Matches · 2026-10-10 · rules version c4
MiMo V2.6 Flash vs Mercury Decide
Mercury Decide won in 9 turns · 3 min wall clock · 43,064 tokens · $0.005
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Decisions
- Team previewMercury Decide brought
Dragapult,garchomp,metagrossLead: 62% BRING: dragapult, 14% BRING: metagross, 11% BRING: rotomwash Pick 2: 36% BRING: garchomp, 28% BRING: metagross, 22% BRING: rotomwash Pick 3: 44% BRING: metagross, 35% BRING: rotomwash, 14% BRING: scizor
MiMo V2.6 Flash broughtTorkoal,gholdengo,venusaurI want to lead Torkoal for sun-boosted Eruption and rocks, with Venusaur as a sun-abuser and Gholdengo as a versatile pivot that resists many opponent attacks. This trio covers the team's sun strategy well while keeping Gholdengo's strong defensive profile.
Reasoning trace (138 words)
Team preview. My team has sun core (Torkoal + Venusaur). Opponent has sun-weak team? Scizor, Metagross, Toxapex, Rotom-W, Dragapult, Garchomp. Sun-boosted Eruption + Growth Venusaur is strong. Lead Torkoal for Eruption/rocks, Venusaur Mega with chlorophyll... actually Mega Venusaur loses chlorophyll but sun still boosts... no, solarbeam needs sun which Torkoal provides. Gholdengo is a strong all-around pick. Consider: Torkoal lead, Gholdengo, Venusaur. Or Garchomp. Opponent leads possibly Dragapult (fast) which outspeeds everything—Torkoal Eruption would still fire if Torkoal faster? Dragapult base 142 speed, faster than Torkoal. Eruption at full HP still hits hard even if Torkoal takes a hit first... Dragapult could KO Torkoal? Shadow Ball vs Torkoal—Torkoal physical defense high, special weak. Could survive. Bring: torkoal, venusaur, gholdengo — sun team with good coverage. Garchomp also good. Kingambit scarf good for cleanup. I'd pick torkoal, gholdengo, venusaur.
- Turn 1Mercury Decide used
Dracometeor86% MOVE: dracometeor, 5% MOVE: shadowball, 3% MOVE: phantomforce
MiMo V2.6 Flash usedEruptionTorkoal is at full HP, so Eruption fires at 150 BP in sun with STAB — even resisted by Dragon it should take a huge chunk out of Dragapult. Dragapult is faster and will likely KO or cripple Torkoal after, so getting this big hit off now is the priority.
Reasoning trace (967 words)
Torkoal is at full HP, so Eruption at 150 BP in sun... but Dragapult resists Fire (Dragon resists Fire). Actually Dragon resists Fire, Ghost doesn't. So it's not very effective. Still, sun-boosted Eruption from Torkoal with137 SpA could do decent damage but Dragapult is fast and hits Torkoal's weak SpD (92). Dragapult could use Dragon Darts, Shadow Ball, etc. Torkoal is slow and frail specially. Switching to Gholdengo seems reasonable—resists many Dragapult moves? Gholdengo is Steel/Ghost: immune to Normal, Fighting, Poison; resists Steel, Flying, Psychic, Bug, Grass, Ice, Dragon, Fairy; Ghost hits neutrally... actually Dragapult's Dragon moves are neutral on Steel/Ghost. Shadow Ball neutral too. Venusaur with chlorophyll in sun would outspeed Dragapult and threaten with... Sludge Bomb doesn't hit Dragapult hard (poison vs dragon/ghost neutral... actually Poison is neutral on both? Poison not very effective vs... Steel, Poison, Rock, Ground, Ghost — wait Poison is not very effective against Ghost? No, Poison is resisted by Ghost? Let me recall: Poison moves are not very effective against Poison, Ground, Rock, Ghost. Yes, Ghost resists Poison. So Sludge Bomb is resisted. Hmm. Venusaur has Solar Beam (needs charge in sun? No, in sun Solar Beam fires immediately). Solar Beam vs Dragapult: neutral. But maybe Torkoal can just set up Stealth Rock or fire Eruption. Torkoal's SpD is 92, Dragapult's SpA up to 167 — Torkoal likely gets KO'd or heavily damaged. Sun reduces Water... Dragapult doesn't typically run Water moves. The deciding factor: Torkoal's low speed and special bulk means it risks a big hit; but at full HP, Eruption in sun is powerful. Let's consider: Dragapult max HP ~195, max SpD 139. Torkoal SpA 137 (max?), sun boost 1.5x, STAB 1.5x, Eruption 150 BP resisted0.5x. Effective: 137 vs 139 SpD. Rough damage: (2*50/50+2)*150*137/139 ≈ 4*150*0.986 ≈ 591... times STAB 1.5 = 886, times sun 1.5 = 1330, times resistance 0.5 = 665.665/ (8*139... hmm let me do proper: damage = ((2*50/5+2)*150*137/139)/50+2) = ((22)*150*0.9856)/50 + 2 = (3252.5)/50+2 = 65+2 = 67. Times STAB 1.5 = 100.5, times sun 1.5 = 150.8, times resistance 0.5 = 75. Wait, order: base damage 67 includes no stab. So67*1.5 (stab) = 100.5, *1.5 (sun) = 150.75, *0.5 (resist) = 75. So ~75% of Dragapult's HP minimum. That's huge! Even at minimum SpA (108): base = 22*150*108/139/50+2 = 22*150*0.777/50+2 = 2564/50+2=51.3+2=53.3... *1.5*1.5*0.5 = 60. So 53-75% damage. Great. Dragapult hits back. Torkoal survives? Torkoal HP 177, SpD 92. Dragon Darts: 2 hits of 50 BP physical. Atk max 189 vs Def 176. Each:22*50*189/176... =22*50*1.074 = 1181/50+2 = 23.6+2=25.6. Two hits = ~51, plus maybe STAB 1.5 = 77. Torkoal survives ~77 damage out of 177? Hmm that's fine. But Torkoal could be KO'd by Shadow Ball: SpA 167 vs SpD 92: 22*80*167/92 = 22*80*1.815=3194/50+2=63.9+2=65.9 *1.5 STAB = 99, but sun reduces... no, Shadow Ball unaffected. Torkoal takes ~99 from Shadow Ball — survives. Draco Meteor: 22*130*189... wait SpA based: 22*130*167/92 = 22*130*1.815 = 5179/50+2=105.6, *1.5 STAB = 158, Dragon resisted? No, Draco Meteor vs Fire Torkoal is neutral. That's a KO. Hmm, but with sun... Draco Meteor doesn't get weakened by sun. Actually the range shows SpA 108-167. At 167 SpA Draco Meteor would KO Torkoal (158 > 177? no, 158 < 177, Torkoal survives at ~19 HP actually). Hmm, wait158 damage, Torkoal has 177 HP, survives. But wait that was max SpA Draco. Hmm. So Torkoal likely survives and deals big damage with Eruption. That seems strong. But wait — Dragapult could be Dragon Darts which hits twice... calculated77 with max Atk. So Torkoal survives likely. However there's a risk: what if Dragapult has... Choice specs Shadow Ball? Still, Torkoal survives. So Eruption seems best — big damage, possibly near-KO. Actually, could Torkoal KO? Max 75% — no KO, but puts Dragapult low. Alternatively set Stealth Rock which helps throughout. But damaging the fast Dragapult now while sun is up seems good. Hmm, but consider: after Torkoal attacks, Dragapult attacks Torkoal and likely KOs or cripples it. Then we bring in Venusaur with chlorophyll — outspeeds and sweeps? Venusaur solar beam. The deciding factor: Torkoal's Eruption at full HP in sun does major damage before Dragapult KOs it — speed isn't in our favor but we likely survive Dragapult's hit. Let me double-check Dragapult's best options. If it's a physical Dragon Darts set: 77 damage, Torkoal survives and next turn Eruption weakened. If it's special Shadow Ball: ~99, survives. Actually, what about Torkoal fainting? If Draco Meteor at max SpA does 158 — survives with 19 HP. Next turn Eruption would be 150*19/177 ≈ weak. But then we could switch. Alternatively, could Will-O-Wisp burn Dragapult to cripple it? 85% accuracy, and it doesn't damage. Burning physical Dragapult reduces its threat. But Torkoal is slow so it happens after Dragapult attacks anyway. Stealth Rock is a long-term play — chips Dragapult and future switches (Garchomp 4x rock weak? No, Garchomp is not... Garchomp takes 25%? Rock vs Garchomp: neutral? Garchomp Ground/Dragon, Rock is neutral... actually Rock is not very effective vs Ground? Rock is SE vs Flying, Bug, Ice, Fire. Neutral vs Ground. Hmm, Scizor takes 50% (Steel/Bug: Rock is neutral on Steel, SE on Bug = 25%? Rock vs Steel is neutral (wait, Rock is not very effective against Steel? Steel resists Rock — yes Rock is NVE vs Steel). Scizor: Rock neutral? Rock vs Bug SE, Rock vs Steel resisted → neutral. Metagross: Steel resists rock → 25%. Toxapex neutral. Rotom-Wash: Electric/Ghost? No, Rotom-Wash is Electric/Water — Rock neutral? Rock vs Water neutral (Water doesn't resist Rock... actually Water resists? No). Hmm. Anyway, Eruption does big damage now. I'd go with Eruption. Actually, consider that the opponent might switch out Dragapult — Eruption still hits hard on almost anything at full HP in sun (except resistances). Legal action: "MOVE: eruption"
- Turn 2Mercury Decide used
Phantomforce50% MOVE: phantomforce, 30% MOVE: shadowball, 10% MOVE: dracometeor
MiMo V2.6 Flash usedStealthrockTorkoal is slower and at 24 HP — Dragapult's attack will likely KO it regardless. Setting up Stealth Rock before going down gives lasting value against the opponent's remaining switch-ins, and Torkoal fainting grants a free switch into Venusaur or Gholdengo.
Reasoning trace (408 words)
Torkoal is at 24 HP, Dragapult at -2 SpA. Torkoal is slower, will move second. Dragapult at -2 SpA with Life Orb — Draco Meteor did 164/177 initially... wait, Torkoal is at 24/177 now after Leftovers. Actually Torkoal took 164 damage from Draco Meteor at -2? Let me check: Torkoal went from 177 to 13, then healed to 24. So it took 164 damage. Now Dragapult is at -2 SpA. Another Draco Meteor at -2 would do maybe ~55-60 damage? That would KO Torkoal (24 HP). So Torkoal likely dies this turn. Options: Torkoal could set up Stealth Rock before dying, or switch out. If Torkoal dies, we get a free switch. Setting up Stealth Rock is valuable since opponent has 2 more Pokemon to come in. But wait — Dragapult might use a different move. It could use Shadow Ball or something. At -2 SpA, Shadow Ball would do less. But Draco Meteor at -2... let's estimate: original Draco did 164 damage. At -2 SpA, that's 0.44x damage roughly (2/3 * 2/3 = 4/9). So ~73 damage. That would KO Torkoal easily. Actually wait, Torkoal has high SpD? No, SpD is 92 which is low. So yes, Torkoal likely dies. Best play: set up Stealth Rock before dying, getting value from Torkoal's last turn. Or switch to preserve Torkoal for later sun (Drought). But Torkoal at 24 HP isn't very useful later either. Actually, switching to Venusaur in sun could be great — Chlorophyll Venusaur would be fast and threatening. But Dragapult could still KO or heavily damage Venusaur. Venusaur has 187 HP and decent SpD (122). At -2 SpA, Draco Meteor would do maybe ~40-50% to Venusaur. Then Venusaur could threaten back with Sludge Bomb or Sleep Powder. Hmm, but if we switch to Venusaur, we keep Torkoal alive for a potential sun reset later. And Venusaur in sun with Chlorophyll outspeeds everything. Actually, Stealth Rock is very valuable — it hurts switch-ins. Let me think about what's better. If Torkoal uses Stealth Rock and dies, we get a free switch into Venusaur or Gholdengo. That's actually good — we get Stealth Rock up AND a free switch. If Torkoal switches to Venusaur, we preserve Torkoal but don't get Stealth Rock, and Venusaur takes a hit on entry. I think Stealth Rock + free switch is the better play. Torkoal at 24 HP with Drought already used isn't worth preserving. Let me go with Stealth Rock.
- Turn 3Mercury Decide used
Phantomforce100% MOVE: phantomforce
MiMo V2.6 Flash switched toVenusaurTorkoal is at 35 HP and Dragapult's Phantom Force (charged last turn) will strike this turn, likely knocking it out. Venusaur takes only neutral Ghost damage and can safely absorb the hit while setting up in the sun.
Reasoning trace (173 words)
Torkoal is at 35 HP, Phantom Force is coming (it was used last turn... actually Phantom Force has a two-turn sequence: turn 2 it disappeared, turn 3 it strikes). Wait — the log says Turn 2: Dragapult used Phantom Force, Torkoal used Stealth Rock. So Phantom Force is charging and will hit this turn (Turn 3). Torkoal at 35 HP will likely be KO'd by Phantom Force. Switching to Gholdengo (Ghost type) — Phantom Force is Ghost-type physical, would hit Gholdengo super effectively. Venusaur is Grass/Poison, neutral to Ghost. Venusaur at full HP can take the hit. Actually, Phantom Force hits on turn 3. If I switch, the incoming Pokémon takes the hit. Venusaur takes neutral damage from Phantom Force — safe. Gholdengo takes super effective — risky. Switch to Venusaur seems best. Sunny day is up, Venusaur has chlorophyll (but it's not mega yet... it has venusaurite, mega evolves on switch in? In this format, mega evolution happens when sent out). Venusaur with chlorophyll in sun would be fast. Switch to venusaur.
- Turn 4Mercury Decide used
Phantomforce66% MOVE: phantomforce, 10% SWITCH: garchomp, 10% SWITCH: metagross
MiMo V2.6 Flash usedSleeppowderWith Chlorophyll active, Venusaur outspeeds Dragapult only if it doesn't Mega Evolve—Mega Venusaur loses Chlorophyll for Thick Fat. Putting Dragapult to sleep removes its threat while keeping my speed advantage, letting me set up Growth next turn.
Reasoning trace (326 words)
Dragapult is at -2 SpA, phantom force physical. Venusaur at 46%. Mega evolving gives bulk. Sleep Powder 75% but even asleep, we can set up. Actually dragapult's phantom force just executed or is charging? Turn 3 it used Phantom Force and hit Venusaur — so it just hit, next turn it's free. Best: Mega evolve and Sleep Powder? Or Growth +2 in sun. Dragapult at -2 spa can't kill with draco. Phantom Force physical at 76%... likely not KO from 86 HP. Mega evolve + Growth: +2 SpA in sun, then sweep. But if sleep powder hits, safer. Dragapult is faster and could KO with phantom force? At -2 spa draco does little; phantom force is physical — 90 BP life orb, Venusaur mega bulk should survive. I'll go growth [MEGA] — set up for sweep with doubled speed in sun. Actually risk: phantom force could deal ~50%. Venusaur at 46% might die. Mega Venusaur defense123ish. Life orb phantom force at neutral... could be around 40-50%. Risky. Sleep Powder removes the threat. But 75% accuracy miss means taking a hit anyway. If I Growth and survive, +2 solarbeam kills next turn for sure. If I sleep and miss, I take a hit then... still need damage. I'll pick growth [MEGA] — sun makes it +2, chlorophyll speed doubled after mega, then sweep. Wait, chlorophyll ability persists on mega venusaur (thick fat replaces chlorophyll actually — mega venusaur has Thick Fat, losing Chlorophyll!). So mega venusaur loses speed boost in sun. Speed100+ vs dragapult 145-213 — likely slower. Hmm. So mega evolution loses chlorophyll speed. Non-mega venusaur has doubled speed → outspeeds dragapult. Then sleep powder hits first. Best: sleeppowder without mega, then set up growth (in sun +2) and sweep. Or sludgebomb... not effective. Actually if I don't mega, I keep chlorophyll speed, use sleep powder. Then next turn growth +2, solarbeam. Good plan. But if sleep misses, dragapult hits. Either way. Choose sleeppowder (no mega).
- Turn 5Mercury Decide used
Phantomforce100% MOVE: phantomforce
MiMo V2.6 Flash usedSleeppowdermegaDragapult is at -2 SpA but still threatens Venusaur and outspeeds; putting it to sleep is the only way to seize control, and Mega Evolving adds the bulk (Thick Fat) needed to survive a hit if the 75% Sleep Powder misses.
Reasoning trace (108 words)
Dragapult at -2 SpA, Phantom Force is physical. Venusaur at 86 HP. Mega Venusaur gains bulk. Dragapult at 76% — Sludgebomb does resisted damage (~30%?). Growth in sun gives +2 SpA but Dragapult likely KO's Venusaur first since it moves first... but it's at -2 SpA; Phantom Force physical at 76%... actually Phantom Force was used turn 3 dealing86→? Venusaur came in and took 86/187 after Phantom Force. Sleep Powder 75% — risky. Mega evolving gives Thick Fat and bulk, helping survive. Best: sleeppowder [MEGA]. If it hits, Dragapult sleeps and we can Growth/Solarbeam next. Alternatively switch to Gholdengo. But sleep is high reward. I'll go sleeppowder [MEGA].
- Turn 6Mercury Decide switched to
Garchomp73% SWITCH: garchomp, 21% SWITCH: metagross, 3% MOVE: uturn
MiMo V2.6 Flash switched toGholdengoVenusaur is at 12 HP and slower than Dragapult, a bad spot to stay in even if it's asleep — one wake-up or attack knocks it out. Gholdengo is full HP, resists nothing threatening here, and can threaten back with Shadow Ball while Dragapult sleeps.
Reasoning trace (41 words)
Venusaur at 12 HP, Dragapult asleep. Switch to Gholdengo? Dragapult is asleep, might burn sleep turn. Gholdengo is a good matchup. Or attack with Sludgebomb for chip. Switching to Gholdengo seems best — it's at full HP and Dragapult is asleep.
- Turn 7Mercury Decide used
Earthquakemega87% MOVE: earthquake [MEGA], 10% MOVE: earthquake, 2% SWITCH: metagross
MiMo V2.6 Flash usedMakeitrainGarchomp definitely outspeeds Gholdengo, and Earthquake would likely knock us out this turn, so I want maximum immediate damage before going down. Make It Rain is our strongest STAB option and could put a serious dent or KO on Garchomp.
Reasoning trace (534 words)
Garchomp likely has Earthquake which would KO Gholdengo. But Gholdengo is Ghost/Steel — immune to Ground only if... no, Gholdengo is Steel/Ghost, not immune to Ground. Earthquake would hit it super effectively? Ground vs Steel is neutral (Steel resists? Ground hits Steel for neutral... actually Ground is not very effective against... wait: Ground vs Steel = neutral? Type chart: Ground is super effective against Fire, Electric, Rock, Steel, Poison. Yes, Ground IS super effective against Steel. So Earthquake would OHKO likely. Options: Gholdengo outspeeds? No, Garchomp faster. So Garchomp moves first with EQ likely. Gholdengo dies. Switch to Torkoal? Torkoal has19.8% HP, dies to EQ too. Venusaur 6.4% dies. Nasty Plot won't help if we die first. But maybe Garchomp uses something else. Hmm. Alternatively we don't know Garchomp moves. Rough probability: EQ is common. Actually consider: switching to Torkoal to absorb? Torkoal dies to EQ anyway. Venusaur also. Shadowball from Gholdengo can't KO Garchomp (93%). If Garchomp uses EQ, Gholdengo dies. Best is maybe switch to something that survives? None survive EQ probably at those HPs. If Garchomp uses Dragon Claw or something weaker, Nasty Plot + makeitrain next turn could work. Risky. Given Gholdengo at full, maybe just attack with makeitrain or shadowball for damage. Shadowball for neutral ghost hit? EQ super effective. Likely we lose anyway. I'd go Shadowball to get damage in before dying, or Nasty Plot if we survive a non-EQ move. Given Garchomp likely EQ, Gholdengo dies — best to get some damage: shadowball (80 BP) vs makeitrain (120 BP but drops SpA). makeitrain does more damage. But if somehow we survive, -2 SpA is bad. Shadowball also chance to lower SpD. I'll pick makeitrain for maximum immediate damage? But Garchomp at 93%, makeitrain (STAB 120, life orb) would do significant, maybe KO. Actually Gholdengo SpA 203, life orb 1.3, STAB 1.5: makeitrain does big damage. Could KO Garchomp. But Garchomp moves first and likely EQ KOs Gholdengo. Speed: Garchomp 109-169 vs 106 — Garchomp definitely faster (min 109 > 106). Hmm, so Gholdengo likely dies this turn regardless. Then we're down to19% torkoal and 6% venusaur vs dragapult sleeping + last mon. Losing anyway. Actually maybe switch to torkoal to sack it, preserving Gholdengo? If Garchomp uses EQ, Torkoal dies; then Gholdengo comes in next turn and can attack Garchomp? But Garchomp would still outspeed Gholdengo. Gholdengo still dies to EQ later. Unless Garchomp is locked or we need to weaken it. Sacking Torkoal doesn't help much; Gholdengo still dies to EQ eventually. I'd just attack with makeitrain to maximize damage. Actually, if Garchomp somehow uses a non-damaging move or we survive, makeitrain -2 SpA is worse than shadowball. Shadowball is spammable. Consider: Garchomp might use Swords Dance if it thinks we can't hurt it? Unlikely vs Gholdengo. I'll go shadowball — consistent damage, no downside if we survive, chance to lower SpD helping future. Actually makeitrain would hit harder this one hit. If Gholdengo dies this turn anyway, harder hit is better. But uncertain. Choose makeitrain for likely knockout chance? Shadowball 80 BP STAB vs makeitrain 120 BP STAB with -2 after. One-time damage: makeitrain much stronger. Given we probably die, use makeitrain for max damage.
MiMo V2.6 Flash switched toTorkoalBoth remaining Pokémon are severely weakened, but Torkoal at 19.8% has more effective HP than Venusaur at 6.4%, giving it a better chance to survive a hit or at least get more value before fainting. Speed is irrelevant here since we must switch in.
Reasoning trace (99 words)
Both fainted pokemon options... Venusaur at 6.4% will die to anything. Torkoal at 19.8% - Eruption weak at low HP but it's something. Switch Torkoal in - it's the better option since Venusaur is nearly dead. Actually both will die to EQ. But Torkoal at 19.8% might survive? No, EQ from Mega Garchomp will OHKO. But we must choose one. Torkoal has more HP percentage. Also drought sun. Choose torkoal. Actually, wait - does it matter which we send in? We have to pick one. Torkoal has more effective HP left. Also if Garchomp uses something else... Choose torkoal.
- Turn 8Mercury Decide used
Earthquake99% MOVE: earthquake, 1% SWITCH: metagross, 0% MOVE: stoneedge
MiMo V2.6 Flash usedWillowispTorkoal is slower and likely takes an Earthquake first, but its physical bulk may let it survive at ~20% HP. If it does, burning Mega Garchomp cripples its Attack and is the highest-value play before Torkoal goes down; Gholdengo is already fainted so I need Venusaur to have a chance afterward.
Reasoning trace (336 words)
Torkoal at 19.8% HP vs Mega Garchomp. Garchomp moves first (faster). Torkoal will likely be KO'd by Earthquake before moving. If Torkoal survives... it won't. At 35 HP, Garchomp's EQ will KO. Best: Torkoal is going down regardless. Options: - Willowisp before dying: but Garchomp is faster, Torkoal dies first. - Actually if Torkoal dies, next we send Venusaur (6.4%) or nothing (Gholdengo fainted). Only Venusaur left. So we should probably sacrifice Torkoal and then bring Venusaur. Whatever Torkoal does won't happen since Garchomp is faster and will KO. Actually wait - will Garchomp KO Torkoal? Torkoal has 176 Def, at 35 HP. Mega Garchomp EQ... definitely KO. So Torkoal faints, Venusaur comes in at 6.4% and likely dies too. But we have no choice. Best action: Willowisp attempt? No, Garchomp kills first. Anything is fine but let's pick something. Actually maybe Rapidspin for... no, dies first. The move that matters: whichever, Torkoal faints. Pick eruption as first legal action (fallback would be eruption anyway). Or stealthrock to set up rocks before dying? Garchomp already has rocks on its side. Let's just pick willowisp - if somehow Torkoal survives (unlikely), burn cripples Garchomp. But Garchomp kills first. Actually, wait - maybe Garchomp doesn't kill? Torkoal at 35/177. Mega Garchomp EQ vs Torkoal: Mega Garchomp base130 Atk, STAB100 BP... vs Torkoal base 100 Def with 176 Def stat at level 50. Hmm, actually Torkoal is physically bulky. Let's estimate: Mega Garchomp 150+ Atk EQ vs4/0 Torkoal:95-112% in regular conditions? Actually it might not KO from 19.8%. Hmm, at level 50: Mega Garchomp Atk ~150 base. EQ neutral damage. Torkoal Def 176, HP 177. Typical calc: 252+ Atk Garchomp Earthquake vs 4 SpD... wait Def. 252+ Atk Mega Garchomp EQ vs 4 Def Torkoal: could be OHKO or close. Torkoal is bulky physically (base 100 Def). If Torkoal survives with 19.8%, we could willowisp to cripple. That would be valuable. But risky. I'll go with willowisp - if Torkoal lives, burn is huge. If it dies, oh well.
MiMo V2.6 Flash switched toVenusaurMy only legal action is bringing in Venusaur, which is my last Pokémon. It's at 12 HP, but I have no choice—Garchomp's move is already locked in and I must continue the fight with my sole survivor.
Reasoning trace (13 words)
Only option is switch in Venusaur at 12 HP. Must give an action.
- Turn 9Mercury Decide used
Earthquake95% MOVE: earthquake, 1% MOVE: swordsdance, 1% SWITCH: metagross
MiMo V2.6 Flash usedSolarbeamVenusaur is at 12 HP and will almost certainly faint to Garchomp's Earthquake this turn, so the goal is to deal maximum damage before going down. Solar Beam fires immediately in the sun with STAB, giving the best damage output; status moves won't matter once Venusaur faints.
Reasoning trace (138 words)
Venusaur at 12 HP, likely knocked out by Garchomp's earthquake regardless. Solarbeam in sun with STAB and 191 SpA vs Garchomp SpD 103-161 could knock out at 93%? Solarbeam 120 BP STAB, sun doesn't boost solarbeam (no boost, just no charge). Actually solarbeam in sun: 120 power, no charge. Not boosted by sun (sun boost applies to... actually Solar Beam is not boosted by sun in gen 5+? Historically Solar Beam wasn't boosted by sun, just no charge). Damage: 120 * 1.5 STAB vs Garchomp defense — special. At 191 SpA vs ~130 SpD: roughly 50-60%. Not a KO. But Venusaur is dead anyway. Best move is solarbeam for max damage since it will likely faint. Growth could boost but we faint. Sleep powder only useful if we outspeed and survive — we won't survive earthquake. So solarbeam.