Matches · 2026-10-10 · rules version c4

DeepSeek V4.1 Flash vs Gemini 3.8 Flash

Player 1
DeepSeek V4.1 Flash's team
autopilot 0%
Player 2 · winner
Gemini 3.8 Flash's team
autopilot 0%

Gemini 3.8 Flash won in 6 turns · 78 s wall clock · 37,263 tokens · $0.022

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Decisions

  1. Team preview
    Gemini 3.8 Flash brought Garchomp,gholdengo,dragonite2,169 tok · 3.0 s · $0.0021

    Garchomp threatens a fast OHKO on common hazard leads like Glimmora and deals massive damage to Garganacl and Kingambit. Gholdengo provides Scarf speed control and immunity to status, while Dragonite offers strong priority and setup potential late game.

    DeepSeek V4.1 Flash brought Glimmora,dragonite,gholdengo9,689 tok · 41.6 s · $0.0052

    Glimmora is the best lead to set Stealth Rock and Spikes early, with Focus Sash guaranteeing hazards even against a strong hit. Dragonite and Gholdengo cover the opponent's likely threats: Dragonite handles Garchomp/Volcarona, while Gholdengo checks Mimikyu/Primarina.

    Reasoning trace (1,144 words)
    We need answer team preview bring 3. Need choose best lead and 3. Opponent has dragonite, gholdengo, mimikyu, garchomp, volcarona, primarina. Our team glimmora, dragonite, gholdengo, kingambit, garganacl, annihilape.
    
    Need pick 3. In this meta, need hazard lead? Glimmora with focus sash, toxic debris, stealth rock/spikes, mortal spin. Good lead vs many. But opponent may have primarina/volcarona. Glimmora fast 151, can set hazards. However gholdengo goodasgold blocks defog, but opponent has gholdengo too.
    
    We need think best 3. Probably glimmora lead, dragonite, gholdengo? Or kingambit? Opponent has mimikyu, garchomp, volcarona, primarina, dragonite, gholdengo. Our gholdengo with wiseglasses and make it rain, shadow ball, nasty plot, recover. Kingambit strong sucker punch.
    
    Need bring 3: glimmora, dragonite, gholdengo? But dragonite with multiscale and lum berry, DD, extremespeed, earthquake, icespinner. Good vs garchomp, dragonite, volcarona? Ice spinner hits garchomp, dragonite. Extremespeed.
    
    Gholdengo is good vs mimikyu, primarina? Steel/Ghost, good against fairy? Make it rain steel hits mimikyu, primarina? Steel neutral vs fairy? Actually steel super effective vs fairy? Steel is super effective against fairy. Yes Steel 2x vs Fairy. Shadow ball hits ghost. Goodasgold blocks status. But opponent gholdengo can threaten.
    
    Glimmora lead: set stealth rock and spikes. But opponent may lead gholdengo with make it rain? Glimmora focus sash survives one hit, can set hazards. Then maybe die. But toxic debris sets poison on contact. Good.
    
    Alternatively lead dragonite to DD? But opponent may lead mimikyu or garchomp.
    
    We need choose 3 and leader first. Likely glimmora, dragonite, gholdengo. But kingambit is strong. However opponent has primarina (water/fairy) which walls kingambit? Primarina resists dark and steel? Water/Fairy resists dark? Fairy resists dark, water resists steel? Actually steel is super effective vs fairy, so kingambit iron head hits primarina hard. But primarina can hit with moonblast? Fairy vs dark/steel: fairy not very effective vs steel, but dark? Dark weak to fairy? Dark is weak to fairy? Yes Dark is weak to Fairy. So fairy hits kingambit super effective? Steel resists fairy, so neutral? Dark/Steel: Fairy vs Dark = 2x, vs Steel = 0.5x, net 1x. So neutral. Kingambit could handle.
    
    But we need team synergy. In bring 6 pick 3, hazard lead glimmora is common. Then dragonite and gholdengo as win conditions. Kingambit as backup.
    
    Maybe bring glimmora, dragonite, kingambit? Or gholdengo? Let's analyze opponent team: they have gholdengo, mimikyu, garchomp, volcarona, primarina, dragonite. Our gholdengo is good vs mimikyu (steel), primarina (steel), but weak to garchomp (earthquake), volcarona (fire), opponent gholdengo (shadow ball). Our dragonite with multiscale can handle garchomp with ice spinner, volcarona with earthquake? Volcarona is bug/fire, earthquake neutral. But volcarona can quiver dance. Dragonite can extremespeed.
    
    Kingambit with sucker punch is good vs gholdengo, mimikyu? Mimikyu disguise. Sucker punch vs gholdengo is super effective? Dark vs Steel/Ghost: Dark vs Ghost 2x, vs Steel 0.5x? Dark is not very effective vs Steel? Actually Dark is resisted by Steel? In gen 6+, Dark is not very effective against Steel? Wait Dark is neutral vs Steel? Let's recall: Dark is super effective vs Ghost and Psychic, not very effective vs Fighting, Dark, Fairy. Steel resists Dark? Yes Steel resists Dark. So Dark vs Steel/Ghost: 2x * 0.5x = 1x. So neutral. But kowtow cleave is dark. Iron head is steel vs gholdengo? Steel vs Steel 0.5x, vs Ghost 1x, so 0.5x. Not great. But sucker punch can hit gholdengo neutral. Kingambit can also set up swords dance.
    
    Garganacl is defensive, salt cure, iron defense, body press, recover. Could be good vs volcarona? But volcarona can giga drain? Not sure.
    
    Annihilape with bulk up, rage fist, drain punch, taunt. Good vs gholdengo? Fighting vs Ghost? Fighting is neutral vs Ghost? Actually Fighting vs Ghost = 0x? No, Fighting is immune to Ghost? Ghost is immune to Fighting? Yes Ghost is immune to Fighting. So Annihilape's drain punch doesn't hit gholdengo? Wait Annihilape is Fighting/Ghost, drain punch is Fighting, so it cannot hit Ghost types like gholdengo or mimikyu? Mimikyu is Ghost/Fairy, immune to Fighting? Ghost is immune to Fighting. So Annihilape drain punch cannot hit Mimikyu or Gholdengo. Rage Fist is Ghost, hits Gholdengo and Mimikyu super effectively? Ghost vs Ghost 2x, vs Fairy 1x? Actually Ghost vs Fairy is neutral. So Annihilape is not ideal.
    
    Thus best 3 likely: glimmora (lead), dragonite, gholdengo. But kingambit is strong. Let's consider opponent's likely lead: they might lead mimikyu or garchomp or volcarona. Glimmora can set hazards then die. But if opponent leads gholdengo, glimmora can't do much? Earth power hits gholdengo? Ground vs Steel/Ghost: Ground is 2x vs Steel? Ground is super effective vs Steel, but Ghost immune to Ground? No, Ghost is not immune to Ground. Actually Ground vs Ghost is neutral? Ghost is immune to Normal and Fighting, not Ground. So Ground hits Gholdengo: Steel weakness to Ground 2x, Ghost neutral, so 2x. So Glimmora's earth power hits Gholdengo super effective. But Gholdengo is faster? Glimmora speed 151, Gholdengo speed 149. Glimmora is faster by 2. So Glimmora can earth power first. But Gholdengo may survive? Gholdengo HP 164, SpD 111, Glimmora SpA 182. Earth power 90 BP, likely 2HKO? With wiseglasses? No, Glimmora has focus sash, not boosting. So maybe 2HKO. But if Gholdengo uses make it rain, it hits Glimmora? Steel vs Rock/Poison: Steel is super effective vs Rock? Steel is 2x vs Rock, 0.5x vs Poison? Actually Steel vs Rock = 2x, vs Poison = 1x? Poison resists Steel? No, Poison does not resist Steel. Steel is neutral vs Poison. So Steel vs Rock/Poison = 2x. Make it rain 120 BP special, Glimmora focus sash survives one hit. Then Glimmora can set hazards. So lead Glimmora is good.
    
    But if opponent leads garchomp, Glimmora can set hazards, but garchomp earthquake hits Glimmora? Ground vs Rock/Poison: Rock weak to Ground? Rock is weak to Ground? Ground is super effective vs Rock, but Poison resists Ground? Poison is weak to Ground? Actually Poison is weak to Ground? No, Poison is weak to Ground? Wait Ground is super effective against Poison? In Gen 1, Poison was weak to Bug, now Poison is weak to Ground? Let's recall: Ground is super effective against Fire, Electric, Poison, Rock, Steel. Yes Poison is weak to Ground. So Ground vs Rock/Poison: Rock weak 2x, Poison weak 2x? Actually both weak? Rock is weak to Ground, Poison is weak to Ground. So Ground is 4x against Glimmora? That would be 4x. So Garchomp earthquake would OHKO Glimmora even through focus sash? Focus sash survives if full HP, but if it's 4x, it still survives with 1 HP due to sash. So Glimmora can set hazards. But then dies.
    
    Maybe better lead dragonite? Dragonite with multiscale can survive. But hazards are important.
    
    I think best bring: glimmora, dragonite, gholdengo. Leader glimmora.
    
    But we need verify if gholdengo is good. Gholdengo can handle mimikyu, primarina, gholdengo. Dragonite handles garchomp, volcarona, dragonite.
    
    Let's finalize.
  2. Turn 1
    Gemini 3.8 Flash used Earthquake1,664 tok · 2.8 s · $0.0017

    Garchomp naturally outspeeds Glimmora, whereas Mega Garchomp's base Speed drops below Glimmora's max Speed. Earthquake is a 4x super-effective guaranteed knockout, so using Earthquake without Mega Evolving secures the lead advantage.

    DeepSeek V4.1 Flash used Stealthrock1,516 tok · 5.1 s · $0.0002

    Garchomp threatens Glimmora with a likely super-effective Earthquake, but Focus Sash guarantees survival for one hit. That makes this the ideal turn to set Stealth Rock before Glimmora goes down, gaining hazard value against the opponent's team.

    Reasoning trace (75 words)
    Glimmora vs Garchomp lead. Garchomp likely has Earthquake which is super effective against Glimmora (Rock/Poison weak to Ground). Focus Sash saves it once. Best to set Stealth Rock turn 1 since Glimmora survives with Sash. Actually Garchomp could KO with Earthquake, but Sash keeps it alive, then we set rocks. Setting hazards is the standard Glimmora lead play.
    
    Alternatively Earth Power could hit Garchomp but Garchomp is faster possibly. Setting Stealth Rock is safest value.
  3. Turn 2
    Gemini 3.8 Flash used Earthquake1,752 tok · 2.7 s · $0.0018

    Garchomp outspeeds Glimmora and Earthquake will easily finish it off without making contact, preventing another layer of Toxic Spikes. Saving Mega Evolution keeps base Garchomp's higher Speed stat intact.

    DeepSeek V4.1 Flash switched to Dragonite2,020 tok · 15.9 s · $0.0004

    Glimmora is at 1 HP and will die to any hit, so it can't reliably set another hazard layer if Garchomp is faster. Dragonite is immune to Earthquake and keeps Multiscale intact, giving a safe pivot and setup opportunity.

    Reasoning trace (366 words)
    Glimmora at 1 HP. Garchomp will likely Earthquake again, killing it. But Glimmora can set another hazard layer (Spikes) before dying. Actually, since it's at 1 HP, it will die to any hit. Best to set Spikes for extra chip damage. Or switch out to preserve... but Glimmora is at 1 HP, useless. Setting Spikes is valuable.
    
    Actually, could switch to Gholdengo to avoid losing Glimmora? But Glimmora at 1 HP is basically dead anyway. Setting Spikes gives more value.
    
    Garchomp is faster likely. If Garchomp moves first, Glimmora dies before setting Spikes. Speed range 109-169 vs 151. Uncertain. But if Glimmora is slower, it dies without doing anything. Hmm.
    
    Alternatively switch to Gholdengo - immune to Ground? No, Gholdengo is Steel/Ghost, Ground hits... Steel is weak to Ground? No, Steel resists... actually Ground is super effective vs Steel. Gholdengo would take super effective damage.
    
    Dragonite has Multiscale and is immune to Ground (Flying). Switching Dragonite in is safe - immune to Earthquake. That's a good pivot. But we lose Glimmora's hazard setting.
    
    Actually Glimmora at 1 HP - if we switch, we keep it for later? No, it's at 1 HP, useless. Better to get value now.
    
    But if Garchomp is faster, Glimmora dies for nothing. Dragonite switch is safe and immune to EQ. Let me think about what's best.
    
    Given uncertainty, switching to Dragonite (immune to EQ, Multiscale intact) is safe and gains momentum. But we lose the chance to set Spikes.
    
    Hmm, the opponent has Toxic Spikes and Stealth Rock on their side already. Adding Spikes would be nice but Glimmora might die first.
    
    I think switching to Dragonite is the safest play - immune to Earthquake, keeps Glimmora... but Glimmora at 1 HP is dead weight. Actually keeping it means we can't use it. 
    
    Let me reconsider: Glimmora's job is done (set hazards). It's at 1 HP. Best to sacrifice it for another hazard layer if it can. But risk of dying first.
    
    Actually, Dragonite switch is clearly good: immune to EQ, Multiscale, can set up Dragon Dance. Let's go with that.
    
    Wait, but Garchomp might have a coverage move. Still, Dragonite is a solid switch.
    
    I'll go with switching to Dragonite.
  4. Turn 3
    DeepSeek V4.1 Flash used Icespinner1,551 tok · 3.0 s · $0.0002

    Garchomp is 4x weak to Ice, and Ice Spinner is a guaranteed KO on the physically offensive set. Even if Garchomp outspeeds, Multiscale halves the incoming Earthquake, so Dragonite survives and KOs back.

    Reasoning trace (26 words)
    Garchomp is 4x weak to Ice. Ice Spinner is 4x super effective. Dragonite has Multiscale at full HP. Speed uncertain but Ice Spinner should KO Garchomp.
    Gemini 3.8 Flash used Outrage1,943 tok · 3.4 s · $0.0021

    Base Garchomp outspeeds Dragonite, whereas Mega Evolving drops its Speed stat and risks being outsped. Using Outrage without Mega Evolving ensures moving first and dealing severe damage even through Multiscale.

    Gemini 3.8 Flash switched to Gholdengo1,559 tok · 1.7 s · $0.0014
  5. Turn 4
    Gemini 3.8 Flash used Shadowball1,822 tok · 2.2 s · $0.0017

    Dragonite is down to 22% HP with Multiscale broken. Shadow Ball easily secures the KO without reducing Gholdengo's Special Attack like Make It Rain would.

    DeepSeek V4.1 Flash used Earthquake1,787 tok · 2.6 s · $0.0007

    Dragonite is at 38 HP and won't survive a hit, so I must attack now. Extreme Speed does nothing to Ghost-type Gholdengo, and Earthquake is super effective. Dragonite's 132 Speed may outspeed Gholdengo, so Earthquake is the best shot at a knockout.

    Reasoning trace (81 words)
    Dragonite at 38 HP, Gholdengo likely faster or slower. Earthquake is super effective on Gholdengo. But Dragonite is low HP and Gholdengo likely KOs with Shadow Ball/Make It Rain. Extreme Speed has no effect on Gholdengo (Ghost type immune to Normal). Earthquake is the best option - super effective, and Dragonite may outspeed. Actually Gholdengo speed range 93-149, Dragonite 132. Risky.
    
    Dragonite at 38 HP won't survive a hit. Earthquake is super effective and could KO. Best to attack with Earthquake.
    DeepSeek V4.1 Flash switched to Gholdengo1,628 tok · 1.8 s · $0.0004

    Glimmora is at 1 HP and would faint to any hit, while hazards are already set on the opponent's side. Gholdengo is fully healthy and can pressure the opposing Gholdengo with Shadow Ball or set up. Switching Gholdengo is clearly the best option.

    Reasoning trace (93 words)
    We need answer. Need decide best action. State: our Dragonite fainted, must switch. Bench glimmora 1 HP, gholdengo full. Opponent Gholdengo active with hazards on their side. We need pick switch. Obviously switch Gholdengo, not Glimmora at 1 HP. Need consider matchup: our Gholdengo vs opposing Gholdengo. We have wiseglasses, moves nasty plot, make it rain, shadow ball, recover. Opposing Gholdengo likely faster? Unknown speed. But Glimmora at 1 HP would die to anything, only maybe set hazard? Hazards already set. So switch Gholdengo. Decision line exactly SWITCH: gholdengo. Need thought 2-4 sentences.
  6. Turn 5
    DeepSeek V4.1 Flash used Shadowball1,648 tok · 1.0 s · $0.0005

    Mirror Gholdengo matchup: Shadow Ball is super effective and I'm at full HP, while Make It Rain is resisted. Speed is uncertain, but attacking immediately is the safest, highest-value play rather than risking a Nasty Plot turn.

    Reasoning trace (44 words)
    Gholdengo mirror. Shadow Ball is super effective and I'm at full HP. Opposing Gholdengo is at 93%. Speed is uncertain but Shadow Ball is the best play. Make It Rain is not very effective. Nasty Plot risks getting hit. Just attack with Shadow Ball.
    Gemini 3.8 Flash used Shadowball1,712 tok · 2.2 s · $0.0016

    Choice Scarf Gholdengo outspeeds opposing Gholdengo and easily picks up the knockout with super-effective STAB Shadow Ball.

    DeepSeek V4.1 Flash switched to Glimmora1,417 tok · 0.8 s · $0.0002

    My Gholdengo fainted, leaving only Glimmora at 0.6% HP. It's my only legal option, so I must send it in despite the terrible matchup.

    Reasoning trace (12 words)
    Gholdengo fainted, only Glimmora left at 0.6% HP. Must switch in Glimmora.
  7. Turn 6
    Gemini 3.8 Flash used Shadowball1,748 tok · 1.8 s · $0.0016

    Gholdengo is Choice Scarf locked into Shadow Ball and outspeeds Glimmora, easily KOing it at 1% HP to win the battle.

    DeepSeek V4.1 Flash used Earthpower1,638 tok · 2.8 s · $0.0002

    Glimmora is at 1 HP and will faint to any hit, but it's faster than Gholdengo. Earth Power is super effective and deals the most damage before going down, so I should attack rather than set hazards.

    Reasoning trace (47 words)
    Glimmora at 1 HP, faster than Gholdengo. Earth Power is super effective and Glimmora moves first. Gholdengo likely KOs anyway, but Earth Power is best damage option. Actually Glimmora is at 1 HP, so it dies to any hit. Best to get damage in with Earth Power.