Matches · 2026-10-10 · rules version c4

Microsoft-Decision-1 vs MiMo V2.6 Flash

Player 1
Microsoft-Decision-1's team
autopilot 0%
Player 2 · winner
MiMo V2.6 Flash's team
autopilot 0%

MiMo V2.6 Flash won in 9 turns · 5 min wall clock · 51,887 tokens · $0.006

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

Decisions

  1. Team preview
    Microsoft-Decision-1 brought Garchomp,dragapult,gholdengo5,462 tok · 3.1 s · $0.0002

    Lead: 50% BRING: garchomp, 39% BRING: dragapult, 4% BRING: scizor Pick 2: 74% BRING: dragapult, 15% BRING: gholdengo, 6% BRING: scizor Pick 3: 84% BRING: gholdengo, 8% BRING: greninja, 8% BRING: scizor

    MiMo V2.6 Flash brought Torkoal,venusaur,kingambit2,271 tok · 11.1 s · $0.0004

    Sun team benefits from Torkoal leading with Drought, Mega Venusaur as the core attacker, and Kingambit as a scarfed revenge killer. Kingambit's Sucker Punch and bulk handle Dragapult, Greninja, and Gholdengo, while checking Scizor's Bullet Punch threat to Venusaur.

    Reasoning trace (81 words)
    Sun team: Torkoal leads, Venusaur, and... Gholdengo or Kingambit or Garchomp. Torkoal lead sets sun, Venusaur chlorophyll. Third: Gholdengo good coverage, or Kingambit. Opponent has Palafin, Greninja, Dragapult, Garchomp, Scizor, Gholdengo. Venusaur Mega with growth+solarbeam in sun handles many. Kingambit scarf handles Dragapult/Gholdengo. I'd pick Torkoal, Venusaur, Kingambit? But Gholdengo resists... Let's just pick Torkoal, Venusaur, gholdengo — no, Kingambit handles Dragapult, Greninja (sucker), Gholdengo.
    
    Actually Scizor bullet punch threatens Venusaur. Torkoal willowisp. Kingambit checks Scizor too. Go: torkoal, venusaur, kingambit.
  2. Turn 1
    Microsoft-Decision-1 used Earthquake1,292 tok · 1.1 s · $0.0001

    74% MOVE: earthquake, 8% MOVE: stealthrock, 7% MOVE: dracometeor

    MiMo V2.6 Flash switched to Venusaur1,744 tok · 14.3 s · $0.0003

    Garchomp outspeeds and likely knocks out Torkoal with Earthquake before Eruption fires, so staying in is a bad matchup. Venusaur resists Ground and benefits from Chlorophyll in the sun, making it the safe switch.

    Reasoning trace (172 words)
    Garchomp likely uses Earthquake, which would KO Torkoal. Sunny day boosts Fire. Eruption at full HP in sun could OHKO or heavily damage Garchomp... but Garchomp moves first and likely EQs Torkoal, KOing it before it attacks. Switching to Venusaur (4x weak? No, Venusaur is Grass/Poison — weak to Ground? No, Grass resists Ground, Poison is neutral... actually Grass/Poison takes neutral from Ground? Grass resists Ground, Poison neutral → 0.5x). Venusaur resists Ground and Fire. Switching Venusaur in seems safe-ish; Garchomp could use Dragon moves though.
    
    Given sun, Torkoal's Eruption in sun with 137 SpA vs Garchomp SpD range — could be a knockout, but Garchomp outspeeds and likely OHKOs Torkoal with Earthquake. So best play: switch to Venusaur to absorb the hit, especially since Venusaur can then threaten with... but no Chlorophyll (sun is up! Venusaur has chlorophyll ability but it's not mega yet — ability says chlorophyll). With sun, Venusaur outspeeds everything with Chlorophyll.
    
    Switching to Venusaur: safe, Garchomp's EQ does little. Then Venusaur can Growth/Solarbeam. I'll switch to Venusaur.
  3. Turn 2
    Microsoft-Decision-1 used Earthquake1,451 tok · 0.5 s · $0.0001

    61% MOVE: earthquake, 12% MOVE: dracometeor, 9% MOVE: stealthrock

    MiMo V2.6 Flash used Sleeppowder8,477 tok · 132.1 s · $0.0017

    Venusaur's chlorophyll in sun doubles its speed to 200, outspeeding Garchomp — but Mega Evolving likely swaps to Thick Fat, losing chlorophyll and letting Garchomp's Earthquake KO first. Landing Sleep Powder neutralizes the threat for a free setup turn, and 75% accuracy is worth the reward here.

    Reasoning trace (572 words)
    Venusaur at 31/187, Garchomp at 90%. Garchomp moves first (speed 109-169 vs Venusaur 100, but sun doubles Venusaur's speed... wait, chlorophyll ability - but it's not mega evolved yet. Chlorophyll is Venusaur's ability pre-mega? Venusaur's ability is overgrow normally, but here it shows chlorophyll as ability - interesting, so it's already listed as chlorophyll. With sun, Venusaur speed doubles to 200, outspeeding Garchomp.
    
    So Venusaur outspeeds. Options: Mega evolve + Growth (sun = +2 both stats), then survive? No, Venusaur at 31 HP, Garchomp's EQ would kill regardless. Actually after Growth +2 SpA, solarbeam in sun (no charge) could KO Garchomp at 90%? Mega Venusaur SpA ~167... solarbeam 120 BP, STAB... vs Garchomp SpD range. Sun-boosted solarbeam from Mega Venusaur should do heavy damage. But Garchomp at 90% HP - might not KO.
    
    Sleep Powder: 75% accuracy, puts Garchomp to sleep - then Venusaur can Growth next turn. If sleep powder hits, great. If misses, Venusaur dies.
    
    Mega evolve first for better bulk (thick fat) - Garchomp's EQ is neutral on grass/poison, mega doesn't change that. Mega Venusaur gains Thick Fat (irrelevant vs Ground).
    
    Best play: sleeppowder [MEGA] - outspeeds due to chlorophyll, sleep Garchomp, then set up or attack. If it misses we die but that's the risk.
    
    Actually Growth +2 in sun then solarbeam could be a KO. Solarbeam from Mega Venusaur at +2 SpA in sun vs90% Garchomp... Probably kills. But Growth doesn't help survive this turn - Garchomp attacks first only if it outspeeds. Chlorophyll doubles Venusaur's speed = 200, faster than Garchomp max 169. So Venusaur moves first with Growth, then Garchomp EQ kills Venusaur (31 HP) regardless - Venusaur dies before attacking again.
    
    So Growth is bad - we die after. Sleep Powder: outspeed, sleep Garchomp, survive. Or Solarbeam directly: outspeed, deal damage but maybe not KO, then die to EQ.
    
    Sleep powder is best - neutralizes threat, then next turn we can Growth/attack or switch. 75% accuracy risk though. Alternative: switch to Kingambit (scarf, outspeeds Garchomp, sucker punch/kowtow). Actually switching preserves Venusaur for later sleep powder option.
    
    Hmm, Kingambit with scarf: EQ is neutral on Kingambit (Dark/Steel: Ground neutral? Steel takes neutral from Ground, actually Ground hits Steel neutrally... no, Ground is neutral vs Steel). Kingambit takes EQ neutrally but resists... EQ from Life Orb Garchomp at ~135-200 Atk vs Kingambit 140 Def - Kingambit survives easily. Scarf Kingambit outspeeds and can kill with Low Kick or Kowtow Cleave.
    
    But Venusaur with chlorophyll outspeeds - sleep powder is the strong play. I'll go sleeppowder [MEGA].
    
    Wait - should I mega evolve? Mega Venusaur gets Thick Fat and better bulk/speed (base speed 80 vs 80 - same). Venusaur base form has chlorophyll here. Mega Venusaur's ability is thick fat typically - losing chlorophyll means speed drop after mega! Mega Venusaur speed = 80 base * ... at 100 stat without sun... if mega removes chlorophyll, speed becomes 100, slower than Garchomp 109-169. That's bad - Garchomp would EQ first and kill.
    
    So do NOT mega evolve - keep chlorophyll to outspeed. sleeppowder without mega.
    
    Actually wait - the ability shown is "chlorophyll" for base Venusaur which isn't standard (base is overgrow). But rules say use given state. If mega evolution changes ability to thick fat, we lose chlorophyll and outspeed... no, we'd be outsped. So plain sleeppowder.
    
    Alternatively, we could just switch out to preserve Venusaur. But sleep powder wins if it hits. I'll go sleeppowder.
  4. Turn 3
    Microsoft-Decision-1 switched to Dragapult1,508 tok · 0.6 s · $0.0001

    48% SWITCH: dragapult, 29% SWITCH: gholdengo, 12% MOVE: stealthrock

    MiMo V2.6 Flash switched to Kingambit2,045 tok · 15.9 s · $0.0003

    Garchomp could wake this turn and Venusaur at 31 HP can't take an Earthquake, so staying in is too risky. Kingambit resists nothing here but has the bulk to take a hit and the scarf to revenge-kill with Kowtow Cleave.

    Reasoning trace (170 words)
    Garchomp is asleep, could wake up this turn. Venusaur at 31 HP, likely dies to earthquake. But Garchomp asleep—turn 2 it slept, turn 3 it might wake (sleep lasts 1-3 turns typically, it's been 1 turn). Actually it could wake up this turn.
    
    Best play: solarbeam with mega? If Garchomp wakes, Venusaur dies anyway. Solarbeam in sun with mega evolution could KO Garchomp at 90%? Mega Venusaur solarbeam in sun: 120 BP, decent SpA. Garchomp90% HP, SpD range. Might not KO.
    
    Safer: switch to Kingambit (scarf) which tanks earthquake? Kingambit is Dark/Steel, ground neutral, high HP207. Earthquake from Life Orb Garchomp does significant but Kingambit survives. Then Kingambit outspeeds with scarf and kowtowcleave.
    
    Or Torkoal takes earthquake easily (high def) but sun-boosted... Torkoal has 176 def, survives EQ fine.
    
    If Garchomp stays asleep, Solarbeam mega might kill. But risk of waking. Switching is safer. Kingambit scarf, kowtow cleave should KO sleeping or awake Garchomp.
    
    But opponent has 2 more Pokémon unknown; switch is safe either way. I'll switch to kingambit.
  5. Turn 4
    Microsoft-Decision-1 used Shadowball1,665 tok · 1.0 s · $0.0001

    30% MOVE: shadowball, 21% MOVE: suckerpunch, 16% SWITCH: garchomp

    MiMo V2.6 Flash used Kowtowcleave1,940 tok · 27.1 s · $0.0003

    Kingambit's Scarf doesn't outspeed Dragapult, but it should survive a hit and Kowtow Cleave is super effective with no failure condition, unlike Sucker Punch which fails if Dragapult doesn't attack. Speed means Dragapult moves first, but a likely knockout on the following hit decides this — Kowtow Cleave is the safe, reliable play.

    Reasoning trace (110 words)
    Kingambit has scarf, sucker punch priority. Dragapult is super effective target. Kowtow cleave is 85 BP SE. Sucker punch 70 BP priority but fails if opponent doesn't attack. Kowtow cleave should KO dragapult likely — Kingambit attack 205, dragapult defense low. But dragapult is faster and could KO Kingambit? Dragapult at 100% vs Kingambit 207 HP. Dragon darts would do significant damage but likely not OHKO. Ghost move like Shadow Ball SE on Kingambit (Dark). Hmm, Kingambit weak to Ghost/Fire/Fighting. Shadow ball from dragapult could hurt but Kingambit SPD 107, HP 207. Probably survives.
    
    Kowtow cleave is safest — guaranteed hit, no fail condition. Sucker punch risks failure. Use kowtowcleave.
    Microsoft-Decision-1 switched to Gholdengo1,383 tok · 0.5 s · $0.0001

    65% SWITCH: gholdengo, 35% SWITCH: garchomp

  6. Turn 5
    Microsoft-Decision-1 used Shadowball1,633 tok · 0.5 s · $0.0001

    49% MOVE: shadowball, 38% SWITCH: garchomp, 6% MOVE: recover

    MiMo V2.6 Flash used Kowtowcleave1,709 tok · 5.2 s · $0.0003

    Kingambit is scarfed and outspeeds Gholdengo; Kowtow Cleave is super effective against the Steel/Ground type and should score a knockout before Gholdengo can move.

    Reasoning trace (28 words)
    Kingambit has scarf, moves first with Kowtow Cleave super effective on Gholdengo. Should knock out or heavily damage. Sucker punch isn't listed as legal—only kowtowcleave. So use kowtowcleave.
    Microsoft-Decision-1 switched to Garchomp

    100% SWITCH: garchomp

  7. Turn 6
    Microsoft-Decision-1 used Earthquake1,614 tok · 0.5 s · $0.0001

    91% MOVE: earthquake, 4% MOVE: swordsdance, 3% MOVE: dracometeor

    MiMo V2.6 Flash used Kowtowcleave2,423 tok · 41.9 s · $0.0004

    Garchomp is asleep, so Kowtow Cleave is essentially free damage this turn—even if it wakes, Kingambit survives a hit or two and we're chipping toward the knockout. Sucker Punch would fail if it stays asleep, so the reliable STAB is the play.

    Reasoning trace (347 words)
    Garchomp is asleep. Kingambit scarfed but slower than Garchomp potentially. Garchomp asleep—likely stays asleep turn 1 (sleep turns: it was just put to sleep, so it must sleep at least 1 turn... actually sleep counter: asleep for 1-3 turns). It's asleep now, so this turn it could wake up? Sleep counter: when put to sleep, it sleeps at least one turn. The turn it was put to sleep counts? In modern gens, sleep counter starts at 1-3 and decrements at end of each turn; it can wake up on the first turn after if counter was 1. Actually the turn it falls asleep it doesn't move (Venusaur slept it, then Venusaur died? Wait, Venusaur is at 31 HP, still alive). Garchomp was put to sleep by Venusaur at some earlier turn—turn 5 Garchomp came in. Turn 6 now. So Garchomp has been asleep... it was slept when? Turn 5 Garchomp came in, no sleep mentioned. Hmm, effects show [SLP] now—maybe slept on turn 5 by Venusaur? Venusaur was active then presumably. So Garchomp's sleep started turn 5; this turn 6 it could wake (if sleep counter was 1).
    
    Either way, Kowtow Cleave is boosted by Supreme Overlord (1 fainted ally = 1.1x). Scarf Kingambit. Kowtow Cleave into sleeping/awakening Garchomp—Garchomp has Rough Skin? Kingambit's attack makes contact—Kowtow Cleave is contact? Yes. Rough skin would damage, but Kingambit at 66%.
    
    If Garchomp wakes and EQs, Kingambit takes big damage but Kingambit is Dark/Steel—EQ neutral, Kingambit defense 140, Garchomp Atk up to 200 with Life Orb 1.3x... could KO from 138. But if Garchomp stays asleep, Kowtow Cleave does ~85*1.1 * stab? No, Dark type move, Kingambit Dark/Steel, so 1.5x stab: ~140 BP effective vs Garchomp90% HP. Garchomp defense up to 161. Kingambit Atk 205. Damage: (205*2/50+2)*140*... rough: 10.2*140 = 1428/def... in level 50 formula. Rough estimate: ~40-50%. Won't KO but it's the best play; opponent only has Garchomp left, so just chip it.
    
    Alternatively switch Torkoal to scout, but Kingambit is the best answer. Just attack—free damage while asleep. Kowtow Cleave over Sucker Punch (Sucker Punch fails if asleep).
  8. Turn 7
    Microsoft-Decision-1 used Earthquake1,656 tok · 0.5 s · $0.0001

    75% MOVE: earthquake, 11% MOVE: swordsdance, 8% MOVE: stealthrock

    MiMo V2.6 Flash used Kowtowcleave1,859 tok · 10.0 s · $0.0002

    Garchomp is asleep and at 35% HP; a Choice-locked Kowtow Cleave from Kingambit (further boosted by Supreme Overlord with one fainted ally) should knock it out before it wakes. Rough Skin recoil is manageable and Kingambit survives even if Garchomp wakes up.

    Reasoning trace (29 words)
    Kingambit is choice-locked into Kowtow Cleave (scarf). Garchomp is asleep, 35% HP. Kowtow Cleave should knock it out. Rough Skin + Life Orb damage on Kingambit but that's fine.
    MiMo V2.6 Flash switched to Torkoal1,859 tok · 9.8 s · $0.0001

    Garchomp is at 25% and locked into Earthquake likely, and Torkoal's massive 176 Defense at full HP can comfortably tank even a Life Orb-boosted hit. Venusaur at 31 HP probably dies to a stray Earthquake, so Torkoal is the safer pivot to finish this off with Eruption next turn.

    Reasoning trace (56 words)
    Garchomp at 25%, Torkoal can take an EQ (resists? No, Fire takes neutral from Ground). Torkoal defense 176, Garchomp atk up to 200 with Life Orb. Torkoal at 177 HP should survive one EQ easily. Then Eruption at full HP one-shots Garchomp. Venusaur at 31 HP likely dies to EQ.
    
    Switch Torkoal, survive EQ, then Eruption.
  9. Turn 8
    Microsoft-Decision-1 used Earthquake1,635 tok · 0.6 s · $0.0001

    83% MOVE: earthquake, 9% MOVE: dracometeor, 5% MOVE: swordsdance

    MiMo V2.6 Flash used Eruption2,154 tok · 25.7 s · $0.0004

    Garchomp is faster but Torkoal's 176 Defense means it should tank the Earthquake easily. At full HP, Eruption hits at max 150 BP and in sun that should overpower Garchomp's remaining 25% even after the resistance.

    Reasoning trace (163 words)
    Garchomp at 25% HP, faster than Torkoal. Torkoal at full HP, Eruption at full power. Garchomp will likely Earthquake — Torkoal has huge Defense (176), so it should survive. Eruption is not very effective on Garchomp but at150 BP full power in sun... Garchomp at 25% HP should be knocked out? Not very effective means 0.5x. Sun boosts fire 1.5x. So effective ~112 BP. Garchomp has ~25% HP remaining (about 46-54 HP). Torkoal SpA 137 with112 BP vs Garchomp SpD ~94-150... likely KO at 25%.
    
    But Garchomp might also just KO... no, Torkoal has 177 HP and 176 Defense. Earthquake from Garchomp with Life Orb — could deal significant damage but Torkoal should survive. Eruption at full power is the play.
    
    If Torkoal gets hit first and takes damage, Eruption power drops — but at 177 HP with 176 def, likely takes maybe 60-90 damage from EQ. Eruption still powerful enough.
    
    Eruption is the clear choice — max power fire move in sun.
    MiMo V2.6 Flash switched to Venusaur1,704 tok · 6.7 s · $0.0001

    Only one legal action remains: sending in Venusaur. Garchomp is at 15% HP and weakened by Life Orb recoil, so Venusaur may survive a hit or force the KO next turn with Solar Beam under sun.

    Reasoning trace (6 words)
    Only legal action is switch venusaur.
  10. Turn 9
    Microsoft-Decision-1 used Earthquake1,626 tok · 0.6 s · $0.0001

    69% MOVE: earthquake, 15% MOVE: dracometeor, 12% MOVE: swordsdance

    MiMo V2.6 Flash used Solarbeam2,777 tok · 23.0 s · $0.0005

    Venusaur's Chlorophyll in sun is my only way to outspeed Garchomp; Mega Evolving swaps it for Thick Fat and drops my speed, which could cost me the knockout. Solar Beam fires immediately in sunlight and should easily KO Garchomp at 15%.

    Reasoning trace (469 words)
    Venusaur at 31 HP, Garchomp at 15%. Garchomp moves first (faster). Venusaur likely dies to Earthquake regardless. Need to KO Garchomp — but if Garchomp outspeeds, Venusaur faints before attacking. Unless... Venusaur with Chlorophyll doubles speed in sun: 100 base spe → 200? But Garchomp range 109-169. Hmm, the speed note says "it moves first" — wait it says "your venusaur 100 vs opposing garchomp 109-169: it moves first" — ambiguous, but suggests Garchomp moves first (venusaur spe listed as 100, not doubled... maybe after mega? Chlorophyll doubles though). Mega Venusaur has Thick Fat, loses Chlorophyll! So mega evolving loses sun speed boost. Regular Venusaur with Chlorophyll: 100 spe stat — but listed as 100 already; chlorophyll doubles in sun → effective 200. The note says it moves first unless priority... "it" ambiguous but likely garchomp.
    
    Actually the listed speed says venusaur 100 vs garchomp 109-169, it moves first — meaning Garchomp. So Venusaur at 31 HP dies to Earthquake (super effective, definitely KO). Solarbeam needs no charge in sun but still moves second.
    
    So Venusaur faints either way? Then what's best? If Venusaur outspeeds (Chlorophyll), solarbeam KO's Garchomp. Since Venusaur has chlorophyll in sun, its effective speed doubles to ~200 > garchomp max 169. But the speed line lists venusaur 100. Hmm, does the sim account chlorophyll? The effect note says chlorophyll active in sunny day. Maybe the speed note ignores it incorrectly, or maybe it considers post-mega.
    
    If Venusaur moves first, solarbeam [MEGA] KO's Garchomp — mega Venusaur SpA higher, and solarbeam 120 BP in sun. Garchomp at 15% HP, easily KO'd.
    
    If Garchomp moves first, Venusaur dies and everything fails. Given only Venusaur remains (bench: torkoal, kingambit both fainted), the whole game rides on this. I'll go solarbeam [MEGA] for max damage in case Venusaur moves first.
    
    Actually should I mega? Mega Venusaur loses Chlorophyll (gains Thick Fat) — speed drops to base 80, so it would definitely be slower. If Venusaur currently outspeeds thanks to Chlorophyll, mega evolving makes it slower — bad! But if Garchomp already outspeeds (as the note suggests), mega doesn't matter for speed.
    
    Hmm. If Venusaur's chlorophyll doubles: it's already faster; mega would make it slower → lose. So don't mega: keep chlorophyll, solarbeam without mega.
    
    But the speed line says garchomp moves first with venusaur at 100 — suggesting chlorophyll not being counted as doubling? Or counted? If counted it'd show 200. The system shows100, meaning possibly chlorophyll doubling is shown as effect but speed calc... The statement "it moves first" — "it" = opposing garchomp likely.
    
    Safest: solarbeam without mega (keep speed if chlorophyll matters, no downside since mega only boosts bulk/SpA slightly but loses speed). Non-mega solarbeam at 167 SpA vs mega ~179. Garchomp at 15% HP, solarbeam 120 BP should KO either way.
    
    Decision: solarbeam, no mega.