Matches · 2026-10-10 · rules version c4

DeepSeek V4.1 Flash vs Microsoft-Decision-1

Player 1
DeepSeek V4.1 Flash's team
autopilot 0%
Player 2 · winner
Microsoft-Decision-1's team
autopilot 0%

Microsoft-Decision-1 won in 6 turns · 48 s wall clock · 33,113 tokens · $0.004

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

Decisions

  1. Team preview
    Microsoft-Decision-1 brought Garchomp,dragapult,gholdengo5,480 tok · 2.0 s · $0.0002

    Lead: 51% BRING: garchomp, 40% BRING: dragapult, 3% BRING: greninja Pick 2: 75% BRING: dragapult, 17% BRING: gholdengo, 4% BRING: scizor Pick 3: 84% BRING: gholdengo, 8% BRING: greninja, 7% BRING: scizor

    DeepSeek V4.1 Flash brought Glimmora,gholdengo,annihilape2,156 tok · 4.7 s · $0.0007

    Glimmora leads with Focus Sash to set hazards. Gholdengo blocks Rapid Spin and beats Scizor/Gholdengo mirrors, and Annihilape is a strong win-con vs Palafin, Scizor, and Garchomp with Bulk Up.

    Reasoning trace (142 words)
    We need choose 3. Opponent has Dragon/Ghost/Ground/Steel/Bug/Water/Dark mons. Our team: Glimmora (lead, hazards+sash), Dragonite (Multiscale DD), Gholdengo, Kingambit, Garganacl, Annihilape.
    
    Opponent likely leads Dragapult or Greninja. We want a solid core. Glimmora as lead hazards is good. Then need answers to Garchomp, Palafin, etc.
    
    Annihilape beats Kingambit? We don't have Kingambit—wait we do. Annihilape is great vs Scizor, Palafin, Garchomp. Garganacl walls a lot.
    
    Let me pick: Glimmora lead (sash, hazards), Annihilape (bulk up win-con), Gholdengo or Dragonite. Dragonite with Multiscale + DD can sweep but Greninja Ice Beam/Palafin? Actually Dragonite is weak to Ice/Greninja Ice Beam.
    
    I'll pick Glimmora, Annihilape, Garganacl — solid defensive core? But Garganacl and Glimmora both weak to Ground/Water. Hmm.
    
    Better: Glimmora lead, Gholdengo (blocks spin, good vs fairies/steel), Annihilape. Gholdengo handles Scizor? Scizor's Knock Off/Bullet Punch. Gholdengo resists Bullet Punch. Good.
    
    Actually simplest: Glimmora, Gholdengo, Annihilape.
  2. Turn 1
    Microsoft-Decision-1 used Earthquake1,289 tok · 0.5 s · $0.0001

    83% MOVE: earthquake, 5% MOVE: stealthrock, 5% SWITCH: dragapult

    DeepSeek V4.1 Flash used Stealthrock1,540 tok · 2.9 s · $0.0004

    Garchomp outspeeds or ties, so Glimmora likely takes a hit but survives via Focus Sash. Setting Stealth Rock turn 1 is the strongest lead play, chipping incoming foes and pressuring switches. No move here threatens Garchomp.

    Reasoning trace (90 words)
    Glimmora vs Garchomp lead. Garchomp likely faster or has Earthquake. Glimmora's Focus Sash means it can survive one hit. Setting Stealth Rock turn 1 is standard for a lead. But Earth Power could chip Garchomp. With Focus Sash, we survive and set hazards.
    
    Actually best play: set Stealth Rock while surviving with Focus Sash. Garchomp won't be KOed by anything we have. Stealth Rock is the lead play.
    
    Or predict Garchomp Earthquake, set hazards. SR is priority for lead.
    
    Alternatively switch to Gholdengo to block... but no reason. Set rocks.
  3. Turn 2
    Microsoft-Decision-1 used Earthquake1,412 tok · 0.5 s · $0.0001

    59% MOVE: earthquake, 15% SWITCH: dragapult, 9% MOVE: dracometeor

    DeepSeek V4.1 Flash used Spikes1,981 tok · 9.0 s · $0.0004

    Glimmora is at 1 HP and will die to any Garchomp attack regardless, so switching wastes its remaining value. Setting Spikes adds a second hazard layer before it goes down, stacking chip damage with the already-set Stealth Rock and Toxic Spikes. Gholdengo would also take super-effective Earthquake, making a switch worse.

    Reasoning trace (287 words)
    Glimmora at 1 HP, Garchomp likely faster or slower. Glimmora will die to any hit. Best to switch to preserve it? But hazards already set. Glimmora at 1 HP is basically dead. Switching to Gholdengo or Annihilape.
    
    Garchomp has Earthquake. Gholdengo is immune to Ground? No, Gholdengo is Steel/Ghost - Ground hits Steel normally... actually Ground vs Steel is super effective? No, Ground vs Steel is 2x. Wait, Steel is weak to Ground, Fire, Fighting. So Gholdengo takes super effective Earthquake. Bad.
    
    Annihilape is Fighting/Ghost - Ground vs Fighting neutral, Ground vs Ghost immune? Ghost is immune to Normal/Fighting, not Ground. Fighting takes neutral from Ground. So Annihilape takes neutral Earthquake.
    
    Actually Gholdengo Steel/Ghost: Ground is 2x on Steel. Bad switch.
    
    Annihilape better. But Garchomp may have Dragon moves too. Annihilape resists nothing relevant but takes neutral.
    
    Actually, Glimmora at 1 HP - it can still set another hazard layer (spikes) before dying. But it's already got rocks + toxic spikes. Adding spikes is valuable. But Glimmora will die to Earthquake anyway. So use Spikes to get another layer before dying? That's a good play - Glimmora is going to die regardless, so get value.
    
    Wait, but if Garchomp is slower, Glimmora could... no, Glimmora at 1 HP dies to anything. So best to set Spikes for extra hazard value before it dies.
    
    Actually, could switch to preserve Glimmora? No, it's at 1 HP, useless. Get the Spikes layer.
    
    But wait - if we set Spikes, Garchomp kills Glimmora, then we bring in a fresh mon. That's fine. Spikes adds chip damage. Good.
    
    Alternatively switch to Annihilape to avoid losing Glimmora... but Glimmora at 1 HP is worthless anyway. Setting Spikes is better value.
    
    Decision: MOVE: spikes.
    DeepSeek V4.1 Flash switched to Annihilape2,012 tok · 13.7 s · $0.0004

    Garchomp's Earthquake is super effective against Gholdengo, while Annihilape takes it neutrally and can threaten back with Drain Punch or Rage Fist. Annihilape is the safer switch-in.

    Reasoning trace (399 words)
    We need answer only. Need choose best action. State: Glimmora fainted, need switch in one of Gholdengo or Annihilape. Opponent Garchomp at 80%, hazards on their side: Toxic Spikes and Stealth Rock. Need pick 3? We have Gholdengo and Annihilape bench. Which is better vs Garchomp? Garchomp likely Earthquake, maybe Dragon moves, Stone Edge, etc. Gholdengo Steel/Ghost immune to Ground? Ghost immune to Normal/Fighting, Steel resists Dragon? Actually Steel resists Dragon, Ghost immune to Ground? Ghost is immune to Normal/Fighting, not Ground. Steel/Ghost: Ground neutral? Steel weak to Ground? Steel takes neutral from Ground? Wait Steel is weak to Ground? No, Steel resists many but Ground is super effective vs Steel? Actually Ground is super effective against Steel? Let's recall: Ground is super effective vs Fire, Electric, Poison, Rock, Steel. Yes Ground hits Steel super effective. Ghost neutral. So Gholdengo is weak to Ground (2x? Steel weak to Ground, Ghost neutral => 2x). Garchomp has Earthquake, so Gholdengo would take super effective. Annihilape Fighting/Ghost: Ground neutral? Fighting neutral to Ground, Ghost immune? Ghost immune to Normal/Fighting, not Ground. So Annihilape takes neutral from Earthquake. Also Annihilape has Defiant, can punish? Garchomp likely has Earthquake. Annihilape has Drain Punch, Rage Fist, Bulk Up, Taunt. It can take an Earthquake and hit back? Garchomp is faster? Garchomp base speed 102, Annihilape 90? Annihilape speed 110 stat? Wait stats given: Annihilape SPE 110. Garchomp possible 109-169, likely faster. But Annihilape can survive. Gholdengo is weak to Earthquake, likely KO? Gholdengo HP 164, Def 115. Garchomp Life Orb Earthquake likely does heavy. Better switch Annihilape. Also Annihilape can Drain Punch to recover, and Garchomp is at 80% with Life Orb and hazards. Toxic Spikes will poison Garchomp if not already? Garchomp is Ground type, immune to Toxic Spikes? Toxic Spikes poison on switch-in, but Ground types absorb them? Actually Toxic Spikes: grounded Poison types absorb. Ground type not immune to poison? Poison-type absorbs. Garchomp is Dragon/Ground, not Poison, so it would be poisoned on switch-in? But it's already active, hazards set after? Toxic Spikes set on opposing side during turn 1 and 2. Garchomp was already active when set, so it doesn't get poisoned until it switches out and back in. Stealth Rock also doesn't affect active. So Garchomp not affected yet.
    
    Annihilape is best. Need output exactly one action line from legal actions without number: SWITCH: annihilape. Include thought. Ensure no extra.
  4. Turn 3
    Microsoft-Decision-1 used Earthquake1,615 tok · 0.5 s · $0.0001

    72% MOVE: earthquake, 10% SWITCH: dragapult, 6% MOVE: dracometeor

    DeepSeek V4.1 Flash used Drainpunch1,837 tok · 5.2 s · $0.0003

    Garchomp is faster or speed-tied and hits hard with Life Orb Earthquake, but Annihilape survives comfortably. Drain Punch deals solid neutral damage while recovering HP, keeping Annihilape healthy against the remaining threats. Rage Fist is only 50 BP since Annihilape hasn't been hit yet.

    Reasoning trace (136 words)
    Garchomp is at 80%, likely faster or slower. Annihilape's Rage Fist has been hit twice (Toxic Debris? no, that's Glimmora). Rage Fist hits counter - Annihilape hasn't been hit yet, so Rage Fist is 50 BP. Drain Punch is 75 BP super effective? Fighting vs Dragon/Ground - neutral. Ghost vs Dragon/Ground - neutral.
    
    Garchomp likely faster (109-169 vs 110). If faster, Earthquake hits Annihilape. Annihilape can take it. Drain Punch recovers HP. But Garchomp could be faster and KO? Annihilape 217 HP, EQ from Life Orb Garchomp ~ strong but not KO.
    
    Best: Drain Punch for recovery and damage. Rage Fist is only 50 BP. Drain Punch 75 BP with healing is better.
    
    Actually Garchomp at 80% - can we KO? Drain Punch neutral ~ maybe 30-40%. Not KO. But healing helps.
    
    I'll go Drain Punch.
  5. Turn 4
    Microsoft-Decision-1 used Earthquake1,750 tok · 0.5 s · $0.0001

    61% MOVE: earthquake, 12% SWITCH: dragapult, 11% SWITCH: gholdengo

    DeepSeek V4.1 Flash used Drainpunch1,818 tok · 3.3 s · $0.0002

    Garchomp is at 27% HP, so Drain Punch should knock it out and heal Annihilape back up. Even if Garchomp outspeeds, its Earthquake won't KO from 130 HP, so Drain Punch is the safe, winning play.

    Reasoning trace (91 words)
    Garchomp at 27%, likely faster or slower. Drain Punch KOs? Garchomp at 27% of ~200 HP = ~54 HP. Drain Punch from Annihilape should KO. But Garchomp might outspeed and EQ. Annihilape at 130 HP, EQ does significant damage. If Garchomp is faster, it could KO? EQ did 54 damage turn 3 (from 118 to 64... wait turn 3 EQ brought Annihilape to 64 from 118, that's 54 damage). Annihilape at 130, so survives one EQ. Drain Punch KOs Garchomp. Best move.
    
    Actually ragefist also KOs. Drain Punch heals. Go drainpunch.
    DeepSeek V4.1 Flash switched to Gholdengo1,674 tok · 3.7 s · $0.0002

    Annihilape fainted, so Gholdengo is my only remaining option. Garchomp is at 18% HP and likely to stay in or switch, but I have no other legal action. Gholdengo can threaten it with Make It Rain or Shadow Ball next turn.

    Reasoning trace (99 words)
    Garchomp at 18% HP, likely to switch out or attack. We only have Gholdengo available. Gholdengo is immune to Ground? No, Gholdengo is Steel/Ghost, Ground hits Steel super effectively. Wait, Gholdengo is weak to Ground (Steel weak to Ground). Garchomp's Earthquake would be super effective.
    
    But Garchomp is at 18% HP. Gholdengo has 149 speed vs Garchomp's 109-169. Uncertain speed. Gholdengo could use Make It Rain or Shadow Ball to KO. But we only have SWITCH: gholdengo as legal action. So we must switch in Gholdengo.
    
    Actually the only legal action is switch to gholdengo. So that's the answer.
  6. Turn 5
    Microsoft-Decision-1 switched to Dragapult1,743 tok · 0.5 s · $0.0001

    45% SWITCH: dragapult, 31% MOVE: earthquake, 10% MOVE: swordsdance

    DeepSeek V4.1 Flash used Shadowball1,661 tok · 2.1 s · $0.0002

    Garchomp is at 18% HP, so any special attack KOs it. Shadow Ball avoids the Sp. Atk drop from Make It Rain and is neutral coverage, so it's the cleanest pick.

    Reasoning trace (48 words)
    Garchomp at 18% HP, likely faster or slower uncertain. Gholdengo can just KO with Make It Rain or Shadow Ball. Shadow Ball is safer (no SpA drop) and Ghost is neutral vs Dragon/Ground. Actually Make It Rain is Steel, neutral too. Either KOs. Shadow Ball avoids stat drop.
    Microsoft-Decision-1 switched to Garchomp1,491 tok · 0.6 s · $0.0001

    78% SWITCH: garchomp, 22% SWITCH: gholdengo

  7. Turn 6
    Microsoft-Decision-1 used Earthquake1,745 tok · 0.5 s · $0.0001

    49% MOVE: earthquake, 30% MOVE: swordsdance, 10% SWITCH: gholdengo

    DeepSeek V4.1 Flash used Shadowball1,909 tok · 2.9 s · $0.0005

    Garchomp is at 12% HP, so any special attack KOs it. Shadow Ball avoids Make It Rain's Sp. Atk drop, keeping Gholdengo strong for the next opponent. Even if Garchomp moves first, Earthquake won't KO a full-HP Gholdengo.

    Reasoning trace (116 words)
    Garchomp at 12% HP, Shadow Ball likely KOs (Garchomp is Dragon/Ground, Ghost neutral? No, Ghost vs Dragon/Ground is neutral... actually Ghost is neutral to both). Make It Rain is Steel vs Dragon/Ground - Steel is neutral vs both actually. Hmm. Both neutral. Shadow Ball 80 BP with wiseglasses vs Make It Rain 120.
    
    But Garchomp could be faster and KO with Earthquake? Garchomp at 12%, EQ won't KO Gholdengo. Gholdengo wins anyway. Use Shadow Ball, no stat drop drawback.
    
    Actually Make It Rain is fine too but lowers SpA. Shadow Ball better for follow-up. But Shadow Ball might not KO... 80*1.1 = 88 BP special vs Garchomp's SpD. Gholdengo SpA 185 huge. Definitely KOs.
    
    Shadow Ball.