Matches · 2026-10-10 · rules version c4
MiMo V2.6 Flash vs Microsoft-Decision-1
Microsoft-Decision-1 won in 10 turns · 7 min wall clock · 59,899 tokens · $0.008
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Decisions
- Team previewMicrosoft-Decision-1 brought
Dragapult,garchomp,gholdengoLead: 50% BRING: dragapult, 39% BRING: garchomp, 3% BRING: greninja Pick 2: 82% BRING: garchomp, 13% BRING: gholdengo, 2% BRING: greninja Pick 3: 81% BRING: gholdengo, 11% BRING: scizor, 7% BRING: greninja
MiMo V2.6 Flash broughtTorkoal,venusaur,gholdengoSun lead gives Torkoal a massive Eruption and lets Venusaur outspeed with Chlorophyll; Gholdengo rounds it out by handling Dragapult, Gholdengo, and Palafin that threaten the core. Speed and raw sun-boosted damage decide this bring.
Reasoning trace (69 words)
Team preview. I want sun strategy: Torkoal leads (drought), Venusaur chlorophyll, plus a third. Gholdengo or Kingambit. Gholdengo pairs well; Kingambit scarf also good. Venusaur Mega? Venusaurite — with sun, chlorophyll... actually Mega Venusaur loses chlorophyll. But mega at start? In champions format, mega evolves. Still, sun team: Torkoal lead, Venusaur, Gholdengo. Consider Palafin/Greninja threats — Torkoal Eruption in sun is huge. Gholdengo covers Gholdengo/dragapult/palafin. BRING: torkoal, venusaur, gholdengo.
- Turn 1Microsoft-Decision-1 used
Suckerpunch33% MOVE: suckerpunch, 26% SWITCH: garchomp, 20% MOVE: shadowball
MiMo V2.6 Flash switched toGholdengoDragapult is much faster and likely a Dragon or Ghost attack is coming; Gholdengo is immune to Dragon moves and resists neither but has good bulk, making it the safest switch into this matchup.
Reasoning trace (186 words)
Dragapult likely outspeeds and hits Torkoal. Switching to Venusaur under sun with chlorophyll... but Venusaurite means mega, chlorophyll won't persist. Actually with venusaurite, Mega Venusaur has thick fat. Still, switching Venusaur into Dragapult is decent—Dragon moves are neutral, Ghost neutral. Eruption from Torkoal in sun would do big damage but Dragapult is faster and might KO Torkoal first. Stealth Rock early is safe long-term value. But Torkoal might just die. Hmm. Switching Gholdengo blocks Dragon moves? Gholdengo is Steel/Ghost—immune to Dragon, takes neutral from Ghost. That's a great switch. Dragon moves from Dragapult would be immune. Ghost moves are neutral but Gholdengo has good bulk. Switch Gholdengo seems best. But wait — could Dragapult use Thunder Wave or something? Still, Gholdengo is the safest. Actually, with sun and Torkoal's eruption at full HP, if Dragapult can't OHKO Torkoal... Torkoal has 176 Def but low SpD (92). Dragapult's Shadow Ball or Draco Meteor could hurt. Torkoal is physically bulky. If Dragapult uses physical Dragon Darts, Torkoal tanks. Risky though. Switch Gholdengo — immune to Dragon, and on the next turn can threaten with Make It Rain/Shadow Ball.
- Turn 2Microsoft-Decision-1 used
Suckerpunch69% MOVE: suckerpunch, 26% SWITCH: garchomp, 5% SWITCH: gholdengo
MiMo V2.6 Flash usedShadowballShadowball is super effective on Dragapult's Ghost typing and should score a clean knockout even at its higher HP/SpDef ranges. Sucker Punch will hit first but Gholdengo can comfortably survive it, making this a winning trade.
Reasoning trace (747 words)
Dragapult used Sucker Punch last turn and it failed (Gholdengo is Ghost... wait, Sucker Punch is Dark type, super effective on Ghost). It failed because... Sucker Punch fails if the target doesn't attack. Gholdengo switched in, so Sucker Punch failed? Actually Sucker Punch fails if target uses status move or switches. Gholdengo came in on turn 1 — wait, "Your Gholdengo came in" on Turn 1, meaning Torkoal was lead and Gholdengo switched in? Actually leads say Torkoal came in, then Turn 1 Gholdengo came in (switch) and Dragapult used Sucker Punch which failed because of the switch. Now Turn 2: Dragapult is faster. Sucker Punch would work if I attack. Shadowball is super effective on Dragapult —80 BP * 1.3 life orb. Shadowball is Ghost, Dragapult is Dragon/Ghost — super effective. Would it KO? Dragapult has low SpDef. Gholdengo SpA 203 (with Life Orb). Shadowball 80 BP with STAB 1.5 = 120, ×1.3 Life Orb, ×2 SE = well, roughly. Shadowball from Gholdengo vs Dragapult likely2HKO or OHKO. Dragapult HP range 163-195. Damage calc rough: 203 SpA, Shadowball STAB 120 BP, Life Orb 1.3. vs ~112 SpDef (min range 85-139). Base power effective: 80*1.5*1.3 = 156. Neutral... SE = 2x. Rough: (2*50+2)*203*156/(def*50) ... let's approximate: STAB+LO+SE on frail target. Roughly 60-70% maybe more. Dragapult max HP 195. Alternatively Nasty Plot — but Sucker Punch would hit me for 70 BP Dark, super effective on Ghost, STAB, LO maybe. Dragapult Atk 126-189. Sucker Punch does maybe 40-50% to Gholdengo. If I Shadowball and survive Sucker Punch: Sucker Punch comes first (priority +1). It would do maybe ~40%. Then Shadowball hits — likely KO or close. Dragapult can't KO Gholdengo with Sucker Punch in one hit easily (Gholdengo 194 HP, Def 115). Sucker Punch 70 BP SE with Atk up to 189 — ~40-55%. I survive. But Dragapult might switch out? If Dragapult switches, Shadowball hits incoming Pokémon. Or Dragapult uses a different move. Sucker Punch only works if I attack. Risk: if I attack with Shadowball and Dragapult uses Sucker Punch, I take damage but likely KO it after. Actually will Shadowball KO? Dragapult HP 163-195, SpDef 85-139. Let me estimate more carefully. Damage = ((2*50/5+2) * power * Atk / Def)/50 + 2, times modifiers. Base = (22 * 80 * 203 / 112 avg)/50 + 2 = (22*80*203/112) = 22*80=1760; 1760*203=357,280; /112 = 3190; /50 = 63.8 + 2 = 65.8. Times STAB 1.5 = 98.7. Times LO 1.3 = 128. Times SE 2 = 257. Way over 195 — that seems too high. Wait, level 50 formula: (2*L/5+2) = 2*50/5+2 = 22. Yes. Hmm, 257 damage at level 50? That's too much. Let me recheck: 65.8 * 1.5 * 1.3 * 2 = 256. Max HP 195. That's an OHKO. Hmm but that doesn't seem right for level 50... actually Gholdengo Shadowball OHKOing Dragapult seems plausible given Dragapult's paper-thin SpDef (85-139). Even with min rolls on my side (SpA could be higher, but stats shown: SPA 203 fixed). Dragapult SpDef max 139:22*80*203/139 = 357,280/139 = 2570; /50 = 51.4+2 = 53.4 *1.5*1.3*2 = 208. Still OHKO even at max SpDef roll... wait max HP 195, 208 > 195. Yes, OHKO. Actually wait — but is SpDef stat shown at level 50 range correct? The range is at level 50. So Shadowball OHKOs. But Sucker Punch hits first doing ~40-55%, I survive, then OHKO. Unless... Dragapult could be faster with a different move. But regardless I KO after taking a hit. Alternatively Nasty Plot — risky if Sucker Punch (I get +2 but take50%). Then next turn I'm faster? No, Dragapult faster, Sucker Punch still priority. Nasty Plot + Sucker Punch next turn still hits me. But +2 makes recovery easier. Simplest: Shadowball — guaranteed KO after surviving Sucker Punch. But what if Sucker Punch crit or max roll KOs me? Unlikely. What if Dragapult uses a Dragon move (Dragon Darts/Draco Meteor) — still not KO on Gholdengo. Concern: Shadowball could be disabled by Cursed Body after hitting? Doesn't matter, it KO'd. Switch to Venusaur? Torkoal? Sucker Punch is Dark SE on Ghost. If I switch to Venusaur (Grass/Poison), Sucker Punch would be not very effective... wait Venusaur is Grass/Poison, Dark hits neutral? Grass resists Dark? No — Grass does not resist Dark. Poison doesn't resist Dark. So neutral. But switching loses momentum. Also if opponent predicts switch and uses Dragon move... Venusaur takes neutral. Shadowball is clearly best — OHKO incoming. Go with it.
Microsoft-Decision-1 switched toGarchomp91% SWITCH: garchomp, 9% SWITCH: gholdengo
- Turn 3Microsoft-Decision-1 used
Earthquake81% MOVE: earthquake, 7% MOVE: dracometeor, 7% MOVE: swordsdance
MiMo V2.6 Flash switched toVenusaurGholdengo is slower than Garchomp and weak to Ground, so Earthquake would likely knock it out. Venusaur is immune to Ground and can threaten back, making it the safe switch.
Reasoning trace (79 words)
Garchomp likely outspeeds and can KO Gholdengo with Earthquake (Ground is super effective vs Steel). Gholdengo at 85/194 likely dies. Switch to Venusaur? Ground moves don't affect Venusaur (Grass/Poison immune to Ground). Sunny day means Venusaur has chlorophyll... but it's mega Venusaur with venusaurite — mega ability thick fat, not chlorophyll. Still, Venusaur resists nothing special but is immune to Ground. Switch Venusaur in — good matchup. Garchomp likely uses Earthquake or Dragon move. Venusaur is a good pivot.
- Turn 4Microsoft-Decision-1 used
Earthquake71% MOVE: earthquake, 11% MOVE: dracometeor, 10% SWITCH: gholdengo
MiMo V2.6 Flash usedSleeppowderVenusaur benefits from Chlorophyll in the sun, so it should outspeed Garchomp and can fire Sleep Powder before going down; putting Garchomp to sleep is worth far more than preserving a 16% Venusaur. I won't Mega Evolve, since that would swap out Chlorophyll and lose the speed advantage.
Reasoning trace (754 words)
Venusaur at 31 HP, Garchomp will likely KO with EQ. Chlorophyll in sun doubles speed — Venusaur 100 base, doubled... speed note says garchomp moves first unless priority. Wait, speed says "your venusaur 100 vs garchomp 109-169: it moves first" — but chlorophyll doubles Venusaur's speed to 200. Hmm, the speed note seems wrong or it accounts... Actually with chlorophyll, Venusaur would be 200 effective, faster than garchomp's max 169. But the note says garchomp moves first. Maybe mega evolving loses chlorophyll? Mega Venusaur has Thick Fat, losing chlorophyll — but sun still... no, chlorophyll ability replaced. Actually the speed note may account for current ability. Hmm, but even if Venusaur moves first, can it KO Garchomp at 90%? Solarbeam in sun: 120 BP * STAB 1.5 * ... Venusaur SpA ~167 stat (maybe mega higher). Garchomp SpD 94-150. Probably not a KO. Then Garchomp EQ kills Venusaur. Better: switch to Torkoal? Torkoal resists... EQ neutral on Fire. Torkoal 100% HP, takes EQ well. Or switch Gholdengo — Ghost immune to EQ! Gholdengo at 43.8% though. Gholdengo immune to Earthquake (Ghost/Steel — ground moves hit Steel? No, Ground hits Steel super effectively... wait Ghost is immune? No. Ground vs Steel =2x. Ghost doesn't change. Actually levitate? No. Ground moves are super effective vs Steel. So Gholdengo takes 2x from EQ — bad. Torkoal takes EQ neutral (Fire). Torkoal has176 Def. Good switch. But wait — Garchomp might use something else. Revealed only EQ. Alternatively, sleep powder: Venusaur moves first (chlorophyll)? Speed note says it moves first unless priority — meaning Garchomp moves first. So Venusaur dies before acting. Actually wait — the speed note compares venusaur 100 vs garchomp. It ignores chlorophyll? Weird since chlorophyll effect listed. The note says "it moves first" (garchomp). Trust it? With chlorophyll Venusaur doubles to effective 200... base speed 80, stat 100, doubled = 200 > 169. So Venusaur should move first. The note may be an error or it accounts for mega evolving (loses chlorophyll). If I don't mega, chlorophyll active, Venusaur faster. Sleep Powder 75% accuracy — could put Garchomp to sleep. Then Growth/Solarbeam next turn. That's a good line. But if sleep misses, Venusaur dies. Alternative: switch Torkoal safely, keep Venusaur for later? Venusaur at 16.6% is nearly dead anyway. Hmm. Risky play: sleeppowder without mega. If hit, Garchomp asleep, then Venusaur can Growth + Solarbeam. If miss, lose Venusaur. Safer: switch Torkoal, EQ does maybe 30-40% to Torkoal. Then Torkoal can willowisp/eruption. Considering tournament play, Venusaur at 16.6% is nearly dead — sacrificing it for sleep chance isn't terrible but missing means dead Venusaur and Torkoal comes in anyway. Actually either way Torkoal comes in after Venusaur faints (unless we save Venusaur for death fodder later). Garchomp at 90% with Life Orb. If Venusaur lands sleep, we get free turns — huge advantage. 75% chance. Alternatively Growth +2 in sun then Solarbeam... but Garchomp kills first likely. I'll go with sleeppowder [MEGA]? Mega Venusaur gains durability (Thick Fat, higher SpD/Def) but loses chlorophyll speed. Actually mega Venusaur's speed... mega Venusaur base speed 75 (lower). Losing chlorophyll → slower than Garchomp. So don't mega if we want to move first. But the speed note says Garchomp moves first already. If that's true regardless, then Venusaur can't act before dying — unless priority moves. Sleep Powder has no priority. Then best is switch Torkoal. Hmm, trust the given speed note? The note says "your venusaur 100" — it uses listed stat 100, ignoring chlorophyll doubling. But chlorophyll effect explicitly listed. I think the note might be wrong but instruction systems usually... In these generated puzzles, the speed note is likely computed with weather effects included? It says "possible range" for garchomp 109-169. Venusaur at 100 (from stat block, not doubled). The note seems computed naively. Real mechanics: chlorophyll doubles speed →200 vs max 169. Venusaur moves first. So Sleep Powder first, chance to sleep. But wait, if we mega evolve, Venusaur base speed drops to 75 and ability becomes Thick Fat → slower. So no mega for speed. Decision: sleeppowder without mega. If it lands, huge. If miss, Venusaur dies and Torkoal comes in — same as switching basically (Torkoal full HP takes EQ). Downside minimal? Actually switching Torkoal directly preserves Venusaur (death fodder later) — but Venusaur at 16.6% as death fodder is fine. Actually difference: sleeppowder line, if miss, Garchomp takes no damage and Venusaur faints, Torkoal comes in. Switch line, Torkoal takes EQ, Venusaur alive. Sleeping Garchomp is very valuable. I'll go sleeppowder.
- Turn 5Microsoft-Decision-1 switched to
Gholdengo65% SWITCH: gholdengo, 13% MOVE: earthquake, 10% MOVE: stealthrock
MiMo V2.6 Flash switched toTorkoalVenusaur is at 31 HP and would faint to any hit from Garchomp if it wakes this turn, but it still holds valuable Sleep Powder for the opponent's remaining Pokémon. Switching in full-HP Torkoal absorbs a potential Earthquake while threatening a sun-boosted Eruption, preserving Venusaur as a win condition.
Reasoning trace (900 words)
Garchomp is asleep (1 turn of sleep used). Venusaur is at 31 HP, Mega Evolve would give more bulk but Garchomp wakes possibly. Solarbeam in sun with Mega Venusaur could knock out Garchomp at 90%? Garchomp at 90% HP, solarbeam 120 BP from167 SPA (mega boosts spa slightly). Roughly 50-60%? Might not KO. But Garchomp asleep — it may wake this turn or sleep more. Speed: garchomp 109-169 vs venusaur 100. Even with chlorophyll doubling (sun is active), venusaur 100 base speed... chlorophyll doubles speed to 200? Venusaur has chlorophyll ability listed. Speed stat 100, doubled = 200. That beats garchomp max 169. Wait, but "Speed: your venusaur 100 vs opposing garchomp" — it says garchomp moves first unless priority. Hmm, that suggests chlorophyll isn't active? Actually Venusaur's ability shown as chlorophyll with sun active - speed doubles. But the speed note says otherwise... The note says garchomp moves first. Maybe Mega Venusaur loses chlorophyll (thick fat). Without mega, chlorophyll doubles. Actually the speed line says venusaur 100 vs garchomp 109-169, garchomp moves first. So chlorophyll not counted — perhaps not actually active. Or the tool note is wrong. Regardless, garchomp asleep, likely can't move. Best: Mega Evolve + Growth? Growth raises +2 SpA in sun (+2 in sun per description). Then solarbeam next turn could KO. But Venusaur at 31 HP, garchomp wakes and EQ kills. Alternatively just solarbeam now for damage. If garchomp stays asleep, we could growth first for setup. Risk: garchomp wakes and kills Venusaur (31 HP, any hit kills). Mega Venusaur gains bulk (HP same but defenses up) — won't survive EQ at 31 HP. Consider switching to Torkoal or Gholdengo? Gholdengo 43.8% — EQ would kill. Torkoal resists? No, Torkoal ground-neutral? Torkoal is Fire, takes neutral from EQ. Torkoal 177 HP full, would survive. Garchomp asleep, sunny day. Growth +2/+2 in sun (attack and spa +2? "1; 2 in Sun"). Then sweep with solarbeam. But we might get one turn only. Mega evolve venusaur + solarbeam now: does it KO sleeping garchomp at 90%? Mega Venusaur SpA ~ base 119 -> at level 50 stats given167 SPA. Solarbeam 120 BP, STAB? Venusaur grass, solarbeam grass - STAB 1.5x = 180 effective. Sun doesn't boost grass (it weakens fire only). Actually sun doesn't boost solarbeam damage. 120 BP * 1.5 STAB = 180. vs garchomp SpD ~ 122-ish. Garchomp 90% of ~190 HP = ~171 HP. Damage estimate: ~50-60%. Not a KO likely. Growth then solarbeam next turn might KO. But Venusaur likely dies. Alternative: switch to Torkoal to preserve Venusaur (with sleep powder). Torkoal full HP, sun active, eruption. But garchomp wakes. Hmm, safest: Growth [MEGA] — set up +2/+2 while asleep, then sweep. But if garchomp wakes it uses EQ and Venusaur dies (31 HP). Very likely wakes within 1-3 turns. Actually Garchomp just fell asleep turn 4, sleep counter: it might sleep 1-3 turns. Turn 5 could wake. Risky. Switching to Torkoal preserves Venusaur and Torkoal survives EQ. Then Venusaur can come in later for sleep powder. Actually, better: use Torkoal to set sun/eruption. But the question — best action. Let's consider: opponent has garchomp sleeping at 90%, plus 2 more Pokémon. Venusaur at 31 HP with sleep powder is valuable. I'll go with mega solarbeam for damage while asleep? Not KO. Growth lets next solarbeam KO but risks dying. I think switching to Torkoal is safest: Torkoal takes EQ easily (75 vs stab?). Roughly 40-50%. Then we have eruption in sun. But then Garchomp wakes and attacks Torkoal. Torkoal full HP. Actually Gholdengo could switch in too but 43.8% - EQ kills it. Torkoal it is. Wait — but Garchomp is asleep, this is a chance to set up. With chlorophyll, Venusaur outspeeds. Mega Venusaur loses chlorophyll though (ability thick fat). Non-mega Venusaur has chlorophyll doubling speed. Speed note says garchomp moves first — but if Venusaur mega evolves, speed is 100 base... Venusaur base speed 80 actually. The stat given100. Garchomp 109-169. So Venusaur without chlorophyll is slower. Hmm, chlorophyll listed as active ability with sun — the speed line might just not account for it. If chlorophyll works, Venusaur outspeeds. Given uncertainty, growth [MEGA] to set up... if Venusaur outspeeds and garchomp stays asleep, great. If garchomp wakes, Venusaur dies anyway after attacking. Consider: solarbeam now does ~55%, doesn't KO, then garchomp wakes and KOs. Bad. Growth now (+2 SpA/+2 Atk in sun, twice), then next turn solarbeam likely KOs if still asleep. Also chance garchomp dies... no, it doesn't take damage. Best expected: switch to Torkoal? Or sleep... already asleep. Alternative: sleeppowder [MEGA] — fails if already asleep (won't affect). Illegal-ish. Actually maybe Garchomp is guaranteed to sleep at least one more turn? In Gen sleep mechanics, sleep counter: 1-3 turns, can wake at end of any turn after. Turn 4 it slept turn 1. Turn 5 it might wake. I'll switch to Torkoal — safe, keeps Venusaur alive for later sleep powder utility, Torkoal with eruption in sun threatens. Hmm but Torkoal's eruption from full HP in sun vs Garchomp would do big damage. If garchomp stays asleep, eruption ~70-80%. Two hits KO. Then garchomp wakes, EQ on Torkoal does maybe 40%. That seems decent. Go SWITCH: torkoal. Actually wait — is Venusaur more valuable as a check to remaining Pokémon (palafin/greninja/scizor/gholdengo)? Venusaur with sleep powder/solarbeam in sun is a win condition. Preserve it. Yes, switch Torkoal.
- Turn 6Microsoft-Decision-1 switched to
Garchomp44% SWITCH: garchomp, 39% MOVE: shadowball, 8% MOVE: recover
MiMo V2.6 Flash usedEruptionTorkoal is at full HP, so Eruption fires at maximum power, and it's super effective against Gholdengo. Gholdengo will move first, but Torkoal's bulk should let it survive to land the hit — Eruption is the likely knockout.
Reasoning trace (99 words)
Gholdengo is Steel/Ghost — Eruption is super effective. Torkoal at full HP, Eruption 150 BP. Gholdengo SpD range 99-157. Torkoal Spa 137. Sun? Weather is none currently... Drought activates on switch-in — Torkoal came in turn 5, weather shows "none" now (sunny day expired?). Actually drought should set sun. Weather: None shown. Hmm. Eruption should still do heavy damage, likely KO or close. Gholdengo faster, may Shadow Ball or Make It Rain. Torkoal physically bulky but weaker SpD (92). Gholdengo SpA 137-203. Shadow Ball 80 BP could do decent damage but Torkoal has 177 HP. Eruption is best play.
- Turn 7Microsoft-Decision-1 used
Earthquake53% MOVE: earthquake, 32% SWITCH: gholdengo, 7% MOVE: dracometeor
MiMo V2.6 Flash usedEruptionGarchomp is asleep at 55% and Torkoal is at full HP, so Eruption is at maximum power now—this is the best window for damage before anything wakes or switches. Even resisted, it should put Garchomp in KO range, and Torkoal's physical bulk lets it tank a wake-up Earthquake if needed.
Reasoning trace (490 words)
Garchomp is asleep at 55%. Torkoal at full HP with Eruption. But Garchomp could wake up. If it wakes, Earthquake would hurt Torkoal badly (Torkoal has low SpD but high Def; Earthquake physical, Torkoal Def 176, Garchomp Atk 135-200 with Life Orb... could do significant damage). Eruption at full HP is 150 BP but not very effective vs Garchomp (Dragon/Ground resists Fire? No—Fire is not very effective against Dragon. Ground doesn't resist Fire. So 0.5x). Still strong. Alternatively, Stealth Rock is safe since Garchomp is asleep. But Eruption at full HP is best damage while we can. If Garchomp wakes and Earthquakes, Torkoal loses HP, weakening Eruption. Actually consider: Garchomp asleep, likely stays asleep (sleep counter unknown—it was put to sleep turn 4, so turn 5, 6, 7... it's been asleep 2 turns, could wake this turn). Risk of waking. Willowisp burn would neuter Garchomp's Earthquake. 85% accuracy. If it wakes and we burn it, great. But if it stays asleep, we waste a turn. Eruption at full HP does decent damage even resisted—maybe 30-40%? Would put Garchomp in KO range. I think Eruption is the standard play: maximum damage while Torkoal is at full HP. Even if Garchomp wakes, Torkoal survives one Earthquake likely (Def 176, HP 177; EQ from Life Orb Garchomp at 0.5x... wait EQ is 100 BP neutral, Atk up to 200, Life Orb 1.3x. Torkoal Def 176. Could do 50-70%? Hmm, that's a lot). Actually Torkoal's physical bulk is good. Let's estimate: 200 Atk Life Orb EQ vs 176 Def, 177 HP: roughly (122*100/176... formula: (2*50/5+2)*100*200/176/50+2) *1.3 ≈ (22)*100*200/176/50+2 = 22*100=2200*200=440000/176=2500/50=50+2=52... times 1.3 = 67.6, times 0.85 (no burn) ≈ 57%? Plus Life Orb recoil. So Torkoal would drop to ~43%, Eruption then weaker. If Garchomp stays asleep, Eruption does maybe 30-35% (resisted), bringing it to ~20%. Willowisp: if it connects and Garchomp wakes, its EQ does ~28% instead. Then Torkoal keeps full HP Eruption for later. Hmm. Given Garchomp has been asleep since turn 4 (put to sleep turn 4, couldn't move turn 4, turn 5... wait turn 5 Torkoal came in, Gholdengo came in—Garchomp was switched out? Turn 5: Torkoal in, Gholdengo in. Turn 6: Garchomp came in (switched for Gholdengo). So Garchomp was asleep, switched out, came back in turn 6. Sleep persists through switch. It's been asleep turns 4 and 6 (didn't move turn 6? Turn 6 says Torkoal used Eruption, Garchomp at 55% asleep—so it was still asleep turn 6). So it could wake turn 7 (max 3 turns asleep, but switching resets? No, sleep counter doesn't reset on switch in Gen 9... actually sleep persists). It's been asleep 2 turns (turns 4, 6). Could wake this turn (turn 7) with probability... sleep lasts 1-3 turns, so after 2 turns it might wake. Given uncertainty, Eruption at full HP is the highest-value damage play. If Garchomp wakes and hits us, we still have Gholdengo in back. I'll go with eruption.
- Turn 8Microsoft-Decision-1 used
Earthquake49% MOVE: earthquake, 34% SWITCH: gholdengo, 9% MOVE: dracometeor
MiMo V2.6 Flash usedEruptionGarchomp is asleep at only 20% HP, and Torkoal is at full health — Eruption in sun should knock it out even with the Dragon resistance, and Torkoal's massive Defense lets it tank a wake-up Earthquake if needed. Speed doesn't matter here since Torkoal survives either way.
Reasoning trace (192 words)
Garchomp is asleep at 20% HP. Torkoal's eruption at full HP in sun... but it's not very effective on Garchomp (Dragon/Ground resists Fire? No — Dragon resists Fire, Ground doesn't resist Fire. So Fire is 0.5x on Dragon/Ground). Eruption 150 BP at full HP, sun boosted 1.5x, but 0.5x resistance... Torkoal SpA 137. Might not KO a 20% Garchomp? Actually 20% of ~200 HP = 40 HP remaining. Eruption: 150 * 1.5 (sun) * 0.5 (resist) = 112.5 effective BP. Against ~120 SpD... that should easily KO 40 HP. But Garchomp moves first and could use Earthquake on Torkoal. Torkoal has 177 HP, Def 176. Earthquake 100 BP * 1.3 lifeorb = 130, against 176 Def... Torkoal should survive easily. But Garchomp is asleep — it might wake up. Even if Garchomp wakes and EQs, Torkoal survives. Then Torkoal erupts and KOs. Eruption is the play. Alternatively Stealth Rock is safe if Garchomp stays asleep, but eruption gives a KO chance now. Eruption: if Garchomp wakes and attacks first, Torkoal takes damage, reducing eruption power. But Torkoal at maybe 60% HP still does enough to KO 40 HP Garchomp. Go with eruption.
MiMo V2.6 Flash switched toGholdengoGarchomp only revealed Earthquake, and Gholdengo is Steel/Ghost — completely immune to Ground. Venusaur at 16.6% would faint to any hit, so Gholdengo is the safe switch and can KO next turn.
Reasoning trace (81 words)
Garchomp at 10% with Life Orb. Venusaur at 16.6% — Garchomp's Earthquake would knock it out. Gholdengo at 43.8% can take an Earthquake? Gholdengo is Steel/Ghost — immune to Ground! Earthquake doesn't affect it. So switch in Gholdengo safely. Wait, but Garchomp could have other moves. Still, Gholdengo is immune to Earthquake and can then outspeed? Gholdengo speed 106 vs Garchomp 109-169. Garchomp might be faster. But Gholdengo can take a hit and KO with Make It Rain/Shadow Ball. Switch gholdengo.
- Turn 9Microsoft-Decision-1 used
Earthquake78% MOVE: earthquake, 8% SWITCH: gholdengo, 7% MOVE: swordsdance
MiMo V2.6 Flash usedRecoverGarchomp outspeeds and its Life-boosted Earthquake should deal roughly 45-62%, so I'll Recover to near-full and survive the hit; Garchomp then faints to its own Life Orb recoil, preserving my Gholdengo for the final mirror against their Gholdengo.
Reasoning trace (799 words)
Garchomp at 10%, faster than Gholdengo possibly. Gholdengo at 43.8%. If Garchomp attacks, it could KO. Shadow ball won't KO from 10%... actually 10% HP, shadow ball will KO. But Garchomp may outspeed and KO Gholdengo. Venusaur at 16.6% also dies. Need to just attack—shadow ball or make it rain. If Garchomp outspeeds, Gholdengo dies anyway. Best: shadow ball to KO, or recover? Garchomp likely EQ which would KO Gholdengo (super effective). Speed: Garchomp 109-169 vs Gholdengo 106 — Garchomp always faster unless scarf... Gholdengo can't outspeed. So Gholdengo probably dies this turn regardless. But maybe switch to Venusaur to sack it? Venusaur is weak to... Garchomp EQ on Venusaur kills too. Then Gholdengo comes in and outspeeds? No, Garchomp still faster. Actually if we switch Venusaur in, it takes EQ, dies. Then Gholdengo comes in, but Garchomp is still alive at 10%. Next turn same problem. Unless Garchomp's Life Orb recoil... it already at 10%, LO recoil after attack = 10% of max HP ~ dies! Life Orb takes 10% after attacking. Garchomp at 10% HP — attacking with LO recoil kills it! So Garchomp attacks, then dies to recoil. So if we survive the hit... Gholdengo at 85/194, EQ super effective — likely KO. But if we switch Venusaur, it dies to EQ, then Garchomp dies to LO recoil. Then opponent brings Gholdengo (100%) vs our Gholdengo (85/194). Hmm. Alternatively Gholdengo attacks first? Can't, slower. Shadow ball — if Garchomp is at 10%, any hit kills but Garchomp moves first. Wait — Garchomp at 10% with LO, if it attacks it dies. So it's essentially a sacrifice. We lose something either way. Switching Venusaur (sack) preserves Gholdengo. Then opponent Gholdengo comes in vs our Gholdengo at 43.8%. Actually if Garchomp uses EQ and we stay in, Gholdengo likely dies (super effective, LO boost). So better to sack Venusaur. Then opponent's Gholdengo vs our Gholdengo — mirror. Our Gholdengo at 43.8%, theirs at 100%. That's bad. If we stay in and Gholdengo dies, we only have Venusaur left at 16.6% vs their Gholdengo at 100% — Venusaur dies easily. Hmm, what if Garchomp doesn't attack? Unlikely. Sacking Venusaur seems best: Garchomp dies to LO recoil, we have Gholdengo at 85 HP (minus nothing) vs Gholdengo at 100%. Mirror match at disadvantage but recover spam... Actually 85/194 vs full, we'd lose. Alternatively, could Gholdengo survive EQ? 194 max HP, at 85. EQ from 135-200 Atk Garchomp with LO, super effective (Steel weak to Ground 2x). At level 50, Atk 167ish, EQ ~100 BP... likely does more than 85. Probably KO. What about Nasty Plot? If Garchomp attacks, we die. Not useful. Recover: heals to ~182/194. Could survive EQ? EQ does maybe 100-150%... At 43.8%, doubling to ~94% might survive. Risky but...85+97=182, roughly full HP. EQ at 2x STAB LO: atk 167, def 115. Damage≈ ((2*50/50+2)*167*100/115/50+2)*1.3*2(stab? no, Garchomp EQ is Ground STAB 1.5x)... let me compute: level 50, modifier = (2*50/50+2)=4, *167*100/115 = 4*167*0.8696=581.7, /50+2 = 13.63, *1.5 STAB = 20.45, *1.3 LO = 26.6, *2 SE = 53.2%. Hmm about 53%. So recover would bring us from 43.8% to 93.8%, survive the ~53% hit at40%. That works! Wait, Garchomp's Atk range 135-200. At max 200: 4*200*0.8696=695.7,/50+2=15.9,*1.5=23.9,*1.3=31.0,*2=62%. So recover to ~94%, take 62% → survive at ~32%. Then Garchomp dies to LO recoil.But does Garchomp always attack? It might. Recover seems the safest play — survive the turn, Garchomp dies to recoil. But what if Garchomp is slower... range says 109-169 vs our 106, always faster. What if Garchomp uses a non-damaging move? Rare. Also possible: Garchomp has Rough Skin — irrelevant if we don't attack. So recover: heal to ~94%, take EQ (~53-62%), survive at 32-41%, Garchomp dies to LO recoil. Then we face Gholdengo at ~35% vs 100%. Still tough but better. Actually wait — could Garchomp use a move that doesn't trigger LO recoil? All attacks trigger recoil. Status moves don't. Unlikely it uses status. Alternatively, Shadow Ball kills Garchomp if we're faster — we're not. Recover it is. Actually, hold on — what if Garchomp is at 10% and the AI knows it dies to recoil, it might... no, it will attack to take us down. But also consider: opponent's Gholdengo at 100% vs our Gholdengo at 35% after this. Mirror: they'd likely nasty plot or attack. We lose anyway probably. But it's the best line. Alternatively could Gholdengo KO with Shadow Ball without dying? Only if faster — no. Choose recover. Hmm, but also what if Garchomp's EQ is weaker (min atk 135): 4*135*0.8696=470.7,/50+2=11.4,*1.5=17.1,*1.3=22.3,*2=44.6%. Recover to 94% - 45% = 49%. Great. So recover survives always. Garchomp dies to recoil. Good play. Let me double check: does recover + life orb recoil... our recoil only triggers if we attack. Recover doesn't attack. Good. Decision: recover.
MiMo V2.6 Flash switched toVenusaurOnly one legal action is available since Gholdengo fainted and Torkoal is down. Venusaur comes in, and it can finish off the 1% Garchomp next turn with any attack.
Reasoning trace (6 words)
Only legal action: switch in Venusaur.
- Turn 10Microsoft-Decision-1 used
Earthquake39% MOVE: earthquake, 39% SWITCH: gholdengo, 15% MOVE: dracometeor
MiMo V2.6 Flash usedSludgebombmegaGarchomp is faster and Earthquake is super effective, but Venusaur should still Mega Evolve for the defense boost — its only hope is surviving one hit so Garchomp's Life Orb recoil finishes it off afterward. Sludge Bomb is the safest damage option since Sleep Powder misses on 25% of turns, and hitting first isn't guaranteed anyway. If Venusaur somehow survives, any attack + Life Orb recoil will KO Garchomp.
Reasoning trace (584 words)
Garchomp is at 1% HP but will likely outspeed Venusaur and KO with Earthquake (super effective). Venusaur at 31 HP won't survive Earthquake. So Venusaur needs priority... but none of its moves have priority. Sleep Powder could stop Garchomp if it hits, but Garchomp moves first. Wait - Garchomp at 1% HP with Life Orb - if Garchomp attacks, it loses 10% HP from Life Orb after attacking... but it's already at 1%, so Life Orb recoil would KO it. Actually wait, the log says "Garchomp is at 1% [from] item: Life Orb" - so Garchomp already took Life Orb recoil.Garchomp attacking this turn will trigger Life Orb recoil that KO's it after the attack, so Venusaur just needs to survive the hit. Mega Venusaur's Thick Fat ability doesn't help against Ground moves, but Venusaur is already Grass/Poison type so Earthquake is super effective - with only 31 HP remaining, it's almost certainly getting KO'd. Looking at the numbers: Garchomp's minimum attack at level 50 (135) times Life Orb (1.3) gives roughly 136 base power, which against Venusaur's defense translates to around 69 damage - way more than the 31 HP I have left. Venusaur goes down regardless, and since this is my last Pokémon, I need to pick the move that gives me the best chance. I'm realizing Venusaur can't survive Garchomp's Earthquake at 31 HP, so the only win condition is if Garchomp uses a weaker move like Sucker Punch instead—which would only deal about 13 damage and get recoil KO'd by Life Orb, leaving Venusaur alive to finish it off. Let me reconsider the speed tiers more carefully since Venusaur has a base speed of 80 at level 50, which gives it a range of 93-127 with neutral nature. I'm working through the damage calculations for a potential Earthquake hit—even with maximum attack investment and Life Orb, it looks like Venusaur might actually survive a hit from Garchomp, leaving it with a sliver of health and a chance to fire back. But I'm running into a constraint issue: I can only access three moves from the legal actions list, and the decision format is limited to move IDs without numbers, which doesn't align with the available options. I'm second-guessing whether Venusaur can actually survive a hit from Garchomp's Earthquake. Even at minimum investment with Life Orb, the math suggests it would deal around 71 damage, which would KO a 31 HP Venusaur. But there's a contradiction in my analysis that I need to resolve before I can commit to a strategy. the actual game mechanics—rough skin only triggers on contact moves, and Earthquake isn't one, so that doesn't apply here. Life Orb recoil would hit after damage is dealt, which doesn't help Venusaur either. I'm going in circles on this, so let me just accept that Venusaur likely can't survive and go with the best available option. Looking at the move choices, Venusaur doesn't have priority moves, so it's going to take Earthquake and faint regardless of what I pick. The only way this works out is if I can somehow stall until Garchomp's Life Orb recoil knocks it out after attacking, but I need to recalculate whether Venusaur can actually survive that hit. Actually, let me reconsider the Garchomp stats more carefully. With base 102 Attack at level 50, the range would be 135-166, not the 135-200 I was working with earlier. That changes the damage calculation significantly and might give Venusaur a chance to survive and win through recoil.