Matches · 2026-10-10 · rules version c4
Gemma 4 31B vs Mercury Decide
Gemma 4 31B won in 11 turns · 4 min wall clock · 56,917 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: 35% BRING: garchomp, 31% BRING: metagross, 17% BRING: rotomwash Pick 3: 56% BRING: metagross, 18% BRING: scizor, 18% BRING: rotomwash
Gemma 4 31B broughtIncineroar,garchomp,palafinThe opponent has several Steel types and a fast Dragapult. Incineroar provides crucial utility with Intimidate and Fake Out, while Mega Garchomp and Palafin offer high offensive pressure to break through their defensive core.
Reasoning trace (42 words)
The opponent has a heavy Steel presence (Scizor, Metagross) and a fast threat (Dragapult). Incineroar is essential for Intimidate and Fake Out. Palafin provides immense pressure and priority. Garchomp (Mega) can handle the Steel types and outspeed most of the team.
- Turn 1Mercury Decide used
Dracometeor94% MOVE: dracometeor, 3% SWITCH: garchomp, 2% SWITCH: metagross
Gemma 4 31B usedPartingshotDragapult is much faster than Incineroar and immune to Fake Out. Parting Shot allows me to lower its stats and pivot to a safer teammate.
Reasoning trace (43 words)
Dragapult is significantly faster than Incineroar. Fake Out does not work on Ghost-types. Parting Shot allows me to lower Dragapult's stats and pivot to a better matchup (like Garchomp or Palafin) while mitigating potential damage. Deciding factor: bad matchup to switch out of.
Gemma 4 31B switched toGarchompDragapult is severely weakened with -3 Special Attack and -2 Attack. Garchomp is the best offensive pivot here to maintain pressure and threaten the opponent's remaining team.
Reasoning trace (183 words)
Dragapult is heavily debuffed (Atk -2, SpA -3) due to Draco Meteor and Parting Shot. Incineroar is at 53.5% HP and has already used Parting Shot. I need to bring in a strong attacker to pressure Dragapult or prepare for the rest of the team. Garchomp is a great choice here as it resists nothing from Dragapult (except maybe some coverage) but hits hard and can setup or attack. Palafin needs to switch out to activate Zero to Hero. Deciding factor: bad matchup/stat debuffs. Dragapult is crippled, making it a safe time to switch to a powerhouse. Garchomp is the best offensive pressure. Wait, Palafin needs to switch out to activate Zero to Hero. If I switch Palafin in now, I can switch it out later. But Garchomp is a more immediate threat to Dragapult. However, Dragapult's SpA is -3, so it's not a huge threat. Actually, switching to Garchomp allows me to potentially KO or force a switch. Let's look at the opponent's bench: Garchomp, Scizor, Metagross, Rotom-Wash, Toxapex. Garchomp is a great check to many of those. Decision: Switch to Garchomp.
- Turn 2Mercury Decide switched to
Garchomp58% SWITCH: garchomp, 19% SWITCH: metagross, 9% MOVE: dracometeor
Gemma 4 31B usedDragonclawmegaDragapult's Special Attack is at -3 and Attack is at -2, making it virtually harmless. Dragon Claw is super effective and should secure a knockout. Mega Evolving now maximizes damage and ensures the KO.
Reasoning trace (76 words)
The opponent's Dragapult has been severely weakened in terms of stats (ATK -2, SPA -3) due to Incineroar's Intimidate and Parting Shot, and its own Draco Meteor. Garchomp is faster than most non-max speed Dragapults, but even if it isn't, Dragapult's damage output is currently negligible. Dragon Claw is super effective and should secure a knockout or leave it in range for a follow-up. Mega Evolving now increases Garchomp's power and bulk. Deciding factor: likely knockout.
- Turn 3Mercury Decide switched to
Metagross95% SWITCH: metagross, 4% SWITCH: dragapult, 0% MOVE: dragonclaw [MEGA]
Gemma 4 31B usedEarthquakeThe opposing Garchomp is at 1% HP, so any attacking move will secure a knockout. Earthquake is a reliable, high-damage choice to finish it off.
Reasoning trace (44 words)
The opposing Garchomp is at 1% HP. Any attacking move will knock it out. Earthquake is the most reliable and powerful option, though Dragon Claw also works. Since Garchomp is at 1%, the priority is simply to secure the knockout. Deciding factor: likely knockout.
Mercury Decide switched toDragapult100% SWITCH: dragapult, 0% SWITCH: garchomp
- Turn 4Mercury Decide used
Dracometeor92% MOVE: dracometeor, 4% MOVE: phantomforce, 3% MOVE: shadowball
Gemma 4 31B usedDragonclawDragapult has -1 Special Attack and Mega Garchomp has massive Attack. Dragon Claw is super effective and likely to secure a knockout or leave Dragapult in range of a follow-up.
Reasoning trace (52 words)
The opponent's Dragapult is at 90% HP and has -1 Atk and -1 SpA. Mega Garchomp is faster than most non-max speed Dragapults, but Dragapult can reach 213. However, Dragon Claw is super effective and likely to deal massive damage or a KO given Mega Garchomp's 222 Atk. Deciding factor: Likely knockout.
Gemma 4 31B switched toPalafinDragapult's Special Attack is severely crippled (-2), making it less of a threat. Palafin needs to enter and then leave the field to activate Zero to Hero, and it is the best option to handle the remaining team.
Reasoning trace (217 words)
The opponent's Dragapult is at -2 Special Attack due to repeated Draco Meteors. Palafin is at 100% HP and can potentially deal significant damage or pivot. Incineroar is at 53.5% HP. Dragapult is very fast, but its special attack is severely crippled. Deciding factor: Matchup/Pivot. Palafin is the stronger offensive threat here, but Incineroar can provide utility. However, since Dragapult's SpA is -2, Palafin can safely switch in and threaten with Jet Punch or Flip Turn. Wait, Palafin needs to switch out to activate Zero to Hero. If I switch to Palafin now, it's in its base form. If I switch to Incineroar, I can use Fake Out or Parting Shot. But Dragapult is -2 SpA, so it's not an immediate threat. Actually, the best play is to bring in Palafin to start the process of transforming it, or Incineroar to maintain control. Given Dragapult's state, Palafin is a safer switch-in to eventually sweep. Wait, if I switch to Palafin, Dragapult might use a different move (like Phantom Force or U-turn). If I switch to Incineroar, I can Fake Out. Let's look at the opponent's remaining team: Garchomp (1% HP) and Dragapult. If I switch to Palafin, I can use Flip Turn to trigger Zero to Hero. Deciding factor: Palafin's need to transform and Dragapult's crippled SpA.
- Turn 5Mercury Decide used
Phantomforce60% MOVE: phantomforce, 22% MOVE: shadowball, 10% MOVE: uturn
Gemma 4 31B usedFlipturnDragapult's Special Attack is at -2, making its special moves negligible. Flipturn allows Palafin to deal chip damage and pivot into Incineroar, who is a better matchup for Dragapult.
Reasoning trace (185 words)
Opposing Dragapult has -2 Special Attack, making its special moves very weak. Palafin is in Hero Form. Dragapult is faster, but its main special move (Draco Meteor) is severely weakened. Incineroar is a better matchup for Dragapult (resists Ghost, though not Dragon). However, with Dragapult's SpA at -2, Palafin can safely chip it or pivot. Flipturn allows me to maintain momentum and bring in Incineroar to handle Dragapult more effectively. Deciding factor: bad matchup to switch out of (or rather, utilizing the SpA drop to pivot). Wait, Close Combat does no effect on Dragapult (Ghost type). Jet Punch is priority but not very effective. Wave Crash is not very effective. Flipturn is the best play to get Incineroar in while dealing some damage. Actually, if I switch to Incineroar now, I take a hit. If I use Flipturn, I deal damage and switch. Since Dragapult's SpA is -2, it's not an immediate threat. Wait, let's check if Dragapult has physical moves. It often does (Phantom Force, Dragon Dance). If it's a physical set, Flipturn is still the best way to get Incineroar in. Decision: Flipturn.
- Turn 6Mercury Decide used
Phantomforce100% MOVE: phantomforce
Gemma 4 31B switched toIncineroarDragapult used Phantom Force last turn, so it will strike this turn. Incineroar is the best switch-in as it resists Ghost-type attacks.
Reasoning trace (171 words)
Opposing Dragapult has -2 SpA and is at 80% HP. Palafin is at 100% HP. Dragapult is faster. Close Combat does no damage to Ghost-types. Water moves are not very effective. Incineroar resists Ghost and is a better matchup, but Dragapult's SpA is severely crippled. However, Jet Punch provides priority. Deciding factor: Matchup/Priority. Dragapult's special attacks are weak, but it still has Phantom Force (Physical). Incineroar is the safer switch to handle Dragapult. Wait, Dragapult used Phantom Force last turn (Turn 5), and it's a two-turn move. Turn 5 was the first turn (disappearing), so Turn 6 is the hit. Phantom Force hits this turn. Palafin is weak to Ghost? No, Palafin is pure Water. But Incineroar is Dark/Fire, making it resistant to Ghost. Actually, if Dragapult is using Phantom Force, it will hit this turn. Incineroar resists Ghost. Wait, let's re-read: "Turn 5: Opposing Dragapult used Phantom Force". Yes, it will strike now. Incineroar is the best switch to absorb the hit. Deciding factor: Bad matchup (Phantom Force hit coming).
- Turn 7Mercury Decide used
Dracometeor78% MOVE: dracometeor, 14% MOVE: uturn, 6% MOVE: phantomforce
Gemma 4 31B usedPartingshotDragapult is severely weakened in both offensive stats (-2 SpA, -1 Atk). Parting Shot further reduces its power and allows a safe pivot to Palafin-Hero.
Reasoning trace (51 words)
The opponent's Dragapult has -2 SpA and -1 Atk. Palafin-Hero is available and is a strong attacker. Incineroar is currently active. Dragapult is much faster. Parting Shot allows Incineroar to lower Dragapult's stats further and pivot to Palafin-Hero safely. Deciding factor: Pivot to a stronger attacker while further weakening the opponent.
Gemma 4 31B switched toPalafinDragapult's offensive stats are severely crippled (ATK -2, SPA -3), making it a minimal threat. Switching to Palafin-Hero allows me to apply maximum pressure and secure a knockout.
Reasoning trace (84 words)
The opponent's Dragapult has severe stat drops (ATK -2, SPA -3) and is facing Incineroar. Incineroar is quite bulky and can handle most attacks from a neutered Dragapult. However, Palafin-Hero is available and provides much higher offensive pressure to secure a knockout. Since Incineroar has already used Parting Shot and Dragapult's damage is negligible, switching to Palafin-Hero allows for a strong attack. Deciding factor: Bad matchup/Low threat. Dragapult is severely weakened by stat drops, making it safe to switch to Palafin-Hero for the win.
- Turn 8Mercury Decide used
Phantomforce43% MOVE: phantomforce, 33% MOVE: uturn, 20% MOVE: shadowball
Gemma 4 31B usedJetpunchDragapult's offensive stats are severely crippled (ATK -2, SPA -3), making it a non-threat. Jet Punch provides priority to chip Dragapult or potentially knock out the 1% HP Garchomp if the opponent switches.
Reasoning trace (279 words)
Opposing Dragapult has severe stat drops (ATK -2, SPA -3) and is at 70% HP. Palafin-Hero is at 100% HP. Dragapult is faster, but its damage output is currently negligible. Jet Punch provides priority and guaranteed chip damage, though it's not very effective. Wave Crash deals more damage but is also not very effective. Close Combat has no effect on Ghost-types. Deciding factor: Dragapult's crippled stats make it a non-threat, allowing Palafin to chip away or switch. Jet Punch is the safest way to deal damage before Dragapult can move, even if it's resisted. Wait, looking at the stats: Dragapult is -2 Atk and -3 SpA. It cannot do significant damage. Jet Punch is the most efficient way to chip it down without taking unnecessary risk or recoil. Actually, Wave Crash does more damage than Jet Punch even if both are resisted. But Jet Punch is priority. Given the stat drops, Dragapult is barely a threat. Let's check the damage: Jet Punch (60 * 0.5 * 1.2 * 233 / Dragapult Def) Wave Crash (120 * 0.5 * 1.2 * 233 / Dragapult Def) Wave Crash is double the power. Since Dragapult is so weakened, the recoil is negligible compared to the progress made. However, Jet Punch is safer. But wait, Dragapult is -3 SpA and -2 Atk. It's basically a punching bag. Wait, Close Combat has "no effect" on Dragapult (Ghost type). Let's use Jet Punch to maintain momentum and priority. Actually, looking at the opponent's bench, Garchomp is at 1% HP. If Dragapult switches to Garchomp, Jet Punch will likely KO it. If Dragapult stays, Jet Punch chips it. Deciding factor: Priority and potential KO on Garchomp.
- Turn 9Mercury Decide used
Phantomforce100% MOVE: phantomforce
Gemma 4 31B usedJetpunchDragapult used Phantom Force last turn, so it will attack this turn. However, Dragapult is heavily weakened (39% HP) and has severe stat drops; Jet Punch's priority should secure the knockout before the attack lands.
Reasoning trace (52 words)
The opponent's Dragapult used Phantom Force on Turn 8, meaning it will strike this turn. Dragapult is at 39% HP and has severe stat drops (ATK -2, SPA -3). Jet Punch has priority and will deal damage before the Phantom Force hits, potentially knocking out the weakened Dragapult. Deciding factor: priority knockout.
- Turn 10Mercury Decide used
Uturn91% MOVE: uturn, 5% MOVE: phantomforce, 3% MOVE: shadowball
Gemma 4 31B usedJetpunchDragapult is at 29% HP with severe stat drops. Palafin's priority Jet Punch should be enough to secure the knockout before Dragapult can move.
Reasoning trace (44 words)
Dragapult is at 29% HP and has severe stat drops (Atk -2, SpA -3). Palafin's Jet Punch is priority +1 and will likely secure the knockout despite being "not very effective," given Dragapult's low remaining HP and Palafin's massive Attack. Deciding factor: likely knockout.
Mercury Decide switched toGarchomp100% SWITCH: garchomp
- Turn 11Mercury Decide used
Earthquakemega70% MOVE: earthquake [MEGA], 7% MOVE: swordsdance [MEGA], 7% MOVE: stoneedge [MEGA]
Gemma 4 31B usedJetpunchGarchomp is at 1% HP. Jet Punch has priority and will secure the knockout before Garchomp can move.
Reasoning trace (36 words)
The opposing Garchomp is at 1.0% HP. Palafin-Hero has Jet Punch, which is a priority move (+1). Regardless of Garchomp's speed, Jet Punch will hit first and secure the knockout. Deciding factor: likely knockout via priority.