Matches · 2026-10-10 · rules version c4

GLM 5.3 Flash vs Chimps at the Zoo

Player 1
GLM 5.3 Flash's team
autopilot 0%
Player 2 · winner
GLM 5.3 Flash's team

Chimps at the Zoo won in 8 turns · 50 s wall clock · 18,890 tokens · $0.004

The replay player loads from play.pokemonshowdown.com. The full battle log is below.

Decisions

  1. Team preview
    GLM 5.3 Flash brought Garchomp,gholdengo,kingambit1,779 tok · 1.8 s · $0.0003

    Mirror match, so leading with my Focus Sash Garchomp lets me get Stealth Rock up safely. Gholdengo blocks status and pressures with Make It Rain, and Kingambit provides late-game power. Sylveon and Dragonite are more situational here.

    Reasoning trace (9 words)
    Mirror team. Bring Garchomp lead (sash, rocks), Gholdengo, Kingambit.
  2. Turn 1
    Chimps at the Zoo used Kowtowcleave
    GLM 5.3 Flash used Earthquake1,348 tok · 3.7 s · $0.0001

    Garchomp outspeeds Kingambit and Earthquake is 4x super effective, likely KOing it before it moves. Taking out their lead early is the best value.

    Chimps at the Zoo switched to Garchomp
  3. Turn 2
    Chimps at the Zoo used Scaleshot
    GLM 5.3 Flash used Scaleshot1,584 tok · 1.8 s · $0.0003

    Scaleshot is super effective against their Garchomp and hits multiple times, likely dealing heavy damage or a KO. Earthquake is only neutral, and staying in risks their Earthquake since speed is uncertain. Scaleshot also boosts my Speed for later.

    Reasoning trace (43 words)
    Opposing Garchomp likely faster or slower; Earthquake is neutral on Garchomp? Ground vs Dragon/Ground = neutral. Scaleshot super effective, multi-hit, likely big damage. But opposing Garchomp could EQ back; we're at 51%, sash used. Scaleshot is best—super effective, likely KO or heavy damage.
    GLM 5.3 Flash switched to Gholdengo1,433 tok · 1.1 s · $0.0003

    Opposing Garchomp is at +1 speed and likely outspeeds Kingambit, threatening another Scale Shot. Gholdengo resists Dragon and is immune to Ground, fully walling Garchomp.

    Reasoning trace (23 words)
    Opposing Garchomp at +1 speed likely outspeeds Kingambit; Gholdengo resists Scale Shot? Dragon resisted by Steel, Ground immune—Gholdengo walls Garchomp fully. Switch Gholdengo.
  4. Turn 3
    Chimps at the Zoo used Protect
    GLM 5.3 Flash used Makeitrain1,610 tok · 1.1 s · $0.0003

    Garchomp is faster, but Make It Rain from 185 SpA with Life Orb is super effective and should knock it out before it can move. Taking the KO now is better than setting up.

    Reasoning trace (15 words)
    Garchomp faster; Make It Rain likely KOs (185 SpA, Life Orb, super effective vs Garchomp).
  5. Turn 4
    Chimps at the Zoo used Earthquake
    GLM 5.3 Flash switched to Kingambit2,815 tok · 32.3 s · $0.0011

    Opposing Garchomp is faster (+1 Speed) and very likely carries Earthquake, which would KO my Gholdengo. Kingambit resists Scale Shot and takes Earthquake neutrally, making it the safe pivot while preserving Gholdengo as my win condition.

    Reasoning trace (630 words)
    Opponent Garchomp used Protect last turn, likely to scout or stall. Garchomp is faster (+1 speed from Scale Shot, 163-253 range vs our 149). Make It Rain: Steel vs Dragon/Ground is neutral (Steel vs Ground neutral, vs Dragon neutral... actually Steel vs Dragon is neutral, vs Ground neutral). 120 BP Life Orb from 185 SpA vs Garchomp's lower SpD — likely big damage, maybe KO? Garchomp took Earthquake from our Garchomp down to 4%... wait that was opposing Kingambit. Opposing Garchomp is full HP. Make It Rain from 185 SpA Life Orb vs Garchomp SpD ~94-150: likely 2HKO or close to KO. Garchomp is faster and will hit us with Scale Shot (super effective, 2 hits could kill? Scale Shot boosted, we're full HP 162). Scale Shot vs Gholdengo: Dragon vs Steel/Ghost — Dragon is neutral vs Steel, neutral vs Ghost. Physical 25 BP x2 hits, Garchomp Atk up to 200, +0. Not huge. But Garchomp could also have Earthquake (super effective on Steel). We don't know its other moves. Risk: Earthquake KOs us.
    
    Make It Rain likely doesn't KO full Garchomp (roughly 60-80%?). Actually 120 BP Life Orb 185 SpA vs Garchomp min SpD 94: could be near KO. Garchomp HP 183-215. Let's estimate: Gholdengo SpA 185, Make It Rain 120 BP, Life Orb 1.3. Neutral damage vs Garchomp (SpD say 120): damage ≈ ((2*50/5+2)*120*1.85/120... formula: ((22+2)*120*185/120)/50+2 = (24*120*1.54)/50+2 = 4435/50+2 ≈ 90.7, *1.3 = 118, *0.925 random ≈ 106-118. Garchomp HP 183-215. So ~50-64%. Not a KO. Garchomp then hits us — Scale Shot neutral won't kill, but Earthquake would (Ground vs Steel/Ghost super effective? Ground vs Steel SE, vs Ghost neutral → 2x). Earthquake from 200 Atk: ~((22+2)*100*200/120)/50+2 = (24*1.667*200)/50+2 ≈ 160+2=162, *1.5 = 243 — KOs us.
    
    Hmm, but did it reveal Earthquake? No. It used Scale Shot and Protect. Garchomp likely has EQ. So staying in risks being EQ'd. But if we switch Kingambit in, Garchomp EQ is immune (Ground vs Flying? Kingambit is Dark/Steel, EQ hits neutral... actually EQ vs Steel neutral, Dark neutral). Kingambit resists Scale Shot? Dragon vs Steel resisted, Dark neutral → 0.5x. Kingambit is a good switch-in vs Garchomp. But then Gholdengo loses momentum.
    
    Alternative: Make It Rain now, chip Garchomp to ~50%, then it KOs us with EQ, we send Kingambit. Or switch Kingambit now, Garchomp likely EQ (immune? no—EQ hits Kingambit neutrally, decent damage from 200 Atk vs Def 140: ~((24)*100*200/140)/50+2 ≈ 68+2=70, neutral ~70, Kingambit 175 HP, fine). Then Kingambit can Sucker Punch/Kowtow.
    
    Actually wait — Garchomp at +1 speed outspeeds Kingambit anyway. Kingambit Sucker Punch priority works if Garchomp attacks. Kowtow Cleave vs Garchomp: Dark vs Dragon neutral — 85 BP from 205 Atk: ~((24)*85*205/120)/50+2 ≈ 87+2=89... not KO.
    
    Better: Make It Rain puts Garchomp in Kingambit Sucker Punch range? After ~55% damage, Garchomp at ~45%. Sucker Punch 70 BP from 205 Atk: ~((24)*70*205/120)/50+2 ≈ 72+2=74, could KO 45% Garchomp (~90 HP of 183-215). Close. Also Garchomp might Protect again or attack.
    
    But risk: Garchomp EQs us this turn and we die, wasting Gholdengo. However Gholdengo's Make It Rain chip is valuable, and if Garchomp doesn't have EQ... Scale Shot only revealed. Many Garchomp run EQ/SR/Scale Shot. It used Protect turn 3 — maybe scouting Make It Rain damage? It protected while we attacked.
    
    Actually the deciding factor: Garchomp outspeeds and likely KOs Gholdengo with EQ. But if we switch, we keep Gholdengo healthy. Kingambit is a solid pivot: resists Scale Shot, takes EQ neutrally, threatens with Sucker Punch. I'll switch Kingambit.
    
    Hmm, but Make It Rain chip then Kingambit revenge could be better long-term? If Garchomp EQs, Gholdengo dies (162 HP, EQ ~240 dmg). Losing Gholdengo (our best wincon with Nasty Plot) to get ~55% on Garchomp is bad. Switch is safer.
    
    Decision: SWITCH: kingambit.
  6. Turn 5
    Chimps at the Zoo used Earthquake
    GLM 5.3 Flash used Suckerpunch1,847 tok · 2.0 s · $0.0004

    Kingambit is at 17 HP and Garchomp is much faster, so it dies to Earthquake this turn regardless. Sucker Punch goes first and Garchomp will almost certainly attack, giving the only chance at a KO before dying.

    Reasoning trace (139 words)
    Kingambit at 17 HP, Garchomp faster and will EQ KO. Sucker Punch: Garchomp likely attacks (EQ), so Sucker Punch KOs first? Garchomp at full HP, Sucker Punch boosted ~70+... Supreme Overlord +10% (1 fallen). 205 Atk, Sucker Punch 70 BP vs Garchomp — not super effective, likely not KO from full. But Kingambit dies anyway. Sucker Punch is best chance; if it fails, dead anyway. Actually Gholdengo switch: Garchomp EQ hits switch-in? No, EQ hits Gholdengo (immune? Steel/Ghost, EQ ground hits Steel, Ghost doesn't matter—Gholdengo takes EQ neutrally... actually Ground hits Steel neutral, Ghost immune to Ground? No, Ground doesn't hit Ghost-immune... Ghost is immune to Normal/Fighting only). Gholdengo resists nothing; takes neutral EQ. Switching preserves Kingambit? No, Kingambit goes to bench alive at 17. Gholdengo faster than Garchomp? 149 vs 163-253, maybe not. Sucker Punch is the play.
    GLM 5.3 Flash switched to Gholdengo1,420 tok · 0.8 s · $0.0002

    Kingambit fainted, so I must send in Gholdengo. It's immune to Earthquake and resists Scale Shot, and Make It Rain can finish the weakened Garchomp.

  7. Turn 6
    Chimps at the Zoo switched to Gholdengo
    GLM 5.3 Flash used Makeitrain1,601 tok · 1.9 s · $0.0003

    Garchomp is faster, but Scale Shot can't KO full-health Gholdengo. Make It Rain with Life Orb should KO the 31% Garchomp before it can act again.

    Reasoning trace (39 words)
    Garchomp at 31%, Make It Rain likely KOs (Steel STAB 120, Life Orb, vs neutral... Garchomp neutral to Steel, 31% HP — Make It Rain should KO). Garchomp is faster though; Scale Shot won't KO Gholdengo. Make It Rain.
  8. Turn 7
    Chimps at the Zoo used Nastyplot
    GLM 5.3 Flash used Shadowball1,671 tok · 1.4 s · $0.0003

    Shadow Ball is super effective against the opposing Gholdengo at 51% HP, and with Life Orb it should KO. Make It Rain is resisted and drops my SpA further, while Nasty Plot risks taking a hit first.

    Reasoning trace (11 words)
    Shadow Ball super effective, likely KO at 51% with Life Orb.
    Chimps at the Zoo switched to Garchomp
  9. Turn 8
    Chimps at the Zoo used Earthquake
    GLM 5.3 Flash used Makeitrain1,782 tok · 2.4 s · $0.0003

    Garchomp sits at 31% and Make It Rain with Life Orb, even at -2 SpA, should KO it. Gholdengo also likely outspeeds or tanks Scale Shot fine, and Shadow Ball is weaker. Take the knockout now.

    Reasoning trace (65 words)
    Garchomp at 31%, likely faster or not. Make It Rain at -2 SpA with Life Orb likely KOs Garchomp (Steel vs Dragon/Ground neutral... actually Steel vs Dragon is 0.5? No—Steel is neutral vs Dragon, resisted? Steel vs Dragon is 0.5x? Steel is super effective vs... not Dragon. Neutral vs Dragon, Ground. 120 BP Life Orb at -2 still likely KO at 31%). Make It Rain.