-203, at -2 → /2.5. Shadow Ball 80 BP × 1.3 Life Orb. Venusaur SpD 122. Estimate: -2 SpA effective ~55-81. Shadow Ball damage on 53 HP... likely could still KO? Let's estimate base170 SpA Gholdengo (max 203 with... actually SpA stat shown 137-203; Gholdengo commonly 170ish). At -2: ~68. Shadow Ball: (2*50/50+2)*68*80/122 /50 +... = (4)*68*0.6557 = 178... let me compute: (2*50/50+2)=4; 4*68=272; 272*80/122=178; 178/50+2=5.56; ×80 BP? Wait I messed. Damage = ((2*Level/5+2)*Power*Atk/Def)/50 + 2. Level 50: 2*50/5=20, +2 = 22. 22*68*80/122 = 22*68=1496; 1496*80/122 = 9810/...1496*80=119680, /122=981. /50 = 19.6 +2 = 21.6. ×1.3 Life Orb = 28. Plus STAB 1.5 = 42. So ~42 damage. Venusaur at 53 survives! But min SpA 137: at -2 = 55; 22*55*80/122=790/50... = 22*55=1210, *80=96800/122=793/50=15.9+2=17.9 ×1.5 STAB=26.8×1.3=35. Max: 203/2.5=81; 22*81*80/122=1434/50=28.7+2=30.7×1.5=46×1.3=59.9 — could KO at max SpA investment (59.9 > 53). But likely SpA isn't max since it's at -2 already and might be modest... hmm. Also critical hit possibility. Venusaur at 28% — risky. Venusaur moves first if speed 100 vs gholdengo 93-149 — coin flip. Options: Mega Evolve (increases bulk, Regenerator... no, Mega Venusaur has Thick Fat, bulk increase). Mega Venusaur SpD would be higher, HP same53. Mega Venusaur def stats higher — helps survive Shadow Ball? SpD increase helps. Attack options: Solar Beam charges2 turns (Gholdengo likely KO Venusaur before turn 2). Growth — status move boosting SpA but doesn't help survive. Sleep Powder fails due to Good as Gold. Best: Mega Evolve + Growth? Or solarbeam — even not very effective: 120 BP × 0.5 = 60 effective... Venusaur SpA 167 vs Gholdengo SpD 99-157. Gholdengo at 70% (~130/194). Solar beam: 22*167*120/125ish... Atk stat Venusaur 167? Mega Venusaur SpA higher ~167? Shown 167 already pre-mega maybe. Damage: 22*167*120/150 (assume SpD ~150 with... hmm range 99-157). Take SpD 128: 22*167=3674; *120=440880/122=3613; /50=72+2=74; STAB 1.5=111; ×0.5 effectiveness = 55; +STAB already counted... order: 74 base incl STAB → ×0.5 = 55. That would KO Gholdengo (130 HP)! With SpD 99: 22*167*120/99=4452/50=89+2=91×1.5=136×0.5=68. Also strong. With SpD 157: 440880/157=2808/50=56+2=58×1.5=87×0.5=43 — not KO. Hmm but solarbeam charges turn 1 — "Charges turn 1. Hits turn 2." So Venusaur can't hit this turn. Gholdengo will attack; Venusaur may survive (~42 dmg vs 53 HP, survives unless max SpA or crit). If survives, solar beam turn 2 KOs. Alternatively growth +2 SpA then solarbeam turn 2 hits harder — but growth turn 1 does nothing offensively and turn 2 solarbeam still needs charge... wait if I use solarbeam turn 1 it charges, turn 2 fires. If I growth turn 1, solarbeam turn 2 charges, turn 3 fires —3 turns, too slow. So solarbeam [MEGA] turn 1. Survive Shadow Ball (likely at -2), fire turn 2. Mega Evolve: Venusaurite → Mega Venusaur with higher SpD/Def and Thick Fat (irrelevant to Shadow Ball). Mega boosts bulk, good. But note: Mega evolving — stats at level 50 shown pre-mega: Def 103, SpD 122. Mega Venusaur: Def 123, SpD 133 roughly. Helps survival. Alternatively Growth +2 then... no, need the KO. Hmm, does solarbeam charge happen even if it doesn't need charge? No sun, so charges. Actually wait — could Venusaur just die to Shadow Ball this turn regardless? At -2 likely ~35-42 damage, Venusaur 53 survives. Crit would do full damage ~42*... crit ignores -2, so full SpA: ~105 — KO. Risk exists but solarbeam is best line. Alternatively, growth + survive, then sludgebomb? No, immune. Sleep powder fails. Decision: solarbeam [MEGA]. Hmm, but should I consider that after charging, opponent could switch to a resist (Kingambit? still takes neutral-ish... Grass on Kingambit neutral, Dragonite resists? Grass neutral on Dragonite). Whatever. Also consider: Growth first, survive, then next turn solarbeam boosted — takes too long and growth doesn't add durability. Solarbeam MEGA is best. Wait, one more: if Venusaur is slower, Gholdengo attacks first — Venusaur at 53, takes ~42, survives, charges solarbeam, then... turn 2 Gholdengo attacks again, Venusaur at ~11 HP takes another ~42 → dies before firing. Hmm! That's a problem if Venusaur is slower. If Venusaur faster: turn 1 charge, Gholdengo hits Venusaur to ~11; turn 2 Venusaur fires solarbeam first → KO wins. If Venusaur slower: turn 1 Gholdengo hits to ~11, Venusaur charges; turn 2 Gholdengo hits → Venusaur faints, never fires. Speed tie dependent. Venusaur 100 vs Gholdengo 93-149. Opponent Gholdengo is likely max speed? Competitive Gholdengo often modest with some speed. Venusaur base 80 → 100 stat. Alternative: Mega Evolve + Growth turn 1 (status, works). If Venusaur is slower, takes42 → 11 HP, then turn 2 Gholdengo KOs anyway. Doesn't help. Alternative: survive first hit with mega bulk, sleep powder fails. Actually maybe better: solarbeam is only line for KO. If we're slower we lose regardless of anything (any attack needs 2 turns... sludgebomb immune, solarbeam charges). Actually if slower: could we win at all? Turn 1 something, take hit to 11. Turn 2 Gholdengo finishes. So no. Unless we could KO turn 1 — impossible (only charging move). Unless growth turn 1 and... no. So go solarbeam [MEGA]. Faster path: solarbeam hits turn 2 first. Could Growth +2 help ensure KO on turn 2 solarbeam? Growth turn 1: take hit (11 HP), turn 2 growth again? then turn 3 solarbeam... Gholdengo kills turn 2 first. No. Solarbeam MEGA it is.
- Turn 8GLM 5.3 Flash used
ShadowballVenusaur sits at 4% HP, so any damaging move finishes it before it can act since Gholdengo outspeeds. Shadow Ball KOs without the Sp.Atk drop that Make It Rain would cause, keeping Gholdengo strong for the next opponent.
Reasoning trace (55 words)
Venusaur at 4%, Gholdengo at -2 SpA. Shadow Ball at -2 likely still KOs? Venusaur 4% HP. Shadow Ball vs Grass/Poison is neutral. At -2 SpA, 80 BP... 4% of ~170 HP is ~7 HP. Any hit kills. Shadow Ball is safest and KOs. Make It Rain also KOs but drops SpA further. Shadow Ball.
MiMo V2.6 Flash usedSolarbeamSolarbeam is the only legal action, so there's no real decision to make here. Gholdengo at -2 SpA likely can't knock out Venusaur's remaining 9 HP, giving us a chance to fire off a charged Solar Beam next turn.
Reasoning trace (17 words)
Venusaur at 9 HP, Solar Beam is the only legal action. It will fail/charge... but no choice.