Matches · 2026-10-10 · rules version c4

Gemma 4 31B vs Gemini 3.8 Flash

Player 1
Gemma 4 31B's team
autopilot 0%
Player 2 · winner
Gemini 3.8 Flash's team
autopilot 0%

Gemini 3.8 Flash won in 9 turns · 2 min wall clock · 42,624 tokens · $0.018

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

Decisions

  1. Team preview
    Gemini 3.8 Flash brought Garchomp,primarina,gholdengo2,154 tok · 3.5 s · $0.0021

    Mega Garchomp has immense offensive pressure against Incineroar, Kingambit, and Gholdengo. Choice Scarf Gholdengo offers crucial speed control and clean-up power, while Primarina provides a sturdy defensive switch-in to Palafin and opposing Garchomp.

    Gemma 4 31B brought Incineroar,gholdengo,garchomp2,430 tok · 13.2 s

    The opponent's team features several strong threats like Volcarona and Primarina. Incineroar provides essential utility with Intimidate and Fake Out, while Gholdengo and Mega Garchomp offer immense offensive pressure to break through their defenses.

    Reasoning trace (166 words)
    The opponent has Dragonite, Gholdengo, Mimikyu, Garchomp, Volcarona, and Primarina.
    My team has Incineroar, Gholdengo, Kingambit, Palafin, Garchomp (Mega), and Annihilape.
    I need a strong core to handle their threats. Gholdengo and Garchomp are common to both.
    Incineroar is great for pivoting and Intimidate. Gholdengo provides strong special offense and status immunity. Mega Garchomp provides massive physical pressure.
    Alternatively, Palafin is a powerhouse if I can switch it out.
    Looking at the opponent's team, they have several Fairy/Dragon/Steel types.
    A core of Incineroar (lead), Gholdengo, and Mega Garchomp covers most bases. Incineroar handles Volcarona/Primarina to some extent and pivots. Gholdengo handles Gholdengo/Mimikyu. Mega Garchomp handles Gholdengo/Volcarona/Primarina.
    Wait, Mega Garchomp is very strong. Let's go with Incineroar, Gholdengo, and Garchomp.
    Actually, Annihilape is great against Primarina and Garchomp.
    But Incineroar, Gholdengo, and Garchomp is a very standard and powerful core.
    Let's consider the lead. Incineroar's Fake Out is always useful.
    Opponent's likely leads: Gholdengo, Garchomp, or Dragonite.
    Incineroar is a safe lead.
    Final selection: Incineroar, Gholdengo, Garchomp.
  2. Turn 1
    Gemma 4 31B used Fakeout1,581 tok · 3.8 s

    Fake Out provides priority and a guaranteed flinch on the first turn, allowing me to disrupt the opposing Garchomp before it can attack.

    Reasoning trace (32 words)
    Opposing Garchomp is much faster than Incineroar. Fake Out provides guaranteed priority and a flinch, allowing me to break momentum or scout. It's the standard lead play for Incineroar.
    
    Deciding factor: priority.
    Gemini 3.8 Flash used Earthquakemega1,841 tok · 3.8 s · $0.0023

    Mega Garchomp easily outspeeds Incineroar even with the base Speed drop. Mega Evolving overcomes the Intimidate drop with massive base Attack and threatens Incineroar immediately with STAB Earthquake.

    Reasoning trace (58 words)
    **Analyzing Speed and Strategy**
    
    I'm currently focused on the speed matchup between Garchomp and Incineroar. My analysis highlights Garchomp's natural speed advantage. However, I'm considering Incineroar's common strategies like Will-O-Wisp, Parting Shot, or pivoting, and how these affect Garchomp. I'm also examining the implications of Mega Garchomp's speed drop. I'm prioritizing the strategic implications of these interactions.
    
    
    
  3. Turn 2
    Gemini 3.8 Flash used Earthquake1,603 tok · 1.8 s · $0.0015

    Mega Garchomp outspeeds Incineroar. Even at -1 Attack, super-effective STAB Earthquake heavily damages Incineroar or severely punishes any switch-in.

    Gemma 4 31B used Partingshot1,571 tok · 4.3 s

    Mega Garchomp is much faster than Incineroar. Parting Shot further lowers its Attack and Special Attack while allowing a safe switch to a better matchup.

    Reasoning trace (40 words)
    Opposing Mega Garchomp is faster and has -1 Attack from Intimidate. Incineroar is a great pivot. Parting Shot further neuters Garchomp's offensive pressure and allows me to bring in a counter or a setup sweeper safely.
    
    Deciding factor: Bad matchup/Pivot.
    Gemma 4 31B switched to Gholdengo1,729 tok · 9.3 s

    Opposing Mega Garchomp is at -2 Attack, making it much less threatening. Incineroar is low on HP and cannot contribute further; Gholdengo can safely switch in to chip away or set up.

    Reasoning trace (152 words)
    The opponent has a Mega Garchomp with -2 Attack and -1 Special Attack. Incineroar is low on HP and cannot deal significant damage. Gholdengo is a strong switch-in to Garchomp's Earthquake (though not immune, it's not weak to it) and can threaten it with Shadow Ball. However, my own Garchomp is a better match for speed and power, though Mega Garchomp is likely faster. Gholdengo's Steel typing makes it neutral to Earthquake, but it can hit hard. Actually, Gholdengo is not weak to Ground, but it's not resistant either. Wait, Gholdengo is Steel/Ghost, so it takes neutral damage from Earthquake. My Garchomp is Dragon/Ground, so it takes neutral damage from Earthquake. Gholdengo can potentially set up or chip away. But Garchomp is at -2 Atk, making it much less threatening.
    
    Deciding factor: Bad matchup. Incineroar is nearly dead and useless here; Gholdengo can safely chip or setup against a -2 Atk Garchomp.
  4. Turn 3
    Gemini 3.8 Flash used Earthquake1,907 tok · 3.2 s · $0.0020

    Mega Garchomp outspeeds standard Gholdengo and Earthquake deals heavy super-effective damage even at -2 Attack. Attacking directly keeps maximum pressure on Gholdengo and Incineroar.

    Reasoning trace (53 words)
    **Analyzing Garchomp's Options**
    
    I'm currently weighing the Garchomp versus Gholdengo match-up. It seems Earthquake's damage output at -2 Attack may be insufficient to secure an OHKO, especially considering potential Choice Scarf or Balloon sets on Gholdengo. However, Mega Garchomp's natural speed advantage can outpace non-Scarf Gholdengo, and Earthquake still delivers substantial damage.
    
    
    
    Gemma 4 31B used Nastyplot1,795 tok · 5.8 s

    Opposing Mega Garchomp is at -2 Attack, making its Earthquake much less threatening. Gholdengo can safely use Nasty Plot to set up a sweep while Garchomp's damage is crippled.

    Reasoning trace (68 words)
    Opposing Mega Garchomp is at -2 Attack and -1 Special Attack. Gholdengo is faster than base Garchomp (106 vs 102), but Mega Garchomp's speed can vary. However, with -2 Attack, Earthquake is significantly weakened. Nasty Plot is a strong play to set up, as Garchomp's damage output is currently crippled.
    
    Deciding factor: Bad matchup (Steel vs Ground) but opponent's attack is heavily lowered (-2), making Nasty Plot safe.
  5. Turn 4
    Gemini 3.8 Flash used Earthquake1,890 tok · 2.5 s · $0.0018

    Mega Garchomp naturally outspeeds Gholdengo (158 vs max 149). Earthquake dealt 59% last turn at -1 Attack, and even at -2 Attack it deals enough to finish off Gholdengo's remaining 41% HP before it moves.

    Gemma 4 31B used Shadowball1,919 tok · 8.6 s

    Opposing Mega Garchomp is at -2 Attack, making Earthquake much less threatening. Gholdengo has +2 Special Attack and Life Orb; Shadow Ball is the only attacking move that hits Garchomp.

    Reasoning trace (140 words)
    The opponent's Mega Garchomp is at -2 Attack, significantly reducing the damage of Earthquake. Gholdengo has +2 Special Attack and a Life Orb. Make It Rain is a powerful Steel-type move, but Garchomp is Ground-type and immune. Shadow Ball is the only attacking option.
    
    Deciding factor: Likely knockout. Shadow Ball with +2 SpA and Life Orb should deal massive damage to Mega Garchomp, potentially knocking it out or leaving it very low, especially since Garchomp's SpD is generally lower than its Def.
    
    Wait, Garchomp is Ground-type. Make It Rain (Steel) will miss. Shadow Ball is the only viable attack.
    
    Check speed: Gholdengo (106) vs Mega Garchomp (100-158). Mega Garchomp is likely faster (base 112, usually runs some speed investment). However, with -2 Attack, Earthquake is much weaker.
    
    Shadow Ball is the best play to apply pressure or secure the KO.
    Gemma 4 31B switched to Garchomp1,561 tok · 4.7 s

    Opposing Mega Garchomp is spamming Earthquake, which is super effective against Incineroar. Switching to Garchomp provides a complete immunity to Earthquake and a strong matchup.

    Reasoning trace (50 words)
    The opponent's Mega Garchomp is active and just knocked out Gholdengo with Earthquake. Garchomp has -2 Attack from Parting Shot. I have Incineroar (weak to Ground) and Garchomp (immune to Earthquake). Switching to Garchomp is the only safe play to stop the Earthquake spam.
    
    Deciding factor: matchup (immunity to Earthquake).
  6. Turn 5
    Gemini 3.8 Flash switched to Primarina1,995 tok · 2.2 s · $0.0019

    Opposing Garchomp likely outspeeds Mega Garchomp and threatens an OHKO with Dragon moves, while our Attack is at -2. Switching to Primarina provides a safe Dragon immunity.

    Gemma 4 31B used Dragonclawmega1,839 tok · 5.1 s

    Opposing Garchomp has -2 Attack and is slower than my Garchomp. Dragon Claw is super effective and should secure a knockout or leave it in range for a quick finish.

    Reasoning trace (51 words)
    The opponent's Garchomp has -2 Attack and -1 Special Attack due to Incineroar's Parting Shot. My Garchomp is faster (169 vs 100-158) and at full HP. Dragon Claw is super effective and will likely secure a knockout or leave it very low, while Mega Evolving increases stats.
    
    Deciding factor: likely knockout.
  7. Turn 6
    Gemini 3.8 Flash used Moonblast1,657 tok · 2.2 s · $0.0015

    Primarina survives any single hit from Mega Garchomp and easily OHKOs it back with STAB Moonblast.

    Gemma 4 31B used Earthquake2,700 tok · 30.4 s

    Primarina is a Water/Fairy type, making it immune to Dragon Claw and resistant to Rock Slide. Mega Garchomp is faster, but Earthquake may not secure a knockout. Switching to Incineroar is risky due to its low HP and Primarina's Water typing.

    Reasoning trace (582 words)
    Mega Garchomp is facing Primarina. Primarina is a Water/Fairy type, making it immune to Dragon Claw and resistant to Rock Slide. Earthquake is the only attacking move that deals significant damage, though Primarina has decent special bulk, its physical defense is lower. However, Mega Garchomp is much faster and can setup with Swords Dance to guarantee a knockout or put immense pressure on the rest of the opponent's team.
    
    Deciding factor: Bad matchup (Dragon Claw is immune, Rock Slide is resisted). Swords Dance allows Garchomp to sweep or force a switch.
    
    Wait, Primarina is a Fairy type. Dragon Claw does 0 damage. Earthquake is the only viable attack. But Swords Dance is a strong play since Garchomp is faster. Let's check if Earthquake KOs. Mega Garchomp Atk 222 vs Primarina Def (84-138). Earthquake (100 BP) does decent damage but might not OHKO. Swords Dance makes it a guaranteed OHKO.
    
    Actually, looking at the legal actions, Dragon Claw is explicitly listed as "no effect on primarina". Earthquake is the best immediate attack, but Swords Dance is the strategic play. However, Primarina often carries Moonblast which is 4x effective against Garchomp (Wait, Garchomp is Dragon/Ground, Fairy is 2x effective, not 4x). Moonblast will do heavy damage.
    
    If I Swords Dance, I risk taking a Moonblast. If I Earthquake, I do damage. But Incineroar is a better switch-in for Primarina.
    
    Wait, Incineroar is Fire/Dark. Primarina is Water/Fairy. Incineroar resists Fairy.
    
    Let's re-evaluate:
    1. Earthquake: Moderate damage.
    2. Swords Dance: High risk (Moonblast), high reward.
    3. Switch to Incineroar: Safe play, resists Fairy, can use Fake Out or Parting Shot.
    
    Given Garchomp's vulnerability to Fairy moves, switching to Incineroar is the safest and most tactical play to maintain momentum.
    
    Wait, Mega Garchomp is 158 speed, Primarina is max 123. Garchomp moves first.
    If I Earthquake, I do damage. If I Swords Dance, I'm at +2 Atk.
    But Primarina is a wall.
    
    Actually, the best play here is to switch to Incineroar to handle the Fairy type.
    
    Wait, looking at the legal actions again.
    If I use Earthquake, I might not KO.
    If I switch to Incineroar, I take a Water move (likely).
    Incineroar is at 44% HP. A strong Water move might KO it.
    
    Let's reconsider Earthquake. It's the only move that hits.
    Actually, Mega Garchomp is a powerhouse. Let's just hit it.
    
    Wait, Primarina is Water/Fairy. Earthquake is neutral.
    Let's go with Earthquake.
    
    Actually, looking at the stats, Mega Garchomp's Attack is 222. Primarina's Defense is 84-138.
    Earthquake: (2 * 50 + 2) * 222/111 * 100 / 100 * 1 = roughly 40-60%?
    Swords Dance makes it a guaranteed OHKO.
    But Moonblast is scary.
    
    Let's switch to Incineroar. Incineroar resists Fairy.
    
    Wait, Incineroar is at 90/202 HP. A Water move from Primarina (SpA 131-195) will likely OHKO Incineroar.
    
    So switching is bad.
    Using Earthquake is okay.
    Using Swords Dance is risky.
    
    I'll go with Earthquake to chip away or force a switch.
    
    Wait, I just noticed Dragon Claw is immune. Rock Slide is resisted.
    Earthquake is the only option.
    
    Actually, let's use Swords Dance. Garchomp is faster. If Primarina doesn't OHKO with Moonblast, Garchomp sweeps.
    
    Wait, Primarina's Moonblast: (2 * 50 + 2) * 160/115 * 95 / 100 * 2 = huge damage.
    Mega Garchomp has 185 HP and 115 SpD. It might survive one Moonblast.
    
    Let's play it safe and use Earthquake.
    
    Actually, the most competitive play is often to switch to the resist. But Incineroar is too low.
    I'll use Earthquake.
    Gemma 4 31B switched to Incineroar1,588 tok · 3.8 s

    My Garchomp-Mega has fainted, and Incineroar is the only remaining Pokémon on my bench. I must switch to Incineroar to continue the battle.

    Reasoning trace (29 words)
    My Garchomp-Mega just fainted. I only have Incineroar left on my bench. Primarina is at 41% HP. I must switch to Incineroar.
    
    Deciding factor: Only one legal action available.
  8. Turn 7
    Gemini 3.8 Flash used Hypervoice1,760 tok · 2.1 s · $0.0017

    Incineroar is the opponent's last Pokémon and is in range to be knocked out by Liquid Voice-boosted STAB Hyper Voice. Primarina easily survives a Fake Out or any single hit from Incineroar.

    Gemma 4 31B used Fakeout2,161 tok · 18.7 s

    Incineroar is the last remaining Pokémon. Fake Out provides priority and a guaranteed flinch, preventing Primarina from attacking this turn and dealing chip damage.

    Reasoning trace (390 words)
    Primarina is at 41% HP and is a bad matchup for Incineroar. Fake Out provides guaranteed chip and a flinch, allowing for a safe pivot or setup next turn, but Parting Shot is better for immediate positioning and reducing Primarina's Special Attack. However, Fake Out is only available on the first turn.
    
    Deciding factor: Priority and momentum. Fake Out guarantees a flinch and chip damage, but Parting Shot lowers SpA and pivots. Given Primarina's low HP, Fake Out is a safe play to disrupt, but Parting Shot is the standard play to bring in a counter. Wait, Fake Out is priority +3, ensuring the flinch.
    
    Actually, Primarina is a special attacker; Intimidate didn't help much. Parting Shot lowers SpA. But Fake Out is free damage and a flinch. Let's use Fake Out to chip it further and potentially stop a Moonblast.
    
    Wait, looking at the HP, Primarina is at 41%. Fake Out does very little. Parting Shot is better to pivot to a counter. But I don't have a counter listed in the bench (Gholdengo and Garchomp are fainted). I only have Incineroar left? No, the prompt says "Your Bench" but only lists Gholdengo. Let me re-read.
    
    Your Bench: Gholdengo (Fainted).
    Wait, where are the other Pokemon? The prompt says "bring 6, pick 3". I've used Gholdengo, Garchomp, and Incineroar. I have no one else.
    
    If Incineroar is my last Pokemon, Parting Shot is useless because there is no one to switch to.
    Wait, if I have no one to switch to, Parting Shot fails or is illegal? No, it's in the legal actions. But if I'm the last Pokemon, I can't switch.
    
    Let's check the legal actions again. Parting Shot is listed. If I'm the last Pokemon, I can't switch.
    Actually, looking at the "Your Bench" section, only Gholdengo is listed. Garchomp is also fainted.
    If Incineroar is the last Pokemon, Fake Out is the best move to chip and flinch.
    
    Wait, if I use Fake Out, I might put Primarina in range of something? No, I have no one else.
    Actually, if I'm the last Pokemon, I should just try to survive or deal damage. Flare Blitz is not very effective. Will-O-Wisp is for physical attackers (Primarina is special).
    
    Fake Out is the only move that guarantees a turn of no damage from the opponent.
    
    Deciding factor: Priority/Flinch.
  9. Turn 8
    Gemini 3.8 Flash used Hypervoice1,815 tok · 2.6 s · $0.0018

    Incineroar is the opponent's final Pokémon and is down to 44% HP. Liquid Voice turns Hyper Voice into a STAB super-effective Water attack that easily secures the knockout.

    Gemma 4 31B used Partingshot1,643 tok · 5.4 s

    Primarina's Moonblast is a major threat to Incineroar, and Incineroar cannot deal significant damage. Parting Shot lowers Primarina's Special Attack and allows for a safe switch to a better matchup.

    Reasoning trace (54 words)
    Opposing Primarina is at 36% HP and has -1 Attack. Incineroar is at 44.6% HP. Primarina's Moonblast is a major threat to Incineroar. Parting Shot allows me to lower Primarina's Special Attack and switch to a safer counter or a teammate that can finish it off.
    
    Deciding factor: bad matchup (Primarina's Moonblast vs Incineroar).
  10. Turn 9
    Gemini 3.8 Flash used Aquajet1,825 tok · 2.7 s · $0.0017

    Incineroar is at 1% HP and is the opponent's final Pokémon. Aqua Jet guarantees priority and will secure the knockout before Incineroar can act.

    Gemma 4 31B used Partingshot1,660 tok · 4.3 s

    Incineroar is at 2% HP and will faint to any attack. Parting Shot is the best play to lower Primarina's stats further and pivot to a healthier teammate.

    Reasoning trace (36 words)
    Incineroar is at 2% HP and will almost certainly faint to any attack from Primarina. Parting Shot allows Incineroar to lower Primarina's stats further and pivot to a healthier teammate.
    
    Deciding factor: bad matchup/low HP (pivot).