Matches · 2026-10-10 · rules version c4

Claude Haiku 5.5 vs Chimps at the Zoo

Player 1 · winner
Claude Haiku 5.5's team
autopilot 0%
Player 2
Claude Haiku 5.5's team

Claude Haiku 5.5 won in 13 turns · 2 min wall clock · 49,222 tokens · $0.010

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Decisions

  1. Team preview
    Claude Haiku 5.5 brought Incineroar,garchomp,kingambit3,026 tok · 4.2 s · $0.0005

    Incineroar leads for Fake Out and Intimidate, which blunt the opponent's physical attackers like Garchomp and Kingambit. Garchomp is the fastest mega threat on our side, and Kingambit adds a strong Supreme Overlord physical attacker for coverage against Sinistcha and Gholdengo.

    Reasoning trace (38 words)
    Since the opposing team mirrors ours with similar threats, I'm leaning toward picking Garchomp for its speed and Swords Dance setup, Incineroar for Intimidate and utility moves, and Kingambit as a strong answer to their side's pressure.
    
    
  2. Turn 1
    Chimps at the Zoo used Swordsdancemega
    Claude Haiku 5.5 used Fakeout2,294 tok · 3.4 s · $0.0003

    The opposing Garchomp is faster than my Incineroar (109-169 vs 80), so it would act first. Fake Out is legal on my first turn, is priority +3, and flinches, which stops Garchomp from acting this turn. Flare Blitz is resisted by Garchomp.

    Reasoning trace (33 words)
    Opponent has Garchomp, likely faster. Fake Out would flinch it and prevent any action this turn, which is better than a resisted Flare Blitz, so Fake Out seems like the right call.
    
    
  3. Turn 2
    Chimps at the Zoo used Earthquake
    Claude Haiku 5.5 used Protect3,372 tok · 8.6 s · $0.0009

    Opposing Mega Garchomp outspeeds our Incineroar (80 vs 100+), and Flare Blitz is only resisted by Dragon/Ground. Protect blocks this turn's attack, scouts its moveset, and keeps Incineroar healthy. Parting Shot would bring in Garchomp, which takes a 2x Dragon hit.

    Reasoning trace (115 words)
    Mega Garchomp outspeeds our Incineroar, and while Ground moves won't hit Incineroar hard due to typing, Outrage or Stone Edge could still deal significant damage.
    
    I'm weighing Protect versus switching to Kingambit. The problem is Kingambit is doubly weak to Earthquake, and its own moves like Kowtow Cleave and Iron Head don't hit Garchomp for super effective damage either, so the matchup isn't clearly favorable.
    
    Protect seems safer here -- it scouts Garchomp's move without risk, and Incineroar's Flare Blitz would only be resisted anyway. Speed-wise, Kingambit at 102 isn't guaranteed to outpace the opposing threats, so playing it safe with Protect now and setting up Parting Shot later feels like the better line.
    
    
  4. Turn 3
    Chimps at the Zoo used Stoneedge
    Claude Haiku 5.5 used Partingshot3,571 tok · 9.5 s · $0.0010

    Mega Garchomp is faster than Incineroar and Earthquake is 2x against it, so staying in is risky. Flare Blitz is resisted by Dragon-types. Parting Shot cuts Garchomp's Attack again and brings in Kingambit, whose Dark and Steel attacks hit Garchomp well.

    Reasoning trace (159 words)
    Mega Garchomp is at 87% with its attack dropped from our Intimidate, and Earthquake would hit Incineroar hard since Ground is super effective against Fire. Incineroar is slower too, and Flare Blitz would only be resisted since Garchomp is Dragon/Ground and Fire is neutral against Ground but weak to Dragon's resistance.
    
    Protecting this turn would just stall while Garchomp's Earthquake whiffs, but Garchomp stays healthy for next turn. Parting Shot could drop its attack further and let me switch into Kingambit, though Kingambit would then eat a 2x Earthquake as a Steel-type, making that risky; switching to my own Garchomp might be safer since Earthquake wouldn't be super effective against it.
    
    Considering Parting Shot into Kingambit: it weakens Garchomp further while bringing in a strong Dark/Steel attacker whose Kowtow Cleave hits reasonably hard, even though Garchomp's Earthquake would do 2x back. Keeping Incineroar healthy by switching out also has value, but overall I'll go with Parting Shot here.
    
    
    Claude Haiku 5.5 switched to Garchomp3,563 tok · 8.1 s · $0.0010

    Only switches are legal, and Incineroar can't survive another Stone Edge. Garchomp is faster than the opposing Mega Garchomp (169 vs 100-158), and Outrage hits it for super-effective Dragon damage. Kingambit would take a 2x Earthquake and is slower, so Garchomp is the better switch.

    Reasoning trace (95 words)
    Comparing Garchomp against Kingambit as a switch option—Garchomp's Earthquake hits Kingambit's Steel typing for super effective damage, while Stone Edge would only be neutral to resisted depending on the exact typing interaction, and Garchomp's attack stat is currently lowered from prior effects.
    
    Kingambit's bulk looks solid at 177 HP with 140/105 defenses, though I'm unsure about its speed tier against Garchomp's range. Switching to our own Garchomp seems like the stronger play since its 169 speed outpaces their mega, and Ground-type Earthquake would hit their Dragon/Ground Garchomp for solid damage given the type matchup.
    
    
  5. Turn 4
    Chimps at the Zoo switched to Sinistcha
    Claude Haiku 5.5 used Outragemega4,060 tok · 10.1 s · $0.0011

    Our Garchomp is faster (169 vs at most 158), so it moves first. Outrage is super effective against their Dragon/Ground Garchomp, and their Attack is at -2. Mega Evolving raises our Attack sharply without changing Speed, so Mega Outrage should KO or nearly KO.

    Reasoning trace (119 words)
    Our Garchomp outspeeds at 169, and the opponent's mega Garchomp has its Attack dropped to -2 while already at 87% HP, which should weaken its physical damage output. I'm now checking what our mega Garchomp's own ability and stats look like going into this exchange.
    
    Outrage is Dragon-type and hits Garchomp's Dragon/Ground typing super effectively, so with STAB and our Attack stat it should deal heavy damage to their already-weakened Garchomp, likely in knockout range. Mega-evolving would further boost our Attack, making Outrage even stronger, though it carries the usual confusion downside afterward.
    
    Mega Garchomp's attack jumps way higher than non-mega, confirming mega is clearly the stronger pick, and speed stays unchanged either way. Going with outrage mega.
    
    
  6. Turn 5
    Chimps at the Zoo switched to Garchomp
    Claude Haiku 5.5 used Outrage2,304 tok · 1.7 s · $0.0003

    Only one legal action is available: Outrage. Mega Garchomp outspeeds the opposing Sinistcha, and Outrage is a strong Dragon attack into Sinistcha, so it's the right choice.

    Chimps at the Zoo switched to Sinistcha
  7. Turn 6
    Chimps at the Zoo used Protect
    Claude Haiku 5.5 used Outrage2,335 tok · 1.5 s · $0.0003

    Only one legal action is available: Outrage. Mega Garchomp outspeeds Sinistcha and Outrage should KO or nearly KO a 53% Sinistcha, so it is the clear choice.

  8. Turn 7
    Chimps at the Zoo used Ragepowder
    Claude Haiku 5.5 used Outrage3,854 tok · 9.9 s · $0.0010

    Garchomp is confused, so there's a 33% chance it hits itself, but that applies to every move. Outrage has 100% accuracy and 120 power, which should KO the 60% Sinistcha (about 107 HP) if it connects. Stone Edge's 80% accuracy makes it the weaker choice here.

    Reasoning trace (179 words)
    I'm checking whether Garchomp is locked into Outrage despite confusion, and noting that confusion causes self-hits 33% of the time. I'm also working out type effectiveness for Sinistcha, a Grass/Ghost type, against Ground-type moves like Earthquake, landing on 0.5x resistance since Ground hits Grass for half damage and Ghost neutrally.
    
    I'm also comparing Rock-type coverage like Stone Edge against Grass/Ghost, concluding it's neutral damage with high crit chance but lower accuracy, versus Outrage's Dragon-type damage which is also neutral against this typing. Then I'm roughly calculating expected damage output against Sinistcha's high defense stat, factoring in STAB and crit chances to see which move deals more damage given Sinistcha's remaining HP.
    
    Running the numbers, Outrage at 120 power looks like it would knock out Sinistcha even without a crit, while Stone Edge needs a crit to secure the KO reliably. The main risk with Outrage is Garchomp's current confusion status, giving a 33% chance it hits itself instead of attacking, whereas Stone Edge carries no such risk but only 80% accuracy and relies on landing a critical hit.
    
    
  9. Turn 8
    Chimps at the Zoo used Ragepowder
    Claude Haiku 5.5 used Outrage2,317 tok · 1.5 s · $0.0003

    Garchomp-Mega is faster than Sinistcha and Sinistcha is at 8% HP, so Outrage should knock it out before it can act. Outrage is the only legal action anyway.

  10. Turn 9
    Chimps at the Zoo used Matchagotcha
    Claude Haiku 5.5 used Earthquake3,299 tok · 7.3 s · $0.0007

    Garchomp is faster (158 vs 81-134), so it moves first. Sinistcha is at 14%, roughly 25 HP, and Earthquake still deals about 67 damage even at 0.5x, so it's a guaranteed knockout. Earthquake's 100% accuracy beats Stone Edge's 80%.

    Reasoning trace (81 words)
    With Sinistcha at 14% HP being Grass/Ghost, Earthquake is resisted, Stone Edge hits neutrally, and Outrage gets halved by the Grass typing, so Stone Edge seems like the best coverage option here.
    
    Still, Earthquake's 100% accuracy makes it safer—even at 0.5x damage, my rough calculation puts it around 67 damage against Sinistcha's ~25 HP pool, which is plenty to finish it off. The only risk is Sinistcha using Protect, but Earthquake's reliability outweighs Stone Edge's higher power with 80% accuracy.
    
    
  11. Turn 10
    Chimps at the Zoo used Lifedew
    Claude Haiku 5.5 used Outrage3,420 tok · 7.5 s · $0.0007

    Mega Garchomp is faster than Sinistcha, and Sinistcha is down to about 38% HP (roughly 55-70 HP). Outrage is a 120 BP STAB Dragon move with 100% accuracy, which should KO. Stone Edge has only 80% accuracy and Earthquake is resisted by Grass.

    Reasoning trace (75 words)
    Checking type effectiveness: Garchomp's Earthquake against Sinistcha, who's Grass/Ghost at roughly 55-68 HP remaining, with Garchomp's speed edge in mind.
    
    Comparing move options - Stone Edge hits neutrally with high crit chance but only 80% accuracy, while Outrage also lands neutrally but with full accuracy and higher base power. Running rough damage math with Garchomp's 222 Attack against Sinistcha's Defense stat, Outrage seems like the safer, likely lethal choice given Sinistcha's low remaining HP.
    
    
    Chimps at the Zoo switched to Archaludon
  12. Turn 11
    Chimps at the Zoo used Protect
    Claude Haiku 5.5 used Outrage2,431 tok · 1.4 s · $0.0003

    Only one legal action is available: Outrage. Garchomp is faster than Archaludon, and Outrage is the strongest option, so I'll use it.

  13. Turn 12
    Chimps at the Zoo used Flashcannon
    Claude Haiku 5.5 used Earthquake3,102 tok · 4.8 s · $0.0005

    Garchomp is confused, so Outrage's self-confusion and lock-in are risky. Earthquake is a 2x hit on the Steel side of Archaludon, and Garchomp outspeeds it at 158 versus at most 150. Its 100 power and no lock-in make it the best option.

    Reasoning trace (41 words)
    Garchomp's confused, so there's a 33% chance it hurts itself instead of using Outrage this turn. Archaludon is Steel/Dragon, which means Ground hits it for super effective damage, so Earthquake should land hard if Garchomp doesn't flinch into confusion damage.
    
    
    Claude Haiku 5.5 switched to Kingambit3,174 tok · 6.9 s · $0.0007

    Garchomp fainted, so I must switch. Kingambit at full HP outspeeds Archaludon and can finish the 11% Archaludon with Kowtow Cleave or Sucker Punch next turn. Incineroar is slower and only at 66%, so it's the weaker choice.

    Reasoning trace (94 words)
    With Garchomp down, I need to switch to either Incineroar or Kingambit against Archaludon at 11% HP, Mega Steel/Dragon with boosted defense. Checking Kingambit's Sucker Punch or Kowtow Cleave—Dark is neutral against Steel/Dragon, not resisted.
    
    Kingambit outspeeds at 102 to Archaludon's base, and Sucker Punch priority should land if Archaludon attacks, easily finishing off its remaining ~20 HP. Incineroar's Flare Blitz ends up neutral too (Fire 2x on Steel, 0.5x on Dragon) and it's slower at 80 speed, so Kingambit at full health looks like the stronger switch, though Archaludon could still Protect.
    
    
  14. Turn 13
    Chimps at the Zoo used Electroshot
    Claude Haiku 5.5 used Kowtowcleave3,100 tok · 7.0 s · $0.0006

    Archaludon is at 11% HP, and Kowtow Cleave is a 85-power STAB Dark move boosted by Black Glasses and Supreme Overlord, with no accuracy check. It should KO even through its +1 Defense. Sucker Punch could be blocked by Protect, so Kowtow Cleave is the safer choice.

    Reasoning trace (69 words)
    Archaludon's down to 11% HP and Steel/Dragon typing—checking whether Kingambit's Dark-type moves actually threaten it, since Dark isn't super effective against Steel.
    
    Kowtow Cleave with Black Glasses STAB and Supreme Overlord's boost from one fainted ally should comfortably KO at that HP, and Kingambit outspeeds anyway. Protect is the main risk, but Sucker Punch would whiff if Archaludon doesn't attack, so Kowtow Cleave is the safer, reliable choice.