Matches · 2026-10-10 · rules version c4

Laya vs MiMo V2.6 Flash

Player 1
Laya's team
autopilot 0%
Player 2 · winner
MiMo V2.6 Flash's team
autopilot 0%

MiMo V2.6 Flash won in 10 turns · 3 min wall clock · 45,248 tokens · $0.004

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Decisions

  1. Team preview
    Laya brought Torterra,torkoal,rotom5,295 tok · 1.5 s

    Lead: 48% BRING: torterra, 28% BRING: rotom, 12% BRING: torkoal Pick 2: 57% BRING: torkoal, 18% BRING: rotom, 10% BRING: scrafty Pick 3: 67% BRING: rotom, 13% BRING: scrafty, 12% BRING: appletun

    MiMo V2.6 Flash brought Torkoal,venusaur,gholdengo2,234 tok · 15.5 s · $0.0003

    Sun core is clear: Torkoal leads to set Drought and fire Eruption, Mega Venusaur with Chlorophyll outspeeds their entire team in sun, and Gholdengo covers the Fairy (Alcremie) and Ghost (Rotom) answers while resisting likely Fighting/Dark moves from Scrafty.

    Reasoning trace (67 words)
    My sun team: Torkoal lead sets sun, Venusaur Mega with Chlorophyll, Gholdengo for coverage. Opponent has Torkoal, Rotom, Torterra, Scrafty, Alcremie, Appletun.
    
    Torkoal lead → Eruption. Venusaur outspeeds everything in sun. Gholdengo handles Fairy/Psychic issues.
    
    Opponent's threats: Alcremie (Fairy), Rotom (Ghost/Electric — Torkoal Eruption hits but Levitate... Eruption is Fire, hits fine). Scrafty dark/fighting. Gholdengo is good vs Alcremie and Rotom (Shadow Ball).
    
    Bring: torkoal, venusaur, gholdengo.
  2. Turn 1
    Laya used Shellsmash1,282 tok · 0.0 s

    30% MOVE: shellsmash, 19% MOVE: bulletseed, 16% MOVE: bulldoze

    MiMo V2.6 Flash used Eruption1,675 tok · 11.4 s · $0.0003

    Torterra is 4x weak to nothing but 2x weak to Fire, and sun-boosted Eruption from full HP should knock it out. Torkoal's massive physical defense lets it likely survive Torterra's first hit, so firing off Eruption now is the best play.

    Reasoning trace (129 words)
    Torterra is Grass/Ground, weak to Fire. Sun boosts Eruption. Torkoal likely slower, Torterra moves first. Torterra's likely moves: Earthquake, Wood Hammer, Stone Edge, etc. Torkoal has176 Def, 177 HP. Earthquake from Torterra (Atk up to 177) would do significant damage but Torkoal is bulky physically. Eruption in sun would be devastating (super effective, sun boost, 150 BP).
    
    Torterra might use Stone Edge or Earthquake. Torkoal survives likely one hit. Eruption knockout probable.
    
    Switch to Venusaur? Venusaur would take Grass hit fine but sun-boosted... Torterra Grass moves on Venusaur (Grass/Poison resists Grass). But Eruption is a likely KO.
    
    Actually, consider: Torterra may switch out fearing eruption? It's turn 1. Eruption is the best play—high damage. If Torterra attacks first and hits hard, Torkoal still keeps decent HP.
    
    I'd go eruption.
    Laya switched to Rotom1,072 tok · 0.1 s

    57% SWITCH: rotom, 43% SWITCH: torkoal

  3. Turn 2
    Laya switched to Torkoal1,329 tok · 0.1 s

    39% SWITCH: torkoal, 29% MOVE: discharge, 14% MOVE: doubleteam

    MiMo V2.6 Flash switched to Venusaur2,139 tok · 20.1 s · $0.0004

    Rotom is faster and threatens Torkoal with an Electric or Ghost attack while Eruption alone won't KO it. Venusaur resists Electric and takes neutrally from Ghost, making it the safe switch into this bad matchup.

    Reasoning trace (283 words)
    Rotom is Electric/Ghost. It's faster. Torkoal's eruption does decent damage but Rotom may threaten with Hydro Pump or Shadow Ball... Rotom forms - unknown which. Could be Rotom-Wash (Water/Electric) but shown as Electric/Ghost → base Rotom. Moves unknown.
    
    Switching to Gholdengo: immune to... Electric moves? No, Steel takes neutral from Electric, Ghost takes neutral. Actually Electric is resisted by Steel? Electric resisted by Grass, Ground, Dragon, Electric. Steel doesn't resist Electric. Ghost normal immunity irrelevant. Venusaur resists Electric.
    
    Rotom likely has Thunderbolt/Shadow Ball/Hydro Pump. Venusaur takes neutral from Ghost, resists Electric, weak to nothing relevant (Fire would be neutral... Venusaur takes 2x from Fire? Grass weak to Fire, Poison resists → neutral).
    
    Switching seems better than Torkoal attacking? Torkoal Eruption at full HP in sun does good damage. But Rotom likely OHKO's Torkoal with Hydro Pump or Thunderbolt? Torkoal has176 SpD... low. Thunderbolt in sun doesn't get boosted. Rotom SpA 103-161. Torkoal bulk decent but SpD92 is low.
    
    If Torkoal stays and Eruption, could do maybe 40-60%. Rotom likely2HKOs.
    
    Venusaur switch: free, then Venusaur can mega evolve (has venusaurite, mega available says "No"? Wait — "Mega Evolution available: No" for Torkoal. Venusaur has venusaurite). Venusaur outspeeds in sun with chlorophyll... but mega Venusaur loses chlorophyll; mega gets thick fat. Speed still 100 base, not boosted.
    
    Actually maybe keep Torkoal, set up Stealth Rock? Or Eruption for damage.
    
    Given uncertainty, switch to Venusaur seems safe: resists Electric, neutral to Ghost, then can attack with Sludge Bomb (neutral) or Solar Beam. Hmm but Rotom could have psychic? Rotom base moves: Thunder Shock, Thunderbolt... but no Levitate issue.
    
    Alternative: Gholdengo switch, immune to poison/normal, takes neutral. Good resist: nothing great.
    
    Venusaur better matchup. Let's switch Venusaur.
  4. Turn 3
    Laya used Flamethrower1,469 tok · 0.2 s

    33% MOVE: flamethrower, 21% SWITCH: rotom, 17% MOVE: flail

    MiMo V2.6 Flash used Sludgebombmega2,344 tok · 3.4 s · $0.0004

    Mega Evolving gives Venusaur Thick Fat, halving Fire damage from Torkoal's likely Eruption. Sludge Bomb is neutral and reliable compared to Sleep Powder's 75% accuracy or Solar Beam's resistance on Fire.

    Reasoning trace (303 words)
    The opponent has Torkoal active. Venusaur with Chlorophyll in sun is faster. Torkoal is Fire type, so Grass moves are not very effective. Sludge Bomb is Poison, neutral on Torkoal. Solar Beam in sun is 120 BP but not very effective on Fire (Fire resists Grass) - so it'd be like 60 BP effective. Sludge Bomb 90 BP neutral is better.
    
    But wait - Torkoal likely has Eruption or Fire moves that could hurt Venusaur. Venusaur is Grass/Poison, Fire is super effective against Grass. So Torkoal's Fire moves would be super effective.
    
    Options:
    1. Attack with Sludge Bomb - neutral damage, might not KO
    2. Sleep Powder - 75% accuracy, puts Torkoal to sleep
    3. Switch out
    
    Mega Venusaur gains Thick Fat ability which halves Fire damage. That would help survive Fire attacks.
    
    Let me think about what's best. Mega Evolving gives Thick Fat, reducing Fire damage significantly. Then I could use Sludge Bomb for neutral damage or Sleep Powder to disable it.
    
    Sleep Powder at 75% accuracy is risky. Sludge Bomb does consistent damage. But Torkoal is bulky physically... it has high Defense but lower SpDef potentially.
    
    I think the best play is to Mega Evolve (for Thick Fat to resist Fire) and use Sludge Bomb for consistent neutral damage. Or Sleep Powder to completely shut it down.
    
    Actually, Sleep Powder might be better - if it hits, Torkoal can't attack and I can set up or attack freely. But 75% accuracy means 25% chance to miss.
    
    Given that Mega Venusaur with Thick Fat can take Fire hits well, and Sludge Bomb does neutral damage reliably, I think Sludge Bomb [MEGA] is the safe play. But if Torkoal is bulky, it might take multiple hits.
    
    Let me go with Sludge Bomb [MEGA] for reliable damage while Thick Fat protects from Fire attacks.
  5. Turn 4
    Laya switched to Rotom1,540 tok · 0.0 s

    30% SWITCH: rotom, 22% MOVE: flamecharge, 21% MOVE: flamethrower

    MiMo V2.6 Flash used Sludgebomb2,045 tok · 9.2 s · $0.0003

    Torkoal is at 24% with poison ticking, and it's slower than Mega Venusaur, so Sludge Bomb should knock it out before it can move. This is a likely knockout with no reason to set up or switch.

    Reasoning trace (66 words)
    Torkoal at 24% poisoned, will take poison damage. Sludge bomb should knock out. But Torkoal might have... it's slower. Sludge Bomb is neutral, Venusaur SpA 191 vs Torkoal SpD range 81-134, def 144-211. Sludge bomb 90 BP. Torkoal at 24% of ~145-177 HP = ~35-42 HP. Sludge bomb at 191 SpA vs even134 SpD... base 90 move should do around 50%+. Likely KO. Just use sludgebomb.
  6. Turn 5
    Laya used Discharge1,497 tok · 0.0 s

    37% MOVE: discharge, 24% SWITCH: torkoal, 15% MOVE: eerieimpulse

    MiMo V2.6 Flash used Growth2,439 tok · 30.6 s · $0.0004

    Rotom resists Sludge Bomb, and a single Solar Beam likely won't KO from 72%. Growth in sun gives +2 Sp. Atk, guaranteeing a Solar Beam knockout next turn while Venusaur's bulk and Thick Fat let it tank a hit.

    Reasoning trace (382 words)
    Rotom is Electric/Ghost. Sludge Bomb is not very effective (Poison vs Electric? Actually Poison is neutral on Electric, resisted by Ghost? No—Poison is resisted by Ghost? Poison is not very effective against Ghost? Actually Poison is super effective against... Ghost is immune to... no. Poison vs Ghost: Ghost resists Poison? Let's check: Ghost types resist Poison? Bug and Poison are resisted by Ghost? Type chart: Ghost resists Poison? Poison is not very effective against Ground, Poison, Rock, Steel, Bug... Ghost doesn't resist Poison. Hmm, but the game says not very effective. Ghost resists Poison? Actually Poison is resisted by Ghost — yes, Ghost resists Poison in Gen... I recall Poison is not very effective vs Ghost? Let me recall: Ghost weaknesses: Ghost, Dark. Resistances: Poison, Bug. Yes! Ghost resists Poison and Bug. So Sludge Bomb is resisted.
    
    Solar Beam in sun: 120 BP, neutral on Rotom (Grass vs Electric/Ghost: neutral). Growth in sun raises SpA +2. Sleep Powder 75% accuracy.
    
    Best play: Growth +2 in sun, then Solar Beam next turn likely KO. But Rotom could hit us. Or Sleep Powder to disable. Rotom at 72%, unknown moves (likely Shadow Ball, Thunderbolt, Will-O-Wisp, Volt Switch/Hydro Pump).
    
    Growth gives +2 SpA; Solar Beam in sun 120 BP neutral would likely KO a 72% Rotom. But we might take a hit first — Shadow Ball from Rotom SpA 103-161 vs our SpD 142, we're at 121/187. Could hurt but survivable probably.
    
    Sleep Powder risk: 75% accuracy, but if it lands, we get free turns. However Growth is guaranteed value.
    
    Actually consider: if Rotom is faster and uses Shadow Ball, we take maybe 40-50%. Then Growth, then Solar Beam KO. Alternatively Sleep Powder puts it to sleep, then Growth + Solar Beam.
    
    I think Growth is the safe strong play: guaranteed +2 SpA in sun, then Solar Beam (no charge) KOs. But if Rotom is faster and attacks, we might be at low HP. Still fine.
    
    Alternatively Solar Beam now: 120 BP neutral, STAB? Venusaur STAB Grass — yes 120 BP STAB in sun vs Rotom at 72%... Might not KO. With SpA 191 vs Rotom SpD up to 141. Solar Beam 120 STAB, neutral. Damage ~ maybe 50-60%. Not a KO at 72%.
    
    Growth then Solar Beam: +2 doubles, definitely KO.
    
    I'll go Growth.
  7. Turn 6
    Laya switched to Torkoal1,578 tok · 0.1 s

    28% SWITCH: torkoal, 25% MOVE: discharge, 19% MOVE: doubleteam

    MiMo V2.6 Flash used Sleeppowder2,217 tok · 45.1 s · $0.0005

    Rotom outspeeds or ties Venusaur, and Sludge Bomb is resisted, so raw damage won't knock it out this turn. Sleep Powder disables Rotom entirely, letting Venusaur act freely next turn or switch safely—the 75% accuracy risk is worth the tempo.

    Reasoning trace (201 words)
    Venusaur is at +2 SpA. Sludge Bomb is not very effective on Rotom (Electric/Ghost... wait, Poison vs Electric/Ghost — Ghost is not resistant to Poison. Actually Poison is resisted by Ghost? No. Poison moves are resisted by... Poison, Ground, Rock, Ghost (actually Ghost resists Poison? Let's check: Poison-type moves are resisted by Poison, Ground, Rock, and Ghost. Yes, Ghost resists Poison).
    
    So Sludge Bomb is not very effective. At +2 SpA though, a neutral-ish resisted hit might still do decent damage. Rotom at 78%.
    
    Solarbeam requires charging (no sun). Not great.
    
    Sleep Powder 75% accuracy — could put Rotom to sleep, enabling setup or free hits.
    
    Given +2 already, Sludge Bomb resisted would do maybe ~30-40%. Rotom at 78% with leftovers.
    
    Best play might be Sleep Powder to disable Rotom, then attack freely. Risk of missing (25%) and taking Discharge.
    
    Alternatively Sludge Bomb for consistent damage plus poison chance.
    
    I think Sleep Powder is the high-value play — putting Rotom to sleep stops its damage output and lets Venusaur sweep or switch safely. Speed uncertain though; if Rotom is faster it moves first.
    
    Given the deciding factor — likely knockout isn't there, so bad matchup or disable. Sleep Powder seems best.
  8. Turn 7
    Laya used Flamethrower1,533 tok · 0.1 s

    37% MOVE: flamethrower, 19% SWITCH: rotom, 17% MOVE: flamecharge

    MiMo V2.6 Flash used Sludgebomb1,875 tok · 0.7 s · $0.0003

    Torkoal is at 11% HP and poisoned, so Sludge Bomb at +2 SpA will knock it out before it can move — Venusaur outspeeds it.

    Reasoning trace (17 words)
    Torkoal at 11% HP, poisoned. Sludge Bomb at +2 should knock it out easily. Venusaur moves first.
    Laya switched to Rotom

    100% SWITCH: rotom

  9. Turn 8
    Laya used Discharge1,454 tok · 0.0 s

    44% MOVE: discharge, 29% MOVE: charge, 17% MOVE: eerieimpulse

    MiMo V2.6 Flash used Sleeppowder2,113 tok · 1.7 s · $0.0003

    Rotom is Electric/Ghost, so Sludge Bomb is resisted and Discharge is only not very effective against Venusaur—meaning Sleep Powder's risk is low. Putting Rotom to sleep gives a free turn to set up or attack, and speed uncertainty doesn't matter since a resisted hit won't KO us.

    Reasoning trace (181 words)
    Rotom is Electric/Ghost. Sludge Bomb is not very effective (Poison vs Electric? Actually Poison is neutral on Electric, resisted on... hmm, Ghost resists? No. Poison is resisted by Ghost? No — Poison is resisted by Ghost? Type chart: Poison moves are not very effective against Ghost? Actually Poison is resisted by Ghost and Ground and Rock... Let me recall: Poison is not very effective against Ghost, Ground, Rock. Yes, Ghost resists Poison. So Rotom takes 0.5x.
    
    Sleep Powder 75% accuracy — if it hits, Rotom sleeps and we can Solar Beam or Sludge Bomb next turn. Speed uncertain. Venusaur at +2 SPA with Sludge Bomb at 0.5x won't do much.
    
    Best play: Sleep Powder. If it misses, Venusaur takes a Discharge (resisted? Electric vs Grass/Poison — Grass resists Electric, so 0.5x). Venusaur has Thick Fat (irrelevant). Discharge would be resisted, doing modest damage. So risk is acceptable.
    
    Alternatively switch to Gholdengo which resists Electric... but Levitate Rotom with Shadow Ball would hurt Gholdengo. Sleep Powder seems best.
    
    Solar Beam charges — bad without sun. Growth doesn't help much.
    
    Go with sleeppowder.
  10. Turn 9
    Laya used Discharge1,446 tok · 0.0 s

    60% MOVE: discharge, 15% MOVE: charge, 14% MOVE: eerieimpulse

    MiMo V2.6 Flash used Sludgebomb3,197 tok · 50.2 s · $0.0007

    Rotom is asleep, so I want immediate damage rather than Solarbeam's charge turn — if Rotom wakes this turn and Discharges, Venusaur (80 HP) would faint before Solarbeam ever fires. Sludge Bomb guarantees chip now, and with +2 SpA it should two-hit KO through the resistance.

    Reasoning trace (817 words)
    Rotom is asleep. Venusaur has +2 SpA. Sludge Bomb is not very effective on Rotom (Electric/Ghost — Poison vs Ghost is neutral, vs Electric neutral... actually Poison is neutral on both Electric and Ghost. Wait, Ghost resists? No, Ghost doesn't resist Poison. Poison is resisted by Ghost? Let's check: Poison-type moves are resisted by Ghost? No — Poison is resisted by Poison, Ground, Rock, Ghost. Yes! Ghost resists Poison. So not very effective.)
    
    Solarbeam needs charging. Rotom is asleep, likely 1-3 turns. Best: use Solarbeam? It charges turn 1, hits turn 2. Rotom may wake. Alternatively Sludge Bomb for immediate damage (~not very effective, maybe 30-40% at +2).
    
    Growth to +4 while Rotom sleeps could be greedy but Rotom might wake. Venusaur at 80 HP; Discharge did ~107 damage before... actually Venusaur was at full 187, took Discharge to 80 = 107 damage. So another Discharge would KO.
    
    Best safe play: Solarbeam? If it wakes this turn and Discharges, Venusaur dies and Solarbeam never fires. Sludge Bomb guaranteed chip.
    
    Actually sleeping Pokemon have1/3 chance to wake each turn. First turn asleep (just fell asleep turn 8), so it's in sleep turn 1... it can wake this turn with 1/3 chance? In modern gens, sleep counter: falls asleep, can't move first turn, then1/3 wake chance each subsequent turn.
    
    Option: switch to Gholdengo, immune-ish? Discharge on Steel/Ghost — resisted by Steel, neutral on Ghost → not very effective. Gholdengo walls Rotom well (Levitate blocks nothing here). But we lose Venusaur's boosts.
    
    Alternatively switch Torkoal — takes Discharge neutrally? Fire resists nothing of electric. Fire takes neutral. Torkoal has good SpDef? No, 92.
    
    I think keeping Venusaur and attacking with Solarbeam is risky. Sludge Bomb gives ~35-45% damage. Two Sludge Bombs might KO. With2/3 chance Rotom stays asleep... but even if it wakes, Discharge KOs Venusaur.
    
    Better: Switch to Gholdengo to absorb the likely Discharge, then bring Venusaur back later? But Venusaur at 80 HP is frail anyway.
    
    Hmm, the deciding factor: Rotom asleep, we should attack. Solarbeam charges — if Rotom wakes and attacks, Venusaur dies without dealing damage. Sludge Bomb is immediate but weak.
    
    Actually consider: if Rotom stays asleep this turn (2/3), then Solarbeam charges and hits next turn — but Rotom could wake next turn and KO before... no, Venusaur at 100 speed vs Rotom 99-157. Speed uncertain.
    
    Given the risk, safest is switching to Gholdengo which resists Discharge and is immune to nothing else... Gholdengo takes ~25-30% from Discharge. Then we can Nasty Plot. But if Rotom stays asleep we waste a turn.
    
    I think attacking is standard. Sludge Bomb: at +2 SpA 191 stat, Life Orb Gholdengo's Make It Rain does... let's estimate Sludge Bomb vs Rotom. Base 90, +2 (191→~573 effective? no, +2 = 1.5x? +2 is 2x). SpA 191*2 = 382 vs SpD range87-141. Neutral? No, not very effective = 0.5x. Damage maybe 35-50%. Two hits KO if it stays asleep.
    
    Solarbeam: 120 BP neutral, ~2x damage of effective sludgebomb... Solarbeam neutral on Electric/Ghost (Grass vs Electric neutral? Grass is resisted by... nothing relevant. Grass vs Ghost neutral). So Solarbeam would do ~2* (120/90) * 2 (not very eff) = wait Sludge Bomb effective power = 90*0.5=45. Solarbeam = 120. So Solarbeam ~2.7x stronger. If we can land it, near OHKO.
    
    Turn structure: Solarbeam turn 1 charge, turn 2 fire. Rotom asleep — if it wakes turn 1 and Discharges, Venusaur dies. If it doesn't wake (2/3), turn 2: Venusaur may move first (speed uncertain) and fire Solarbeam before Rotom wakes? Wake check happens before move selection — if awake, both move, order by speed.
    
    Risk analysis: Solarbeam fails if Venusaur dies turn 1 (1/3 chance Rotom wakes). Sludge Bomb deals chip every turn with no risk of complete whiff.
    
    Alternatively Growth +2 more while sleeping — if Rotom wakes, Venusaur dies.
    
    I'll go with Sludge Bomb as the safe immediate damage? Or switch to Gholdengo?
    
    Actually consider switching: Venusaur's +2 boosts are valuable but at 42% it's fraily. Gholdengo walls Rotom (Discharge resisted). Rotom likely has other moves (trick, willowisp, hex, volt switch). Gholdengo immune to... nothing here. Hmm, Rotom could have Hex (super effective on... Ghost vs Steel/Ghost — Hex is Ghost, neutral on Steel, resisted? Ghost vs Ghost = 0.5x... wait Ghost is resisted by Ghost? Dark resists... Ghost is resisted by Dark and Ghost. Ghost vs Steel/Ghost: Steel takes neutral, Ghost takes 0.5 → 0.5x total? Actually type effectiveness: defensive Ghost takes 0.5 from Ghost, so resisted.) Willowisp would burn Gholdengo — bad but not fatal.
    
    I'll choose Sludge Bomb: reliable chip, keeps pressure while Rotom sleeps, no charge-turn risk. Actually wait — is the best play Solarbeam given2/3 sleep chance? Expected value: 2/3 * (charge succeeds) then next turn deal big damage; 1/3 Venusaur dies with zero damage. With Sludge Bomb, guaranteed ~40% now.
    
    Hmm, but Venusaur dying to a wake-Discharge is bad. I'll go Sludge Bomb.
  11. Turn 10
    Laya used Discharge1,465 tok · 0.0 s

    44% MOVE: discharge, 27% MOVE: charge, 16% MOVE: doubleteam

    MiMo V2.6 Flash used Sludgebomb2,010 tok · 11.5 s · $0.0002

    Rotom is asleep at 28% HP, and my Venusaur has +2 SpA. Sludge Bomb is resisted but the boost should be enough to knock it out before it wakes up, which is the deciding factor here.

    Reasoning trace (111 words)
    Rotom is at 28% HP, asleep. Sludge Bomb is not very effective but with +2 SpA boost it should still do decent damage. Let me think: Rotom at 28% of ~140 HP = ~39 HP. Sludge Bomb at +2 with 191 SpA vs Rotom's SpD... even resisted, +2 Sludge Bomb should easily KO from 28%.
    
    Actually, Rotom is asleep and might wake up. But even if it wakes, Discharge won't KO Venusaur from 80 HP necessarily... it might. But the priority is knocking out Rotom now while it's asleep.
    
    Sludge Bomb at +2 SpA, even resisted (0.5x), should do enough to KO from 28%. Let me just go with Sludge Bomb.