Matches · 2026-10-10 · rules version c4

Gemini 3.8 Flash vs Gemma 4 31B

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

Gemma 4 31B won in 13 turns · 2 min wall clock · 73,577 tokens · $0.038

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Decisions

  1. Team preview
    Gemini 3.8 Flash brought Primarina,gholdengo,dragonite2,175 tok · 2.6 s · $0.0022

    Primarina matches up exceptionally well against Incineroar, Palafin, and Annihilape, making it an ideal lead. Scarf Gholdengo offers vital speed control and offensive pressure against Annihilape and Garchomp. Dragonite rounds out the core with Multiscale setup and strong priority cleanup.

    Gemma 4 31B brought Incineroar,gholdengo,kingambit2,331 tok · 10.4 s

    The opponent's team has several threats, including Volcarona and Dragonite, which Incineroar can disrupt with Intimidate and Fake Out. Gholdengo and Kingambit provide powerful Steel-type offense and strong priority/cleaning potential to handle the rest of their team.

    Reasoning trace (131 words)
    The opponent has Dragonite, Gholdengo, Mimikyu, Garchomp, Volcarona, and Primarina.
    My team has Incineroar, Gholdengo, Kingambit, Palafin, Garchomp, and Annihilape.
    I need a strong core to handle their threats. Gholdengo and Kingambit provide great offensive pressure and defensive utility. Incineroar is essential for Intimidate and Fake Out to disrupt their setup (especially Volcarona and Dragonite).
    Palafin is strong but requires switching, and Garchomp is a powerhouse but might be redundant if I have Kingambit/Gholdengo.
    A core of Incineroar, Gholdengo, and Kingambit is very standard and covers most bases. Incineroar disrupts, Gholdengo hits hard and blocks status, and Kingambit cleans up.
    Alternatively, Annihilape is great against Primarina and Garchomp.
    Let's go with Incineroar, Gholdengo, and Kingambit for a balanced, high-pressure team.
    
    Deciding factor: Team synergy and coverage against the opponent's diverse threats.
  2. Turn 1
    Gemma 4 31B used Fakeout1,537 tok · 2.5 s
    Gemini 3.8 Flash used Hypervoice1,524 tok · 2.7 s · $0.0015

    Primarina has a commanding matchup against Incineroar, as Liquid Voice Hyper Voice provides super-effective STAB that deals massive damage or OHKOs without fear of Intimidate.

  3. Turn 2
    Gemma 4 31B used Partingshot1,616 tok · 4.2 s

    Primarina is a strong special attacker and a bad matchup for Incineroar. Parting Shot allows me to lower its Special Attack and pivot to a better counter, like Gholdengo, while maintaining momentum.

    Reasoning trace (40 words)
    Primarina is a strong special attacker and a bad matchup for Incineroar. Parting Shot allows me to lower its Special Attack and pivot to a better counter, like Gholdengo, while maintaining momentum.
    
    Deciding factor: bad matchup to switch out of.
    Gemini 3.8 Flash used Hypervoice3,212 tok · 4.5 s · $0.0029
    Gemma 4 31B switched to Gholdengo1,590 tok · 5.3 s

    Incineroar used Parting Shot, so I must switch. Kingambit is weak to Fairy, whereas Gholdengo resists Fairy and can deal significant damage to Primarina.

    Reasoning trace (69 words)
    The turn history shows Incineroar used Parting Shot on Turn 2, which means Incineroar is now switching out. The legal actions provided are only switches. Primarina is a Water/Fairy type, making it a bad matchup for Incineroar (who is already leaving) and Kingambit (weak to Fairy). Gholdengo is the best switch-in here as it resists Fairy and can threaten Primarina.
    
    Deciding factor: bad matchup (Kingambit is weak to Fairy).
  4. Turn 3
    Gemini 3.8 Flash used Hypervoice1,845 tok · 2.7 s · $0.0018

    Primarina has full health and high Special Defense, allowing it to easily tank a Make It Rain or Shadow Ball from Gholdengo. Using Hyper Voice (boosted to Water by Liquid Voice) will put Gholdengo into faint range or knock it out.

    Gemma 4 31B used Makeitrain1,904 tok · 8.0 s

    Primarina has -1 Special Attack, reducing its threat. Make It Rain is Gholdengo's strongest move and should deal massive damage to Primarina, potentially securing a knockout or putting it in range for a quick finish.

    Reasoning trace (122 words)
    Primarina is at -1 SpA and -2 Atk. Gholdengo is faster than most Primarina builds (unless it's max speed, but Gholdengo is 106). Make It Rain deals massive damage to Primarina, though it lowers Gholdengo's SpA. Shadow Ball is safer but weaker. Nasty Plot is risky if Primarina attacks.
    
    Deciding factor: Likely knockout. Make It Rain should deal significant damage or OHKO a Primarina with -1 SpA, putting it in range for a quick finish.
    
    Wait, Primarina is Water/Fairy. Steel is neutral. Ghost is neutral. Make It Rain is the strongest move.
    
    Let's check the speed again: Gholdengo 106 vs Primarina 72-123. Most Primarinas aren't max speed.
    
    Actually, Make It Rain is the best bet to put heavy pressure on Primarina immediately.
  5. Turn 4
    Gemma 4 31B used Shadowball1,859 tok · 5.1 s

    Primarina is at 32% HP. Even with -2 SpA, Shadow Ball combined with Life Orb should be sufficient to secure the knockout before Primarina can attack again.

    Reasoning trace (55 words)
    Primarina is at 32% HP. Gholdengo is at 27.3% HP and has -2 SpA. Gholdengo is likely faster (106 vs Primarina's typical 72-123, but Primarina is usually slow). Shadow Ball should be enough to secure the KO even with -2 SpA and Life Orb, whereas Make It Rain further lowers SpA.
    
    Deciding factor: likely knockout.
    Gemini 3.8 Flash used Hypervoice4,040 tok · 6.7 s · $0.0042
    Gemma 4 31B switched to Incineroar1,815 tok · 8.0 s

    Primarina is at 12% HP and is easily knocked out by either remaining Pokémon. Incineroar is the safer switch-in to maintain momentum and provide Intimidate for the opponent's remaining team.

    Reasoning trace (110 words)
    Primarina is at 12% HP. I need to bring in a Pokémon to finish it off. Incineroar is a safe switch, but Kingambit can also handle it. However, Incineroar's Intimidate is useful, and it can pivot again if needed. But wait, Primarina is almost dead; any attack will likely KO it. Kingambit is slower but hits harder. Actually, Incineroar is better here to maintain momentum or prepare for the next threat. But looking at the opponent's bench (Dragonite, Gholdengo, Mimikyu, Garchomp, Volcarona), Incineroar is the best general answer.
    
    Wait, Primarina is at 12%. Incineroar's Flare Blitz or Kingambit's Kowtow Cleave/Iron Head will easily KO. Incineroar is safer.
    
    Deciding factor: Matchup/Safety.
  6. Turn 5
    Gemini 3.8 Flash used Hypervoice2,085 tok · 3.9 s · $0.0023

    Incineroar will likely use Fake Out to knock Primarina out at 12% HP. Staying in and firing off Hyper Voice risks nothing, deals massive STAB Water damage if they do not Fake Out, and preserves Dragonite's Multiscale safely in the back.

    Reasoning trace (57 words)
    **Analyzing the Decision**
    
    I'm wrestling with the Primarina and Dragonite situation. Primarina's low HP and Incineroar's Fake Out spell trouble. While switching Dragonite protects its Multiscale, Incineroar could opt for Knock Off or Parting Shot, making the switch less valuable. Letting Primarina take the hit, or even sacrificing it, seems acceptable to keep Dragonite's Multiscale intact.
    
    
    
    Gemma 4 31B used Fakeout2,447 tok · 19.8 s

    Primarina is at 12% HP. Fake Out has priority and a 100% flinch chance, ensuring Primarina cannot attack this turn and likely securing the knockout or leaving it for a guaranteed finish.

    Reasoning trace (362 words)
    Primarina is at 12% HP and has -1 SpA. Incineroar is faster than most Primarina builds (unless it's specifically fast), but Fake Out is guaranteed priority and will flinch it, though it might not KO. However, any attack should KO a 12% Primarina. Flare Blitz is not very effective, but at 12%, it's likely a KO. Fake Out is safer to ensure the KO if Primarina is faster.
    
    Wait, Fake Out is priority +3. Primarina is at 12%. Fake Out does 40 BP. Let's check if Fake Out KOs.
    Incineroar Atk 135 vs Primarina Def (84-138).
    40 * (135/111) * (135/111) ... no, that's not right.
    Actually, Fake Out is likely not a KO. Flare Blitz is not very effective (0.5x), but 120 BP.
    120 * 0.5 = 60 BP.
    60 * (135/111) ... still might be low.
    But wait, Primarina is at 12%. Any hit should do it.
    Actually, Fake Out is the safest play to prevent Primarina from attacking, but if it doesn't KO, Primarina might survive and hit back.
    Wait, Fake Out flinches. If it doesn't KO, Primarina flinches and can't move. Then I can KO it next turn.
    But why not just use a stronger move?
    Flare Blitz is 120 BP. Even at 0.5x, it's 60 BP.
    Fake Out is 40 BP.
    If Primarina is faster, Fake Out flinches it. If Incineroar is faster, Flare Blitz KOs.
    Actually, Fake Out is the most reliable way to handle a low-HP threat that might be faster.
    
    Wait, looking at the HP: 12%.
    Fake Out: 40 BP.
    Flare Blitz: 120 * 0.5 = 60 BP.
    Both are likely to KO or at least leave it in range.
    But Fake Out guarantees it doesn't move.
    
    Let's re-evaluate. Primarina has -1 SpA. Hyper Voice is its only revealed move.
    If I use Fake Out, it flinches.
    If I use Flare Blitz, it might KO.
    If I use Parting Shot, it lowers stats and I switch.
    If I use Will-O-Wisp, it burns.
    
    The goal is to remove Primarina. Fake Out is the safest play to ensure it doesn't get a last hit off, and at 12%, it might even KO.
    
    Deciding factor: likely knockout/priority.
  7. Turn 6
    Gemini 3.8 Flash used Hypervoice1,962 tok · 2.8 s · $0.0019

    Primarina is very low on HP, so firing off a STAB Liquid Voice-boosted Hyper Voice guarantees massive super-effective damage on Incineroar before fainting.

    Gemma 4 31B used Flareblitz1,790 tok · 4.2 s

    Primarina is at 8% HP. Even a resisted Flare Blitz from Incineroar should be enough to secure the knockout.

    Reasoning trace (48 words)
    Primarina is at 8% HP. Incineroar is faster than most Primarina builds (though not all), but Primarina's attack is -3 and special attack is -1. Any attack from Incineroar, even a resisted Flare Blitz, should likely secure the knockout given the tiny HP remaining.
    
    Deciding factor: likely knockout.
    Gemini 3.8 Flash switched to Dragonite3,468 tok · 4.9 s · $0.0030
  8. Turn 7
    Gemini 3.8 Flash used Dragondance1,859 tok · 2.0 s · $0.0018

    Dragonite outspeeds Incineroar, and Multiscale along with Lum Berry provides complete safety against attacks or Will-O-Wisp. Setting up Dragon Dance offsets the Intimidate drop and prepares Dragonite to sweep.

    Gemma 4 31B used Partingshot1,794 tok · 4.1 s

    Dragonite likely has Multiscale, making direct attacks weak. Parting Shot lowers Dragonite's stats and allows a safe pivot to Kingambit.

    Reasoning trace (43 words)
    Dragonite likely has Multiscale, making direct attacks weak. Incineroar is slower and doesn't deal much damage with Flare Blitz. Parting Shot allows me to lower Dragonite's stats and pivot to Kingambit, who can handle Dragonite better or set up.
    
    Deciding factor: bad matchup/Multiscale.
    Gemma 4 31B switched to Kingambit1,772 tok · 4.3 s

    Dragonite is much faster and likely has Multiscale, making Incineroar a poor matchup. Kingambit is the only remaining teammate and can threaten Dragonite with Sucker Punch.

    Reasoning trace (45 words)
    Dragonite has +1 Speed and likely Multiscale. Incineroar cannot deal significant damage and is outsped. Kingambit is the only remaining teammate and provides a strong check to Dragonite, especially with Sucker Punch to bypass the speed difference.
    
    Deciding factor: bad matchup to switch out of.
  9. Turn 8
    Gemini 3.8 Flash used Earthquake1,995 tok · 2.0 s · $0.0018

    Kingambit is weak to Ground, and Dragonite comfortably outspeeds it at +1 Speed. Multiscale protects Dragonite against Sucker Punch, so Earthquake is the safest and strongest attack.

    Gemma 4 31B used Suckerpunch1,865 tok · 5.2 s

    Dragonite has Multiscale active and is faster. Sucker Punch is the only way to deal damage before Dragonite moves, and since Dragonite's attack was lowered, it is likely to attack to regain momentum.

    Reasoning trace (66 words)
    Dragonite has Multiscale active (100% HP) and is faster (+1 Speed). Kingambit is slower. Sucker Punch is the only way to hit first, but Dragonite might switch or use a status move. However, Dragonite's attack was lowered by Parting Shot, and it's likely to attack now. Sucker Punch is the safest bet to chip through Multiscale or deal significant damage if it attacks.
    
    Deciding factor: Speed/Multiscale.
  10. Turn 9
    Gemini 3.8 Flash used Earthquake2,007 tok · 2.4 s · $0.0019

    Kingambit's Sucker Punch dealt only 52 damage last turn without Multiscale, meaning Dragonite easily survives another hit. Earthquake is guaranteed to knock Kingambit out.

    Gemma 4 31B switched to Incineroar1,894 tok · 6.1 s

    Kingambit is at low HP and is very weak to Dragonite's Earthquake. Sucker Punch is risky, and Kingambit cannot survive another hit, so switching to Incineroar to reset the matchup is the safest play.

    Reasoning trace (79 words)
    Dragonite is faster (+1 Speed) and has Earthquake, which deals massive damage to Kingambit. Kingambit is at 38% HP and will likely be knocked out by another Earthquake. Sucker Punch is the only way to deal damage before Dragonite moves, but it's risky if Dragonite switches or uses a status move. However, switching to Incineroar is safer as it resists nothing but takes neutral damage and can Intimidate (though Dragonite might have Inner Focus).
    
    Deciding factor: bad matchup/likely knockout.
  11. Turn 10
    Gemini 3.8 Flash used Earthquake1,995 tok · 2.2 s · $0.0018

    Dragonite outspeeds Incineroar at +1 Speed, and Earthquake hits both Incineroar and bench Kingambit super effectively.

    Gemma 4 31B used Willowisp1,926 tok · 4.9 s

    Dragonite is at -1 Attack and +1 Speed. Will-O-Wisp is the best play to neutralize its physical threat and make it passive, as Flare Blitz is not very effective and Parting Shot only delays.

    Reasoning trace (54 words)
    Dragonite is at -1 Attack and +1 Speed. Incineroar is slower. Will-O-Wisp is the best play here to neutralize Dragonite's physical threat and potentially force a switch or make it passive, as Flare Blitz is not very effective and Parting Shot just delays the inevitable if Dragonite stays in.
    
    Deciding factor: bad matchup/neutralizing threat.
  12. Turn 11
    Gemini 3.8 Flash used Earthquake1,972 tok · 1.9 s · $0.0018

    Dragonite is at +1 Speed and easily outspeeds Incineroar. Earthquake will cleanly finish off Incineroar's remaining 18% HP.

    Gemma 4 31B used Partingshot1,870 tok · 5.4 s

    Incineroar is at critical HP and cannot survive another Earthquake from the faster Dragonite. Parting Shot allows for a pivot to Kingambit while further lowering Dragonite's Attack.

    Reasoning trace (64 words)
    Dragonite is faster and has already used Earthquake twice, leaving Incineroar at critical HP (18.3%). Dragonite has +1 Speed and -1 Attack. Incineroar cannot survive another Earthquake. Parting Shot allows Incineroar to lower Dragonite's stats further and pivot to Kingambit, who can handle Dragonite better (though Kingambit is also weak to Ground, it has higher bulk and Sucker Punch).
    
    Deciding factor: bad matchup/low HP.
    Gemma 4 31B switched to Kingambit1,659 tok · 3.6 s

    Incineroar has fainted, and Kingambit is the only remaining Pokémon on my team.

    Reasoning trace (34 words)
    The opponent's Dragonite is active and has +1 Speed and -1 Attack. My Incineroar just fainted. My only remaining Pokémon is Kingambit. I must switch to Kingambit.
    
    Deciding factor: Only one legal action available.
  13. Turn 12
    Gemma 4 31B used Suckerpunch1,874 tok · 4.3 s

    Dragonite is much faster and has Earthquake, which will likely knock out Kingambit. Sucker Punch is the only way to deal damage before Dragonite moves, provided it attacks.

    Reasoning trace (47 words)
    Dragonite is much faster (+1 Speed) and has Earthquake, which is super effective against Kingambit. Kingambit is at 38.2% HP and will likely be knocked out by another Earthquake. Sucker Punch is the only way to deal damage before Dragonite moves, provided Dragonite attacks.
    
    Deciding factor: Speed/Priority.
    Gemini 3.8 Flash used Earthquake4,127 tok · 4.4 s · $0.0037
    Gemini 3.8 Flash switched to Gholdengo3,596 tok · 3.9 s · $0.0029
  14. Turn 13
    Gemini 3.8 Flash used Makeitrain2,053 tok · 2.6 s · $0.0021

    Gholdengo easily survives a Supreme Overlord boosted Sucker Punch from full HP. Make It Rain is 100% accurate and comfortably deals enough damage to finish Kingambit's remaining 38% HP.

    Reasoning trace (71 words)
    **Analyzing Kingambit's Options**
    
    I've been exploring a potential scenario involving Kingambit and Gholdengo. The idea is to exploit Kingambit's Sucker Punch with a Trick strategy, aiming to neutralize it, but I'm now considering Gholdengo's full HP status as a significant variable. This situation is making me re-evaluate the impact of the initial gambit, and I think that there are many possible states of play depending on the HP of Gholdengo!
    
    
    
    Gemma 4 31B used Suckerpunch2,119 tok · 11.7 s

    Gholdengo is faster than Kingambit and likely carries Shadow Ball or Make It Rain, which could knock out Kingambit. Sucker Punch provides the necessary priority to land a super-effective hit before the opponent moves.

    Reasoning trace (209 words)
    Opponent's Gholdengo is faster than Kingambit. Kingambit has Supreme Overlord active (2 allies fainted). Kowtow Cleave is super effective and guaranteed to hit. Sucker Punch provides priority but can fail. Gholdengo is a Steel/Ghost type, making it weak to Dark moves.
    
    Deciding factor: speed/priority. Sucker Punch is risky if the opponent uses a status move or switches, but Kowtow Cleave is a strong, reliable hit. However, Gholdengo likely has Shadow Ball or Make It Rain, which would deal significant damage to Kingambit. Sucker Punch is the best play to secure a hit before Gholdengo moves.
    
    Wait, Gholdengo is Steel/Ghost. Kowtow Cleave is Dark. Sucker Punch is Dark. Both are super effective. Since Gholdengo is faster, Sucker Punch is the only way to move first.
    
    Actually, looking at the health, Kingambit is at 38%. A Shadow Ball or Make It Rain from Gholdengo might be a KO or leave it very low. Sucker Punch is the high-reward play.
    
    Wait, if Gholdengo uses a status move (like Nasty Plot), Sucker Punch fails. But Gholdengo's most common moves are attacking.
    
    Let's re-evaluate Kowtow Cleave. If I use Kowtow Cleave, Gholdengo moves first and likely KOs me. Sucker Punch is the only way to potentially KO Gholdengo before it attacks.
    
    Deciding factor: speed.