Matches · 2026-10-10 · rules version c4

Laya vs DeepSeek V4.1 Flash

Player 1
Laya's team
autopilot 0%
Player 2 · winner
DeepSeek V4.1 Flash's team
autopilot 0%

DeepSeek V4.1 Flash won in 10 turns · 65 s wall clock · 42,197 tokens · $0.004

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Decisions

  1. Team preview
    Laya brought Torterra,torkoal,rotom5,310 tok · 1.0 s

    Lead: 47% BRING: torterra, 26% BRING: rotom, 16% BRING: torkoal Pick 2: 65% BRING: torkoal, 17% BRING: rotom, 6% BRING: appletun Pick 3: 75% BRING: rotom, 10% BRING: scrafty, 9% BRING: appletun

    DeepSeek V4.1 Flash brought Gholdengo,dragonite,garganacl2,289 tok · 12.8 s · $0.0002

    Opponent likely sun team with Torkoal; Gholdengo pressures Fairy/Rotom and is immune to status, Dragonite's Multiscale and Ice Spinner handle Torterra/Appletun, and Garganacl walls Fire and spreads Salt Cure. Lead Gholdengo for immediate offensive pressure.

    Reasoning trace (206 words)
    We need choose 3. Opponent has Rotom, Torkoal, Torterra, Scrafty, Alcremie, Appletun. Likely sun team? Torkoal drought. Need bring checks. Gholdengo good vs Fairy, immune to status. Dragonite multiscale. Kingambit strong. Glimmora hazard lead. Annihilape. Garganacl.
    
    Opponent has Torkoal (Drought), Torterra, Scrafty, Alcremie, Appletun, Rotom. Sun team with Fire. Need handle Torkoal. Gholdengo resists? Steel weak to Fire. Dragonite resists Fire? Dragon/Flying neutral to Fire actually. Garganacl resists Fire. Annihilape neutral. Kingambit weak to Fire.
    
    Rotom Electric/Ghost - Gholdengo immune? Ghost immune? Gholdengo Steel/Ghost: Electric neutral, Ghost immune? Ghost immune to Ghost? No, Ghost is immune to Normal/Fighting, not Ghost. Rotom likely Will-O-Wisp, Volt Switch.
    
    Best bring: Gholdengo (special attacker, good vs Fairy, immune to status), Dragonite (multiscale, priority), Garganacl (salt cure, bulky, resists Fire). Or Kingambit for priority Sucker Punch. But sun boosted Fire hurts Kingambit.
    
    I think Gholdengo, Dragonite, Garganacl. Lead Gholdengo? Or Glimmora for hazards? Glimmora focus sash, toxic debris, stealth rock. But opponent has Torkoal likely rapid spin? Torkoal can spin. Glimmora frail.
    
    Lead Gholdengo to pressure Fairy and Rotom. Actually Gholdengo good vs Alcremie, Rotom. Dragonite handles Torterra? Torterra Ground/Grass, Dragonite Ice Spinner 4x. Garganacl handles Torkoal? Salt cure.
    
    I'll bring Gholdengo, Dragonite, Garganacl. Lead Gholdengo.
    
    Decision: BRING: gholdengo, dragonite, garganacl
  2. Turn 1
    Laya used Shellsmash1,240 tok · 0.0 s

    33% MOVE: shellsmash, 18% MOVE: seedbomb, 15% MOVE: bulletseed

    DeepSeek V4.1 Flash used Makeitrain1,521 tok · 4.7 s · $0.0002

    Gholdengo outspeeds Torterra and Torterra likely carries Earthquake, which hits Gholdengo super effectively. I need to deal maximum damage now rather than set up, so Make It Rain is the strongest immediate hit despite the SpA drop.

    Reasoning trace (99 words)
    Torterra is slower, Gholdengo can hit hard. Make It Rain is strong but lowers SpA. Shadow Ball is safe. Torterra likely has Ground moves that hit Gholdengo neutrally (Steel/Ghost takes neutral from Ground? Ground vs Steel is 2x, vs Ghost neutral — so Ground hits Gholdengo 2x). Torterra likely has Earthquake. That's dangerous. But we're faster. Make It Rain does big damage. Torterra is bulky though.
    
    Actually Gholdengo is weak to Ground (Steel weak to Ground). Torterra commonly runs Earthquake. We're faster, so we can attack. Make It Rain is our strongest hit. Let's go with Make It Rain.
  3. Turn 2
    Laya switched to Rotom1,373 tok · 0.0 s

    50% SWITCH: rotom, 15% MOVE: shellsmash, 12% MOVE: seedbomb

    DeepSeek V4.1 Flash switched to Dragonite2,192 tok · 7.1 s · $0.0008

    Torterra is at 24% but has +2 Spe, +2 Atk, and +2 SpA after Shell Smash and is likely faster than Gholdengo now. Its Earthquake would KO my Steel/Ghost Gholdengo, so I shouldn't risk staying in — Dragonite is immune to Ground and resists Grass, with Multiscale intact for a safe entry.

    Reasoning trace (364 words)
    Torterra at 24% with +2 Spe, +2 Atk, +2 SpA. Gholdengo at -2 SpA. Torterra likely faster now with +2. But Gholdengo resists Grass (Steel resists Grass), and Ground moves hit Steel... actually Steel is weak to Ground. Torterra likely has Earthquake. Gholdengo is Steel/Ghost, so Ground hits it. Torterra's +2 Atk Earthquake would likely KO Gholdengo.
    
    Actually Gholdengo can't safely stay. But wait - can Gholdengo outspeed? Torterra base Spe 56 (68 at lvl50), +2 = 136. Gholdengo 149 outspeeds if uninvested Torterra. Since range is 136-236, could be either.
    
    Make It Rain at -2 SpA would still likely KO 24% Torterra. But if Torterra moves first with +2 Earthquake, it KOs Gholdengo.
    
    Better to switch to a Flying type? Dragonite is Dragon/Flying - immune to Ground, resists Grass. Multiscale intact. That's a safe switch. But Torterra might have Stone Edge for coverage. Actually switching Dragonite in is good - resists Grass, immune to Ground, Multiscale.
    
    But we'd lose momentum. Make It Rain is likely to KO Torterra at 24% even at -2. Actually Wise Glasses + 120 BP at -2 SpA: base 185 SpA * 0.5 = ~92 effective. Torterra SpD maybe ~100. 24% HP. It should KO.
    
    Risk: Torterra outspeeds and uses EQ. Torterra base Spe 56, if invested max 118 at +2... no, +2 doubles means 118*2=236? Range shown 136-236. So Torterra with any Speed investment could be faster.
    
    I'll switch to Dragonite for safety - immune to Ground, resists Grass, Multiscale intact. Actually Torterra at +2 could have Stone Edge which hits Dragonite. But Dragonite has Multiscale halving damage.
    
    Hmm, safer play: Dragonite. But we lose the KO.
    
    Actually Gholdengo with Ghost typing - Torterra could have Crunch? Unlikely. Torterra typically has Earthquake, Stone Edge, Wood Hammer, Shell Smash.
    
    Steel resists Grass. Ground hits Steel super effectively. So Torterra's Earthquake KOs. Wood Hammer is resisted 0.5x. If Gholdengo stays and Torterra has Earthquake, Gholdengo dies.
    
    Switch to Dragonite is safe.
    
    Alternatively Garganacl - Rock type takes neutral from Ground, weak to Grass? No, Rock resists... Grass neutral vs Rock. Actually Garganacl has high defense.
    
    Dragonite is best: immune to Ground, resists Grass, Multiscale.
    
    I'll go with switch to Dragonite.
  4. Turn 3
    Laya switched to Torkoal1,478 tok · 0.0 s

    60% SWITCH: torkoal, 13% MOVE: discharge, 9% MOVE: charge

    DeepSeek V4.1 Flash used Dragondance2,023 tok · 4.3 s · $0.0007

    Rotom is Electric/Ghost with Levitate, so Earthquake is immune and ExtremeSpeed can't touch Ghost. Only Ice Spinner connects. With Multiscale intact and Lumberry clearing any burn, Dragon Dance is the ideal setup — Rotom can't easily OHKO through Multiscale.

    Reasoning trace (269 words)
    Rotom (Electric/Ghost) - Earthquake hits it? Rotom is Ghost-type, but Levitate makes it immune to Ground. Wait, the legal actions say earthquake is "super effective on rotom" — that's wrong, Levitate grants Ground immunity. So Earthquake does nothing.
    
    Rotom is Electric/Ghost. My Dragonite with Multiscale. Ice Spinner is neutral (Ice vs Electric neutral, vs Ghost neutral). ExtremeSpeed is Normal - no effect on Ghost. So ExtremeSpeed is useless here.
    
    Dragon Dance to set up? Dragonite's best move here is probably Ice Spinner or Dragon Dance. Rotom has no revealed moves. Rotom could be a threat. But setting up Dragon Dance with Multiscale intact is good.
    
    Actually, Rotom Electric/Ghost - Dragonite's Earthquake is blocked by Levitate. Ice Spinner is neutral but hits. Dragon Dance boosts.
    
    Let me think: Dragonite base speed 132. Rotom could outspeed 99-157. If Rotom is fast, it could hit Dragonite. But Multiscale halves.
    
    Best play: Dragon Dance to set up, since Rotom can't do much? Actually we don't know Rotom's moveset. Risky.
    
    Ice Spinner deals damage now, likely 2HKO? Rotom HP 125-157.
    
    Hmm, Dragon Dance is good. With Multiscale, Dragonite survives a hit and then sweeps. But Rotom could Will-O-Wisp, and Lumberry cures status (burn). Actually Lumberry cures non-volatile status like burn. So Rotom's Will-O-Wisp gets cured.
    
    Let me go with Dragon Dance.
    
    Actually wait - ExtremeSpeed has "no effect on rotom" because it's Ghost type (Normal moves don't affect Ghost). So that's out. Earthquake - Levitate immune. So the only damaging move that works is Ice Spinner.
    
    Dragon Dance sets up. I think Dragon Dance is best play given Multiscale + Lumberry.
    
    Decision: MOVE: dragondance
  5. Turn 4
    Laya switched to Rotom1,538 tok · 0.0 s

    62% SWITCH: rotom, 12% MOVE: flamethrower, 7% MOVE: flamecharge

    DeepSeek V4.1 Flash used Earthquake1,781 tok · 3.9 s · $0.0002

    Torkoal is slow and Earthquake is super effective with +1 Attack. Even with high Defense, a boosted super-effective hit should KO or cripple it before it can act. Staying in and attacking is best.

    Reasoning trace (55 words)
    Torkoal likely sets sun and is slow. Dragonite at +1 Spe, Earthquake is super effective and Torkoal is slow. But Torkoal may have Yawn or Body Press. Earthquake should do big damage. Torkoal's defense is high though. Still, +1 Atk Earthquake super effective likely KOs or heavily damages. Torkoal might have priority? No. Go Earthquake.
  6. Turn 5
    Laya used Discharge1,443 tok · 0.0 s

    42% MOVE: discharge, 22% SWITCH: torkoal, 14% SWITCH: torterra

    DeepSeek V4.1 Flash used Icespinner1,771 tok · 4.7 s · $0.0003

    Rotom's Levitate makes Earthquake useless and ExtremeSpeed is blocked by Ghost typing, so Ice Spinner is the only move that actually hits Rotom. Dragonite is already +1 Speed and faster, so attacking now pressures Rotom before it can status or pivot.

    Reasoning trace (120 words)
    Rotom is Electric/Ghost with Levitate, so Earthquake is immune (as seen turn 4). ExtremeSpeed has no effect on Rotom (Ghost immunity to Normal). Ice Spinner is neutral. Dragonite is +1/+1 already. Rotom likely has Will-O-Wisp or Volt Switch. Ice Spinner hits Rotom neutrally, but Rotom may be faster... no, Dragonite is faster.
    
    Actually best play: Ice Spinner to damage Rotom. But Rotom could burn Dragonite with Will-O-Wisp; Lum Berry cures it. Ice Spinner is the attacking option that hits Rotom. Let's go Ice Spinner.
    
    Wait, Dragonite is +1 speed, so it's faster. Ice Spinner does decent damage. Rotom is Electric/Ghost, Ice is neutral. Good.
    
    Alternatively Dragon Dance again to boost more. But Rotom could threaten. Ice Spinner is safe damage.
  7. Turn 6
    Laya switched to Torterra1,504 tok · 0.0 s

    40% SWITCH: torterra, 33% SWITCH: torkoal, 10% MOVE: discharge

    DeepSeek V4.1 Flash used Icespinner1,790 tok · 3.6 s · $0.0002

    Rotom has Levitate, so Earthquake is wasted despite the type chart. Dragonite is faster and Ice Spinner hits neutrally with +1 Attack; it should chunk Rotom hard while I stay ahead. No need to switch.

    Reasoning trace (99 words)
    Rotom is Electric/Ghost with Levitate, so Earthquake is immune. Ice Spinner is neutral. Dragonite is faster with +1 speed. Ice Spinner should do decent damage. Rotom at 59%. Let's just attack with Ice Spinner.
    
    Actually Earthquake is listed as "super effective on rotom" but Rotom has Levitate - the legal action note says super effective, but levitate makes it immune. Wait, the note says "super effective on rotom" - that's odd. But levitate grants Ground immunity. So Earthquake would fail. Ice Spinner is the safe choice.
    
    Ice Spinner 80 BP physical, Dragonite 204 atk +1. Should do good damage.
    Laya switched to Torkoal1,233 tok · 0.0 s

    59% SWITCH: torkoal, 41% SWITCH: rotom

  8. Turn 7
    Laya used Flamethrower1,488 tok · 0.0 s

    44% MOVE: flamethrower, 20% MOVE: flamecharge, 18% MOVE: fissure

    DeepSeek V4.1 Flash used Earthquake1,832 tok · 3.1 s · $0.0005

    Dragonite is at +1 Atk and +1 Spe and outspeeds Torkoal massively. Earthquake is super effective on Torkoal and hits its weaker physical side harder than Extreme Speed, so it's the strongest play to remove Torkoal before it can set sun or status.

    Reasoning trace (93 words)
    Dragonite is +1 Atk/+1 Spe, faster than Torkoal. Earthquake is super effective and likely KOs Torkoal (Torkoal is physically defensive though, Def 144-211). Dragonite Atk 204 +1, EQ 100 BP super effective. Torkoal HP 145-177, Def up to 211. Hmm, could survive.
    
    Extremespeed is priority +2, 80 BP normal, no effectiveness. Earthquake super effective is better damage. Torkoal is slow and likely defensive. Earthquake should do heavy damage. Let me pick Earthquake.
    
    Actually, Torkoal might set sun with Drought and Torkoal could have Yawn or something. Earthquake super effective is the best play.
  9. Turn 8
    Laya used Flamethrower1,524 tok · 0.0 s

    34% MOVE: flamethrower, 21% MOVE: flamecharge, 19% MOVE: flail

    DeepSeek V4.1 Flash used Earthquake1,721 tok · 1.7 s · $0.0002

    Torkoal is at 17% HP and Dragonite is faster with +1 Speed. Earthquake is super effective and will knock it out before it can act.

    Reasoning trace (22 words)
    Torkoal at 17% HP, Dragonite has +1 Atk and +1 Spe. Earthquake is super effective and Dragonite moves first. Just KO it.
    Laya switched to Rotom

    100% SWITCH: rotom

  10. Turn 9
    Laya used Discharge1,436 tok · 0.0 s

    42% MOVE: discharge, 25% MOVE: eerieimpulse, 25% MOVE: charge

    DeepSeek V4.1 Flash used Icespinner2,047 tok · 7.2 s · $0.0003

    Earthquake is listed as super effective but Rotom has Levitate, so it's immune — that's a trap. Extremespeed does nothing to Ghost. Ice Spinner is my reliable neutral damage, and I'm already faster. Just attack.

    Reasoning trace (231 words)
    Rotom is Electric/Ghost with Levitate — Earthquake is listed as super effective on Rotom? Wait, Levitate makes it immune to Ground. But the legal action says earthquake is super effective on rotom. Hmm, that's contradictory. Actually Rotom's ability is levitate, so Earthquake would fail. The prompt says "super effective on rotom" but levitate grants immunity. That's a trap.
    
    Extremespeed has no effect on Rotom (Ghost type immune to Normal). So Extremespeed fails.
    
    Ice Spinner is neutral (Ice vs Electric/Ghost = neutral). Dragon Dance boosts.
    
    Dragonite at +1 ATK +1 SPE. Rotom at 59%. Ice Spinner 80 BP neutral. Rotom HP ~125-157, at 59% ~74-93 HP. Dragonite ATK 204 +1 = 306. Ice Spinner should do significant damage. Let me estimate: Ice Spinner 80 BP, ATK 306 vs Rotom Def ~87-141. Likely a 2HKO or maybe KO.
    
    Actually best play: Ice Spinner to damage. Or Dragon Dance to set up more. Rotom's Discharge is Electric, hits Dragonite neutral (Dragon/Flying - Electric is neutral... actually Electric vs Dragon/Flying is neutral, 1x). Multiscale is gone since not full HP.
    
    Ice Spinner is the safe damage move. Dragon Dance could be risky if Rotom does something. But we're faster already. Let's just attack with Ice Spinner.
    
    Actually, wait - could Rotom have Will-O-Wisp? Lumberry cures status. Dragonite has Lum Berry. So Dragon Dance is safe-ish.
    
    Best: Ice Spinner for damage. Let me go with that.
  11. Turn 10
    Laya used Discharge1,465 tok · 0.0 s

    33% MOVE: discharge, 31% MOVE: charge, 28% MOVE: eerieimpulse

    DeepSeek V4.1 Flash used Icespinner2,198 tok · 11.6 s · $0.0004

    Rotom is at 18% HP and Dragonite outspeeds, so any attack KOs. Earthquake is flagged super effective but Rotom has Levitate, which could make Ground moves fail. Ice Spinner is a safe guaranteed KO that ignores the Levitate question.

    Reasoning trace (344 words)
    Rotom at 18% HP, Earthquake is super effective and Dragonite is faster. But Rotom is Electric/Ghost with Levitate — Earthquake is listed as super effective on rotom, meaning Levitate is nullified? Actually the legal actions say earthquake is super effective on rotom. Wait, Levitate makes it immune to Ground. But the tool says super effective. Hmm, maybe Rotom's ability is levitate but... Actually the note says "super effective on rotom" — trust the tool. But Levitate would make it immune. Confusing. Ice Spinner also hits. Actually Rotom is Electric/Ghost, Ice is neutral. Earthquake would be immune due to Levitate.
    
    Hmm, but the legal action explicitly says "super effective on rotom". Maybe the engine accounts for it. But levitate is revealed. Let me think: Rotom at 18% HP, any hit kills. Ice Spinner 80 BP neutral should KO. Earthquake if it works is better but risky due to Levitate.
    
    Actually wait — the tool description might be auto-generated and wrong about Levitate. Safer: Ice Spinner. But Ice Spinner is neutral, 80 BP, should still KO 18% Rotom easily.
    
    Actually, Earthquake being labeled super effective suggests the engine thinks it works. But Levitate... Let me just use Ice Spinner to be safe? No — if Earthquake works it's stronger. But if Levitate blocks it, we waste a turn and Rotom discharges.
    
    Hmm, Rotom's Discharge did 48 damage to Dragonite (121->73). Dragonite at 73 HP. Another Discharge could KO? 48 damage, 73 HP, survives. But we want to KO.
    
    Ice Spinner is guaranteed to hit and KO. Let me pick Ice Spinner. Actually, Earthquake super effective would be 200 BP effective vs 80. Both KO. Ice Spinner is safe regardless of Levitate.
    
    Wait, but if Levitate blocks Earthquake, Ice Spinner is the correct choice. Go Ice Spinner.
    
    Actually, reconsider: the tool explicitly says earthquake is super effective on rotom. That means the engine has determined Levitate doesn't apply (maybe Rotom's actual ability isn't levitate, or it's been suppressed). But the effect line says levitate. Contradiction. Trust the move description? Risky.
    
    Ice Spinner KOs anyway. Choose Ice Spinner.