Matches · 2026-10-10 · rules version c4
Gemma 4 31B vs Mercury Decide
Mercury Decide won in 8 turns · 2 min wall clock · 41,154 tokens · $0.000
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Decisions
- Team previewMercury Decide brought
Dragapult,garchomp,metagrossLead: 53% BRING: dragapult, 20% BRING: metagross, 12% BRING: scizor Pick 2: 37% BRING: garchomp, 29% BRING: metagross, 16% BRING: scizor Pick 3: 58% BRING: metagross, 19% BRING: rotomwash, 15% BRING: scizor
Gemma 4 31B broughtIncineroar,gholdengo,palafinThe opponent's team is heavy on Steel and Dragon types. Incineroar provides essential Intimidate and Fake Out support, Gholdengo handles the Steel types and Dragapult, and Palafin provides massive Water-type damage to pressure Garchomp and the Steel core.
Reasoning trace (402 words)
The opponent has a heavy Steel/Dragon core (Garchomp, Scizor, Metagross, Dragapult). I need a strong offensive core that can handle these threats. Palafin provides massive Water damage for the Steel types and Garchomp. Gholdengo handles the Steel types and Dragapult. Incineroar provides Intimidate support and Fake Out to disrupt the lead. Alternatively, Garchomp (Mega) is a powerhouse that can sweep if the opponent's team is weakened. Looking at the opponent's team: Garchomp, Scizor, Metagross, Rotom-W, Dragapult, Toxapex. Palafin is essential for the Steel types and Garchomp. Gholdengo is great for the Steel types and Dragapult. Incineroar is the best lead for disruption. Wait, Mega Garchomp is very strong here. Let's go with Incineroar, Gholdengo, and Palafin for a balanced core, or Incineroar, Gholdengo, and Mega Garchomp. Actually, Palafin's Jet Punch is crucial for cleaning up. Incineroar leads to Intimidate Garchomp/Metagross/Scizor. Gholdengo handles the Steel types. Palafin handles the rest. Wait, Mega Garchomp is a huge threat. Let's bring Incineroar, Gholdengo, and Palafin. Actually, Garchomp (Mega) is better than Palafin if I can get it in. But Palafin's Hero form is devastating. Let's stick to Incineroar, Gholdengo, and Palafin. Wait, the opponent has Toxapex. Gholdengo is great against Toxapex. Incineroar, Gholdengo, Palafin. Wait, let's consider Mega Garchomp instead of Palafin. Opponent's team: Garchomp, Scizor, Metagross, Rotom-W, Dragapult, Toxapex. Mega Garchomp destroys everything except Toxapex and Rotom-W. Gholdengo destroys Toxapex and the Steel types. Incineroar disrupts. Let's go Incineroar, Gholdengo, Garchomp. Actually, Palafin is safer for the Steel types. Let's go Incineroar, Gholdengo, Palafin. Wait, Mega Garchomp is too strong to pass up. Let's go Incineroar, Gholdengo, Garchomp. Wait, the opponent has Garchomp too. Let's go Incineroar, Gholdengo, Palafin. Actually, let's go Incineroar, Gholdengo, Garchomp. Wait, I'll go Incineroar, Gholdengo, Palafin. No, Incineroar, Gholdengo, Garchomp. Let's re-evaluate. Opponent: Garchomp, Scizor, Metagross, Rotom-W, Dragapult, Toxapex. My team: Incineroar, Gholdengo, Kingambit, Palafin, Garchomp, Annihilape. Incineroar (Lead) -> Intimidate. Gholdengo -> Steel/Ghost coverage. Palafin -> Water coverage (essential for Garchomp, Scizor, Metagross). This seems the most consistent. Wait, Mega Garchomp is a monster. Let's go Incineroar, Gholdengo, Garchomp. Actually, Palafin's Jet Punch is better for finishing. Let's go Incineroar, Gholdengo, Palafin. Wait, I'll go Incineroar, Gholdengo, Garchomp. Actually, let's go Incineroar, Gholdengo, Palafin. Final decision: Incineroar, Gholdengo, Palafin. Wait, let's check the opponent's speed. Dragapult is very fast. Gholdengo is a good answer to Dragapult. Incineroar is a good lead. Palafin is a great cleaner. Let's go.
- Turn 1Mercury Decide used
Dracometeor94% MOVE: dracometeor, 3% SWITCH: garchomp, 2% SWITCH: metagross
Gemma 4 31B usedPartingshotGemma 4 31B switched toGholdengoDragapult is severely debuffed in both Attack and Special Attack. Gholdengo is the ideal switch-in to handle Dragapult and can threaten it with Shadow Ball.
Reasoning trace (35 words)
Dragapult is heavily debuffed (-2 Atk, -3 SpA) and Incineroar is at 57.4% HP. Gholdengo is a great switch-in to Dragapult's typical moves and can threaten it with Shadow Ball. Deciding factor: bad matchup/stat debuffs.
- Turn 2Mercury Decide used
Phantomforce45% MOVE: phantomforce, 40% MOVE: shadowball, 11% SWITCH: garchomp
Gemma 4 31B usedShadowballDragapult's Special Attack has been lowered to -3, making it a negligible threat. Shadow Ball is super effective and will deal significant damage to the weakened opponent.
Reasoning trace (77 words)
Opposing Dragapult is heavily debuffed (Atk -2, SpA -3) due to Draco Meteor and Parting Shot. Gholdengo is faster than nothing, but Dragapult is much faster. However, Dragapult's special attack is now negligible. Shadow Ball is super effective and should deal significant damage, though Dragapult might switch or attack. Given the massive SpA drop, Dragapult is not an immediate threat. Deciding factor: Dragapult's severely lowered Special Attack makes it a non-threat, allowing Gholdengo to attack safely.
- Turn 3Mercury Decide used
Phantomforce100% MOVE: phantomforce
Gemma 4 31B usedShadowballDragapult used Phantom Force last turn, so it will attack this turn; however, Gholdengo is a Ghost-type and immune to it. Dragapult's Special Attack is at -3, making it very weak. Shadow Ball is the best move to deal damage.
Reasoning trace (57 words)
Dragapult used Phantom Force on Turn 2, meaning it disappeared and will strike this turn. Gholdengo is Ghost-type and immune to Phantom Force. Dragapult's Special Attack is heavily lowered (-3), making its attacks weak. Shadow Ball is the most reliable way to chip or KO the weakened Dragapult. Deciding factor: Dragapult's immunity/type matchup and severe stat drops.
Mercury Decide switched toGarchomp53% SWITCH: garchomp, 47% SWITCH: metagross
- Turn 4Mercury Decide used
Earthquakemega65% MOVE: earthquake [MEGA], 35% MOVE: earthquake, 0% SWITCH: metagross
Gemma 4 31B switched toPalafinGholdengo is slower than Garchomp and extremely vulnerable to Ground-type attacks, making it a bad matchup. Switching to Palafin provides a resist to Ground and a strong counter-attack.
Reasoning trace (38 words)
Gholdengo is slower than Garchomp and very weak to Ground-type moves (Earthquake). Garchomp is likely to OHKO or severely damage Gholdengo. Switching to Palafin provides a resist to Ground and a strong offensive threat. Deciding factor: bad matchup.
- Turn 5Mercury Decide used
Earthquake94% MOVE: earthquake, 2% MOVE: dragonclaw, 1% MOVE: swordsdance
Gemma 4 31B usedFlipturnPalafin is at critical HP and will be OHKO'd by Mega Garchomp's Earthquake. Flipturn allows Palafin to deal some damage and switch to a safer teammate.
Reasoning trace (52 words)
Palafin is at 20.3% HP and facing Mega Garchomp. Mega Garchomp likely carries Earthquake, which will OHKO Palafin. Palafin is too low to survive any hit, and while Jet Punch has priority, it won't KO Garchomp. Flipturn allows damage and a safe switch to a better matchup. Deciding factor: bad matchup/low HP.
Gemma 4 31B switched toIncineroarGholdengo is weak to Ground and would be easily knocked out by Mega Garchomp's Earthquake. Incineroar is the only viable switch-in to handle the threat.
Reasoning trace (48 words)
The opponent has Mega Garchomp active. Gholdengo is weak to Ground (Earthquake), and Incineroar resists nothing but is generally bulkier and has access to utility. Gholdengo is a bad matchup here. Incineroar is the safer switch to pivot or burn. Deciding factor: bad matchup (Gholdengo vs Mega Garchomp).
- Turn 6Mercury Decide used
Earthquake97% MOVE: earthquake, 1% SWITCH: metagross, 1% MOVE: swordsdance
Gemma 4 31B usedFakeoutFake Out has priority and a 100% flinch rate on the first turn, allowing me to disrupt Garchomp and potentially set up a safer switch or follow-up.
Reasoning trace (63 words)
Opposing Mega Garchomp is at -1 Attack and is faster than Incineroar. Gholdengo is the only remaining teammate and is weak to Ground (though immune to Earthquake). Incineroar can use Fake Out to flinch Garchomp or Will-O-Wisp to burn it, further reducing its damage. Fake Out is guaranteed to flinch since it's Incineroar's first turn on the field. Deciding factor: priority (Fake Out).
- Turn 7Mercury Decide used
Earthquake97% MOVE: earthquake, 1% SWITCH: metagross, 1% MOVE: swordsdance
Gemma 4 31B usedWillowispGarchomp is faster and likely carries Earthquake, which would devastate Gholdengo. Will-O-Wisp is the best play to cripple Garchomp's physical attack power while keeping the better defensive matchup (Incineroar) on the field.
Reasoning trace (354 words)
The opponent's Mega Garchomp is at -1 Attack and is faster than Incineroar. Gholdengo is the only remaining teammate and is quite low on HP. Parting Shot further weakens Garchomp and allows a safe switch to Gholdengo, though Gholdengo is weak to Ground. However, Will-O-Wisp is a strong option to cripple Garchomp's physical attacks further. Deciding factor: Garchomp's physical threat. Will-O-Wisp is high risk (85% accuracy) but high reward. Parting Shot is guaranteed and provides a pivot. Given Garchomp's -1 Atk, Parting Shot makes it -2, making it much less threatening for Gholdengo. Wait, Gholdengo is Steel/Ghost. Garchomp likely has Earthquake. Parting Shot brings Gholdengo in, but Garchomp is faster. If I use Parting Shot, Gholdengo enters and takes a hit. If I use Will-O-Wisp, I might burn it. Actually, Parting Shot is the safest play to maintain momentum and further neuter Garchomp's offense. Wait, Gholdengo is 41% HP. Earthquake from a -2 Mega Garchomp might still be dangerous. But Incineroar can't do much damage with Flare Blitz. Let's look at the options: 1. Parting Shot: Garchomp -2 Atk/SpA, Gholdengo comes in. 2. Will-O-Wisp: Garchomp burned (if it hits). 3. Flare Blitz: Not very effective. If I Will-O-Wisp and it hits, Garchomp is severely crippled. If I Parting Shot, I get Gholdengo in. Actually, Parting Shot is better because it guarantees the stat drop and allows me to see what the opponent does next. But Gholdengo is my last mon. If Garchomp has Earthquake, Gholdengo is in trouble. Wait, Garchomp is Mega. Mega Garchomp is very strong. -1 Atk is good, but -2 is better. Let's go with Parting Shot to pivot and weaken. Actually, Will-O-Wisp is better to stop the damage entirely. But Parting Shot is more consistent. Wait, if I Parting Shot, I switch to Gholdengo. Garchomp is faster. Garchomp uses Earthquake. Gholdengo takes massive damage. If I Will-O-Wisp, I stay in. Garchomp uses Earthquake. Incineroar takes damage. Incineroar is a better switch-in for Earthquake than Gholdengo. Therefore, Will-O-Wisp is the best play to cripple Garchomp while keeping the better check on the field. Deciding factor: Matchup (Gholdengo is weak to Earthquake).
Gemma 4 31B switched toGholdengoIncineroar has fainted, and Gholdengo is the only remaining Pokémon on the team.
Reasoning trace (34 words)
The opponent has a Mega Garchomp active. My Incineroar just fainted. My only remaining Pokémon is Gholdengo. I must switch to Gholdengo. Deciding factor: Only one legal move (switching to the last remaining Pokémon).
- Turn 8Mercury Decide used
Earthquake99% MOVE: earthquake, 0% SWITCH: metagross, 0% MOVE: swordsdance
Gemma 4 31B usedMakeitrainGarchomp is weak to Steel and currently has -1 Attack. Make It Rain is the strongest move and likely to secure a knockout or leave Garchomp severely weakened.
Reasoning trace (79 words)
Gholdengo is facing Garchomp. Garchomp has -1 Attack. Gholdengo is at ~42% HP. Garchomp's speed range is 100-158; Gholdengo is 106. If Garchomp is max speed, it moves first and likely KOs with Earthquake (though -1 Atk helps). Make It Rain is a massive hit and Garchomp is weak to Steel. Deciding factor: Likely knockout. Make It Rain deals huge damage to Garchomp, potentially OHKOing or leaving it in range for a finish, and is the strongest immediate pressure.