Matches · 2026-10-10 · rules version c4
Gemma 4 31B vs Jev 1.13
Gemma 4 31B won in 13 turns · 3 min wall clock · 56,921 tokens · $0.001
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Decisions
- Team previewJev 1.13 brought
Dragapult,gholdengo,aegislashLead: 33% BRING: dragapult, 26% BRING: aegislash, 26% BRING: gholdengo Pick 2: 54% BRING: gholdengo, 22% BRING: aegislash, 11% BRING: corviknight Pick 3: 39% BRING: aegislash, 25% BRING: corviknight, 25% BRING: kingambit
Gemma 4 31B broughtIncineroar,palafin,annihilapeThe opponent's team is heavily concentrated in Steel and Ghost types. Incineroar provides crucial Intimidate and Fire coverage, while Palafin and Annihilape offer the best Fighting and Water pressure to break through their defenses.
Reasoning trace (94 words)
The opponent's team is extremely Steel-heavy (Aegislash, Corviknight, Gholdengo, Kingambit, Archaludon) and Ghost-heavy (Aegislash, Gholdengo, Dragapult). I need strong Fire and Fighting coverage. Incineroar is essential for Intimidate and Fire damage. Palafin provides strong Water/Fighting pressure. Annihilape handles the Steel/Ghost types well with Rage Fist and Drain Punch. Garchomp is also an option, but the opponent has Corviknight (immune to EQ) and Archaludon (resists EQ). Incineroar leads to disrupt with Fake Out and Intimidate. Palafin and Annihilape provide the best offensive coverage against this specific team composition. Deciding factor: Matchup (Opponent is heavily Steel/Ghost).
- Turn 1Jev 1.13 switched to
Aegislash28% SWITCH: aegislash, 22% MOVE: thunderbolt, 19% SWITCH: gholdengo
Gemma 4 31B usedPartingshotDragapult is much faster and immune to Fake Out. Parting Shot is the best play to lower its stats and pivot to a teammate.
Reasoning trace (34 words)
Dragapult is significantly faster than Incineroar. Fake Out does not affect Ghost-types. Parting Shot allows me to lower Dragapult's stats and pivot to a safer counter like Annihilape or Palafin. Deciding factor: speed/bad matchup.
Gemma 4 31B switched toAnnihilapeIncineroar is poorly matched against Aegislash, as it cannot hit it with Dark moves and Aegislash resists Fire. Annihilape is the best switch-in to pressure Aegislash with Fighting and Ghost-type attacks.
Reasoning trace (51 words)
Incineroar has already used Parting Shot, lowering Aegislash's stats. Aegislash is a bad matchup for Incineroar (immune to Dark, resists Fire). Annihilape is a strong counter to Aegislash with Rage Fist and Drain Punch, though it must be careful of Shadow Ball. Palafin is not ideal here. Deciding factor: bad matchup.
- Turn 2Jev 1.13 used
Shadowball47% MOVE: shadowball, 19% SWITCH: gholdengo, 19% SWITCH: dragapult
Gemma 4 31B usedRagefistAegislash is Steel/Ghost, making it weak to Ghost-type moves. Rage Fist is super effective and the only viable attacking option for Annihilape here.
Reasoning trace (45 words)
Annihilape is facing Aegislash. Aegislash has -1 Atk and -1 SpA from Parting Shot. Annihilape is likely faster or similar in speed. Rage Fist is super effective against Aegislash. Deciding factor: Likely knockout/strong offensive pressure. Rage Fist is the only move that hits Aegislash effectively.
- Turn 3Jev 1.13 used
Shadowball44% MOVE: shadowball, 22% SWITCH: dragapult, 19% SWITCH: gholdengo
Gemma 4 31B usedRagefistAnnihilape has +2 Attack and Rage Fist is super effective against Aegislash. Given the attack boost and the move's scaling, this is a likely knockout.
Reasoning trace (52 words)
Annihilape has +2 Attack and is facing Aegislash. Rage Fist is super effective and its power increases as Annihilape takes hits. Aegislash is at 66% HP and has -1 Atk/SpA. Deciding factor: Likely knockout. Rage Fist with +2 Attack should easily OHKO or 2HKO Aegislash, and it's the only move that hits.
Jev 1.13 switched toDragapult50% SWITCH: gholdengo, 50% SWITCH: dragapult
- Turn 4Jev 1.13 used
Shadowball56% MOVE: shadowball, 34% SWITCH: gholdengo, 5% MOVE: dragondarts
Gemma 4 31B switched toIncineroarDragapult is significantly faster than Annihilape and likely to knock it out before it can move. Switching to Incineroar provides a safer defensive pivot and Intimidate support.
Reasoning trace (147 words)
Annihilape is at +2 Attack but is significantly slower than Dragapult. Dragapult is a Ghost-type, making it immune to Fighting moves and weak to Ghost moves. Rage Fist is super effective and boosted by +2 Attack and previous hits. Deciding factor: speed. Dragapult will likely OHKO or severely damage Annihilape before it can move. Switching to Incineroar provides a safer pivot and Intimidate support. Wait, Rage Fist is extremely powerful here. But Dragapult's speed is overwhelming. If I switch to Incineroar, I can use Parting Shot or Fake Out later. However, Palafin needs to get in and out to activate Zero to Hero. Actually, Incineroar is the best switch-in to handle Dragapult's potential attacks and provide utility. Wait, let's check the damage. Annihilape has 97 HP. Dragapult's Phantom Force or Dragon Dart could be lethal. Switching to Incineroar is the safest play to maintain momentum and scout.
- Turn 5Jev 1.13 switched to
Gholdengo77% SWITCH: gholdengo, 23% MOVE: shadowball
Gemma 4 31B usedPartingshotDragapult is significantly faster and Incineroar is a poor offensive matchup. Parting Shot lowers Dragapult's Special Attack and allows a safe pivot to a more effective teammate.
Reasoning trace (49 words)
Dragapult is much faster than Incineroar and likely to use Shadow Ball or another special attack. Parting Shot allows Incineroar to lower Dragapult's Special Attack and pivot to a better matchup, like Palafin or Annihilape (though Annihilape is low on HP). Deciding factor: bad matchup to switch out of.
- Turn 6Jev 1.13 used
Nastyplot34% MOVE: nastyplot, 28% SWITCH: dragapult, 16% MOVE: shadowball
Gemma 4 31B usedFlareblitzGholdengo's Good as Gold ability makes it immune to Parting Shot and Will-O-Wisp. Flare Blitz is the only viable move to deal damage.
Reasoning trace (46 words)
Opponent's Gholdengo has the ability Good as Gold, making it immune to status moves like Parting Shot and Will-O-Wisp. Incineroar is slower than Gholdengo. Flare Blitz is the only attacking move available and is super effective. Deciding factor: Bad matchup/Ability (Good as Gold blocks status moves).
Jev 1.13 switched toDragapult100% SWITCH: dragapult
- Turn 7Jev 1.13 used
Thunderbolt47% MOVE: thunderbolt, 27% MOVE: uturn, 17% MOVE: shadowball
Gemma 4 31B usedPartingshotDragapult is significantly faster and Incineroar cannot deal meaningful damage. Parting Shot allows a safe pivot to a teammate while potentially lowering Dragapult's stats, despite the risk of Clear Body.
Reasoning trace (457 words)
The opponent's Dragapult is much faster than Incineroar and likely carries Shadow Ball (which it used on Turn 4). Incineroar is a decent special wall but cannot deal significant damage to Dragapult. Palafin is a strong offensive threat, but Dragapult's speed and Ghost-type moves make it dangerous. Annihilape is a great counter to Dragapult due to its bulk and Rage Fist/Drain Punch, but it's currently at 44.7% HP. However, Parting Shot allows a safe pivot to a better matchup. Deciding factor: Bad matchup/Pivot. Incineroar cannot hurt Dragapult and will take heavy damage from Shadow Ball. Parting Shot lowers Dragapult's stats and brings in a teammate safely. Wait, Dragapult might have Clear Body, which prevents stat drops. If it has Clear Body, Parting Shot's stat drops fail, but the switch still happens. If it has Infiltrator or Cursed Body, Parting Shot works fully. Comparing Palafin and Annihilape: Palafin (Hero form) is incredibly strong, but it needs to switch out first (Zero form) to activate. Palafin is already in the bench, but is it Zero or Hero? The stats say ATK 134, which is Hero form (Zero is much lower). Wait, the stats provided for Palafin are [HP: 207, ATK: 134, DEF: 92, SPA: 65, SPD: 82, SPE: 122]. This is Hero form. If I use Parting Shot, I can bring in Palafin or Annihilape. Annihilape resists Ghost (no, it's Ghost/Fighting, so it's neutral to Ghost) and can hit Dragapult hard. Palafin is neutral. Actually, the most reliable play to maintain momentum and protect Incineroar is Parting Shot. Wait, if Dragapult uses Shadow Ball, Incineroar takes a hit, then Parting Shot pivots. If I switch directly to Palafin, Dragapult hits Palafin. If I switch to Annihilape, Dragapult hits Annihilape. Parting Shot is the best way to pivot while potentially weakening the opponent. Wait, let me re-check Dragapult's speed. 145-213. Incineroar is 82. Dragapult definitely moves first. If I use Parting Shot, Dragapult hits Incineroar, then Incineroar pivots. If I switch to Palafin, Dragapult hits Palafin. If I switch to Annihilape, Dragapult hits Annihilape. Since Incineroar has the bulk to take a Shadow Ball and Parting Shot provides a safe switch, it's the optimal play. Wait, if I switch to Palafin now, I avoid the Shadow Ball on Incineroar, but Palafin takes it. Palafin has 207 HP and 82 SpD. Dragapult's Shadow Ball (108-167 SpA) will do significant damage. Annihilape has 156 SpD but is already low on HP (97/217). A Shadow Ball might put it in range of a KO. Parting Shot is the standard play here to pivot into a counter. Wait, looking at the legal actions: 1. MOVE: partingshot 2. MOVE: flareblitz 3. MOVE: willowisp 4. SWITCH: palafin 5. SWITCH: annihilape Parting Shot is the best move.
Gemma 4 31B switched toPalafinIncineroar is outsped and cannot damage Dragapult effectively. Palafin is the healthiest and most reliable switch-in to handle Dragapult's current stat drops.
Reasoning trace (66 words)
The opponent's Dragapult is currently at -1 Atk and -1 SpA due to Incineroar's Intimidate and Parting Shot. Incineroar is outclassed in speed and cannot deal significant damage. Palafin is the best switch-in here to handle Dragapult, as it has high bulk and strong Water-type attacks, and can potentially pivot or attack. Annihilape is too low on HP. Deciding factor: bad matchup to switch out of.
- Turn 8Jev 1.13 used
Thunderbolt100% MOVE: thunderbolt
Gemma 4 31B switched toAnnihilapePalafin is a bad matchup for Dragapult, as it cannot hit it with Close Combat and its Water moves are resisted. Annihilape resists Ghost and can deal significant damage with Rage Fist.
Reasoning trace (60 words)
The opponent's Dragapult is faster than Palafin. Palafin's attacks (Jet Punch, Wave Crash, Flip Turn) are not very effective, and Close Combat has no effect. Dragapult has -1 Atk and -1 SpA from Parting Shot. Annihilape is the best matchup here as it resists Ghost and can hit Dragapult with Rage Fist. Deciding factor: bad matchup to switch out of.
- Turn 9Jev 1.13 used
Thunderbolt100% MOVE: thunderbolt
Gemma 4 31B switched toIncineroarDragapult is significantly faster than Annihilape and has a strong Ghost-type move (Shadow Ball) that will likely knock out Annihilape. Rage Fist is super effective and deals massive damage, but Annihilape cannot survive a hit. Switching to Incineroar provides a safer pivot and resists Ghost moves.
- Turn 10Jev 1.13 used
Thunderbolt100% MOVE: thunderbolt
Gemma 4 31B usedPartingshotDragapult is the opponent's last Pokémon and is already weakened by stat drops. Parting Shot further reduces its Special Attack and allows a safe switch to a teammate.
Reasoning trace (244 words)
The opponent's Dragapult is heavily debuffed (Atk -2, SpA -1) due to Incineroar's Intimidate and Parting Shot. Dragapult is much faster than Incineroar. Incineroar's Fake Out doesn't work on Ghost-types. Deciding factor: Dragapult's Special Attack is already lowered, and Palafin-Hero is a strong attacker that can potentially threaten it, but Parting Shot further neuters Dragapult's offensive presence while cycling back to a teammate. However, Palafin-Hero is at 100% HP and can take a hit. Wait, Dragapult is at -1 SpA. Parting Shot would make it -2 SpA. Since Dragapult is the only Pokémon left for the opponent (Aegislash and Gholdengo are fainted), and I have Annihilape and Palafin-Hero, I have a significant advantage. If I use Parting Shot, I lower its stats further and can bring in Palafin-Hero or Annihilape. If I switch to Palafin-Hero now, I take a hit. Actually, Parting Shot is the safest play to keep the momentum and further weaken the only remaining threat. Wait, looking at the legal actions: Fake Out is listed but says "no effect on dragapult" (Ghost type). Let's check Palafin-Hero. Palafin-Hero is likely to be the strongest attacker here. But Parting Shot is almost always the correct play with Incineroar to maintain control. Wait, Dragapult's SpA is -1. If I Parting Shot, it becomes -2. Then I can bring in Palafin-Hero. Is there any risk? Dragapult's moves are Shadow Ball and Thunderbolt. Both are special. At -2 SpA, they do very little. Decision: Parting Shot.
Gemma 4 31B switched toPalafinDragapult's Special Attack is lowered to -2, making its Thunderbolt much weaker. Palafin-Hero is at full health and can put immense pressure on Dragapult to secure a knockout.
Reasoning trace (62 words)
The opponent's Dragapult has been heavily debuffed by Parting Shot (Atk -3, SpA -2). Incineroar is low on HP. Palafin-Hero is at 100% HP and can likely secure a knockout or deal massive damage given the current state, though Dragapult is fast. However, Annihilape is also an option, but Palafin-Hero is the stronger offensive threat here. Deciding factor: a likely knockout/offensive pressure.
- Turn 11Jev 1.13 used
Thunderbolt100% MOVE: thunderbolt
Gemma 4 31B usedWavecrashDragapult's Special Attack is reduced to -2, making its Thunderbolt much less threatening. Wave Crash is the strongest available move to deal significant damage to the opponent's last Pokémon.
Reasoning trace (560 words)
The opponent's Dragapult has been severely weakened by Incineroar's Parting Shot (Atk -3, SpA -2). Palafin-Hero is active. Dragapult is faster, but its damage output is now minimal. Jet Punch has priority and does some damage, but Wave Crash does more. However, Dragapult is Ghost/Dragon, so Fighting moves (Close Combat) fail. Water moves are not very effective. Since Dragapult's stats are tanked, I can afford to take a hit or use priority. Jet Punch is the safest bet to chip away, but Wave Crash is stronger. Wait, Dragapult is Ghost/Dragon, so it's not resistant to Water (Water is neutral). Let me re-check: Dragon/Ghost. Water is neutral. Wait, the legal actions say "not very effective on dragapult" for Jet Punch, Wave Crash, and Flip Turn. Let me double-check the typing. Dragapult: Dragon/Ghost. Water vs Dragon: Neutral. Water vs Ghost: Neutral. Wait, why does the prompt say "not very effective"? Ah, looking at the prompt's "LEGAL ACTIONS" section: 1. MOVE: jetpunch | ... not very effective on dragapult 2. MOVE: wavecrash | ... not very effective on dragapult 3. MOVE: closecombat | ... no effect on dragapult 4. MOVE: flipturn | ... not very effective on dragapult If the game engine says it's not very effective, I must follow that logic, even if standard typing says otherwise (though standard typing says Water is neutral to Dragon/Ghost). Regardless, Dragapult's SpA is -2, so it's not a huge threat. Wave Crash is the strongest move available that hits. Wait, if I use Wave Crash, I take recoil. If I use Jet Punch, I hit first. Since Dragapult is at -2 SpA, it can't do much damage. I should maximize damage. Actually, looking at the stats, Dragapult is very fast. Jet Punch ensures the hit. But Wave Crash is much stronger. Given the -2 SpA, Palafin can tank a hit. Wait, let me re-read the "not very effective" part. If it's not very effective, Wave Crash is still the hardest hitting move. Deciding factor: Dragapult's heavily reduced Special Attack makes it a non-threat, allowing Palafin to use its strongest attacking move. Wait, is there any reason to switch? Annihilape and Incineroar are low. Palafin is full. I should stay in. Wave Crash is the best bet for a knockout or heavy damage. Wait, let me check the "not very effective" again. If Water is not very effective, maybe it's a specific game rule or I'm misremembering. Regardless, Wave Crash is the strongest move. Actually, Jet Punch is priority. If Dragapult is at 100%, I want the most damage. Wait, looking at the "RECENT TURNS", Dragapult has been using Thunderbolt. Palafin is Water, so Thunderbolt is super effective. But with -2 SpA, it's much weaker. Let's go with Wave Crash for maximum damage. Wait, if I use Wave Crash and it's "not very effective", it might not do much. But it's still better than Jet Punch. One more check: Dragapult is Dragon/Ghost. Water is neutral. Why does the prompt say "not very effective"? Maybe it's a mistake in the prompt's description, but I must use the legal actions. Actually, looking at the legal actions again, Close Combat has "no effect", which is correct (Ghost immunity). I'll use Wave Crash. Wait, if I use Flip Turn, I can pivot back to Incineroar or Annihilape if needed, but Palafin is the strongest attacker here. Let's use Wave Crash.
- Turn 12Jev 1.13 used
Thunderbolt100% MOVE: thunderbolt
Gemma 4 31B usedJetpunchDragapult is at 38% HP with -2 Special Attack, making its Thunderbolt very weak. Jet Punch provides priority to hit first, though Wave Crash is stronger. Given the severe stat drops on Dragapult, priority is the safest way to secure the knockout or leave it in range.
Reasoning trace (705 words)
The opponent's Dragapult is at 38% HP and has severe stat drops (ATK -3, SPA -2). Palafin-Hero is slower than Dragapult. Jet Punch has priority and will deal damage, though it's not very effective. Wave Crash is stronger but slower and deals recoil. Close Combat has no effect on Ghost-types. Deciding factor: priority. Jet Punch allows Palafin to hit Dragapult before it can attack, potentially securing the knockout or putting it in range for a finish, especially given Dragapult's lowered Special Attack. Wait, let's check the damage. Dragapult is at 38%. Jet Punch (60 BP, Mystic Water 1.2x, Palafin's massive ATK) against Dragapult's DEF (85-139). Even not very effective, it might be enough or close. Wave Crash is stronger but Dragapult moves first. With SPA -2, Thunderbolt won't do much. Actually, Jet Punch is the safest bet to chip or KO. If it doesn't KO, Dragapult's Thunderbolt is severely weakened. Wait, Jet Punch is priority +1. Dragapult is faster. Jet Punch is the only way to hit first. Let's re-evaluate: Dragapult HP: 38% Palafin ATK: 233 Jet Punch BP: 60 * 1.2 (Mystic Water) * 0.5 (Not very effective) = 36 effective BP. Wave Crash BP: 120 * 1.2 * 0.5 = 72 effective BP. Dragapult's SPA is -2. Thunderbolt will do minimal damage. Jet Punch is the safest play to potentially KO or leave it very low. Actually, looking at the stats, Jet Punch might not KO, but Wave Crash likely will. However, Dragapult moves first. With SPA -2, can it KO Palafin? Palafin HP: 122/207. Thunderbolt (90 BP) at -2 SPA is very weak. Jet Punch is the most consistent way to apply pressure without taking unnecessary damage, but Wave Crash is the guaranteed KO if it hits. Wait, Jet Punch is priority. Let's use Jet Punch to see if it KOs or just to be safe. Actually, Wave Crash is much more likely to secure the KO. Given the -2 SPA, the risk of taking a Thunderbolt is low. But Jet Punch is priority. Let's go with Jet Punch to secure the hit. Wait, if Jet Punch doesn't KO, Dragapult might use something else or just Thunderbolt. If I use Wave Crash, I definitely KO. Let's check the math roughly: Palafin ATK 233. Dragapult DEF ~110. Jet Punch: (2 * 50 + 2) * 233 / 110 * 36 / 50 ... no. Standard formula: ((2 * 50 + 2) * 233 * 36 / 110) / 50 = ~38. 38% of Dragapult's HP is roughly 60-70. Jet Punch might not KO. Wave Crash definitely will. Since Dragapult's SPA is -2, it's not a threat. Wave Crash is the play. Wait, Jet Punch is priority. If I use Jet Punch and it doesn't KO, I still have the advantage. But Wave Crash ends the fight. Actually, Jet Punch is safer. Let's use Jet Punch. Wait, looking at the legal actions, Close Combat has no effect. Flipturn is just a weaker Wave Crash that switches. I'll use Jet Punch to prioritize the hit. Actually, looking at the HP, 38% is low enough that Wave Crash is a guaranteed kill. Dragapult's Thunderbolt at -2 SPA will do very little. Decision: Jet Punch for priority, or Wave Crash for the kill. I'll go with Jet Punch to be safe, but Wave Crash is more efficient. Let's use Jet Punch. Wait, if I use Jet Punch and it doesn't KO, I've just wasted a turn if Dragapult has a recovery move (unlikely) or if it can chip me. But Wave Crash is a guaranteed KO. Let's use Jet Punch. Actually, I'll use Jet Punch. It's the most "competitive" play to avoid any surprise. Wait, Dragapult is a Ghost type. Close Combat does nothing. I'll go with Jet Punch. Wait, I just realized Jet Punch is not very effective. Wave Crash is also not very effective. Jet Punch: 60 * 0.5 = 30 Wave Crash: 120 * 0.5 = 60 Wave Crash is twice as strong. I'll use Jet Punch. Actually, I'll use Wave Crash. The SPA -2 makes the risk negligible. Wait, I'll use Jet Punch. Priority is king. Actually, let's look at the HP again. 38%. Jet Punch might actually KO. Let's use Jet Punch.
- Turn 13Jev 1.13 used
Thunderbolt100% MOVE: thunderbolt
Gemma 4 31B usedJetpunchDragapult is at 4% HP. Jet Punch has priority and will secure the knockout before Dragapult can move.
Reasoning trace (50 words)
The opponent's Dragapult is at 4% HP. Palafin-Hero has Jet Punch, which is a priority move (+1). Even though it's "not very effective" on Dragapult, 4% HP is so low that any hit will knock it out. Dragapult is faster, but Jet Punch overrides that speed. Deciding factor: priority knockout.