Matches · 2026-10-10 · rules version c4

Jev 1.13 vs MiMo V2.6 Flash

Player 1 · winner
Jev 1.13's team
autopilot 0%
Player 2
MiMo V2.6 Flash's team
autopilot 0%

Jev 1.13 won in 13 turns · 7 min wall clock · 78,084 tokens · $0.009

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

Decisions

  1. Team preview
    Jev 1.13 brought Gholdengo,dragapult,aegislash6,525 tok · 1.3 s · $0.0003

    Lead: 29% BRING: dragapult, 28% BRING: gholdengo, 25% BRING: aegislash Pick 2: 40% BRING: dragapult, 26% BRING: aegislash, 17% BRING: kingambit Pick 3: 42% BRING: aegislash, 26% BRING: kingambit, 21% BRING: corviknight

    MiMo V2.6 Flash brought Torkoal,venusaur,gholdengo2,317 tok · 12.9 s · $0.0004

    Sun core is the plan: Torkoal sets sun and pressures with Eruption, Venusaur-Mega sweeps with Chlorophyll, and Gholdengo covers Aegislash, Dragapult, and Kingambit while resisting opposing Steel moves. That trio has the best overall matchup against their team.

    Reasoning trace (111 words)
    I need to choose 3 Pokémon. Sun team: Torkoal + Venusaur core, plus a third. Venusaur-Mega with chlorophyll/sun. Gholdengo is a solid all-around. Kingambit with scarf handles dragapult. But Venusaur-Mega with sun does well. Garchomp with sash.Best bring: torkoal, venusaur, gholdengo. Torkoal leads for eruption/sun. Gholdengo handles aegislash, kingambit, resists many things. Garchomp also good but gholdengo coverage better? Opponent has corviknight (beat by... none), gholdengo's makeitrain/shadowball. Garchomp EQ hits corviknight, kingambit, archaludon, gholdengo (EQ? gholdengo levitate? no, it's not levitate—EQ hits). Garchomp strong vs this team but dragapult is fast... with sash and roughskin ok.
    
    Sun core torkoal + venusaur + gholdengo is standard. I'll go with torkoal, venusaur, gholdengo.
  2. Turn 1
    Jev 1.13 used Shadowball1,646 tok · 0.5 s · $0.0001

    27% MOVE: shadowball, 19% MOVE: nastyplot, 18% SWITCH: aegislash

    MiMo V2.6 Flash used Eruption2,475 tok · 31.2 s · $0.0005

    Eruption at full HP in sun is super effective on Gholdengo and should knock it out even if it attacks first — Torkoal only needs to survive one hit at high enough HP for Eruption to KO. Gholdengo might even set up or fail to KO, making this the highest-reward play. Speed doesn't matter since we tank the hit.

    Reasoning trace (565 words)
    Torkoal's Eruption at full HP in sun vs Gholdengo — Gholdengo is Steel/Ghost, neutral to Fire (Fire not very effective... wait, Fire vs Steel is not very effective? No: Fire is super effective against Steel. Fire vs Steel = 2x, Fire vs Ghost = 1x. So Fire is super effective on Gholdengo.
    
    But Gholdengo moves first and likely knocks out or damages Torkoal, weakening Eruption. Still, Eruption at full HP in sun could KO even after taking a hit? If Gholdengo attacks first and deals, say, 40% damage, Eruption at 60% power in sun... Actually Eruption power scales with HP: 150 * (HP/177). After taking ~40% damage, ~90 power * sun boost * STAB * super effective... Torkoal has137 SpA. Could still KO.
    
    Alternatively, Stealth Rock is safe — Gholdengo is immune to status (Good as Gold blocks willowisp and stealthrock? No, stealthrock is used by Torkoal, not targeting Gholdengo — Good as Gold only blocks status moves targeting it). Stealth Rock is a self/target-less move... actually Stealth Rock targets the opponent's side, so Good as Gold doesn't block it? In Gen 9, Good as Gold blocks moves that target the opponent — Stealth Rock targets "all foes" side hazard. Actually Good as Gold does NOT block entry hazards like Stealth Rock (it targets the field). Let me think: Good as Gold blocks status moves "that target" the Pokemon. Stealth Rock targets the opposing side, but I believe Good as Gold does block it? Actually testing: Good as Gold Gholdengo — Stealth Rock... From showdown: Good as Gold prevents "certain status moves" from being used. I recall Good as Gold blocks Spikes/Stealth Rock? Hmm. Actually I recall it blocks Whirlwind, Roar, Thunder Wave targeting it, and also blocks moves like Taunt. Stealth Rock — the move's target type is "foeSide" — I think Good as Gold doesn't block hazards. But the tool says stealthrock is legal, so presumably fine.
    
    Best play: Eruption for huge damage/KO. Gholdengo moves first — it might use Nasty Plot or Shadow Ball. Shadow Ball on Torkoal (Fire) — neutral, Torkoal has decent bulk with 176 Def but SpD 92 is low. Gholdengo SpA up to 203. Shadow Ball 80 BP could do significant damage.
    
    Eruption in sun, STAB, super effective: Torkoal 137 SpA, 150 BP base... at full HP it should OHKO Gholdengo even with some SpD investment (Gholdengo SpD up to 157). Let's estimate: sun 1.5x, STAB 1.5x, SE 2x → effective4.5x. Damage≈ ((2*50/50+2)*150*137/157)/50+2) * ... let's do standard: at level 50, damage = ((2*50/5+2)*150*137/157)/50+2)*... times modifiers.
    
    Base: (2*50/5+2)=22; 22*150=3300; 3300*137/157 ≈ 2878; /50 = 57.6 +2 = 59.6. Times stab 1.5 = 89.4, sun 1.5 = 134, SE 2x = 268. Way over 100%. Even with max SpD (157) it's a OHKO easily. Even if Torkoal takes a hit first and drops to 60% HP: power = 90 instead of 150 → 161 damage, still OHKO.
    
    So Eruption wins regardless. Unless opponent switches — but switching, the incoming from bench: aegislash (resists? Fire vs Steel = SE, aegislash Steel/Ghost same as gholdengo), corviknight resists Fire (half), kingambit resists, dragapult neutral, archaludon resists (Steel/Dragon → Fire 2x on steel, 0.5 on dragon = 1x neutral). Corviknight would take ~50-60%. Eruption still good.
    
    If Gholdengo uses Nasty Plot, we get a free OHKO. Eruption is the play.
    
    If Gholdengo attacks and Torkoal survives at >33% HP, still OHKO.
    
    Decision: eruption.
  3. Turn 2
    Jev 1.13 used Shadowball1,815 tok · 0.6 s · $0.0001

    46% MOVE: shadowball, 23% MOVE: poltergeist, 10% SWITCH: dragapult

    MiMo V2.6 Flash switched to Gholdengo1,923 tok · 9.6 s · $0.0003

    Torkoal at 35 HP is slower and will be KO'd by Shadow Ball before it can act, so Eruption is wasted. Switching in my Gholdengo takes the hit neutrally and threatens an immediate Shadow Ball knockout.

    Reasoning trace (221 words)
    Torkoal at 35 HP, Eruption would be weak. Opponent Gholdengo will KO Torkoal with Shadow Ball. Switch to Gholdengo — Shadow Ball resisted? Gholdengo is Steel/Ghost, takes neutral from Shadow Ball (Ghost vs Steel = neutral, vs Ghost = super effective → super effective actually). Ghost is super effective on Ghost, not very effective on Steel → neutral overall. So switching in our Gholdengo takes neutral damage, fine. But Sunny Day solarbeam... Venusaur with chlorophyll? Mega Venusaur has thick fat. Venusaur takes Shadow Ball neutral? Ghost vs Poison = neutral, vs Grass = neutral → neutral.
    
    Alternatively set Stealth Rock before going down. But Torkoal likely dies without getting move off... Torkoal is slower, so opponent moves first and KOs. So switch is better.
    
    Switch to our Gholdengo — then we have speed106 vs theirs 93-149, uncertain. Venusaur under sun could outspeed with... Venusaur base100, no chlorophyll boost unless mega? Venusaurite mega has Thick Fat, loses chlorophyll. Actually ability shown: chlorophyll (pre-mega). If mega evolved, chlorophyll not active (mega Venusaur has Thick Fat). Hmm, but the ability listed is chlorophyll — in champions format, maybe can hold venusaurite and ability persists? Uncertain.
    
    Switch to gholdengo seems solid — can nasty plot or shadow ball. Opponent's Gholdengo at 59%, our shadow ball threatens KO. Speed tie uncertainty though.
    
    I'll switch to gholdengo.
    MiMo V2.6 Flash switched to Venusaur1,564 tok · 12.5 s · $0.0002

    Venusaur is the clear switch-in here—Torkoal at 35 HP faints to any attack, while Venusaur takes a Shadow Ball comfortably and threatens a revenge KO with its speed doubled by Chlorophyll in the sun. The deciding factor is the sun-boosted speed and Venusaur's favorable matchup against the 49% Gholdengo.

    Reasoning trace (84 words)
    Gholdengo fainted. Venusaur is my only option. Torkoal at 35 HP would faint to Shadow Ball too. Venusaur Mega with Chlorophyll in sun doubles speed - outspeeds Gholdengo. Shadow Ball does ~40% to Venusaur. Venusaur can attack with Sludge Bomb or Solar Beam. Sunny day means solar beam charges in one turn? In Gen 9, Solar Beam skips charge in sun.
    
    Bring Venusaur in.
    
    Actually it's a switch, not a move choice this turn - just pick which to send in. Venusaur is obvious.
  4. Turn 3
    Jev 1.13 switched to Dragapult2,050 tok · 0.5 s · $0.0001

    33% SWITCH: dragapult, 23% SWITCH: aegislash, 22% MOVE: shadowball

    MiMo V2.6 Flash used Growthmega2,072 tok · 8.8 s · $0.0003

    Good as Gold makes Gholdengo immune to Sleep Powder and Sludge Bomb, so my only line is to set up with Growth (doubled to +2 in sun) and KO with Solar Beam next turn. Mega Evolving adds bulk to survive the incoming Shadow Ball, and speed is uncertain either way but Growth works regardless.

    Reasoning trace (188 words)
    Gholdengo is Steel/Ghost: immune to Sludge Bomb (poison), Solar Beam not very effective. Growth in sun gives +2 SpA. Opponent likely attacks with Shadow Ball. Growth +2 then next turn Solar Beam... but Shadow Ball would hit Venusaur. Let's think: Venusaur at 187 HP, Shadow Ball from Gholdengo (SpA 137-203, life orb) does maybe 40-50%? Then Growth, then Solar Beam in sun (no charge) with +2 SpA would knock out Gholdengo.
    
    Sleep Powder is also an option but Good as Gold doesn't block sleep — only prevents status moves? Good as Gold prevents moves that inflict status conditions... Actually Good as Gold blocks status moves targeting it (all status moves). Yes, Good as Gold makes it immune to all status moves. So Sleep Powder won't work. Growth is self-targeting, works.
    
    So Growth [MEGA] — Mega evolve for bulk and speed. Then Solar Beam. Growth in sun gives +2. Opponent can't stop it. Take a Shadow Ball hit. Decision: growth mega.
    
    Speed: base Venusaur 100 vs Gholdengo 93-149 — uncertain. With mega, speed stays 100. Growth first, then Solar Beam next turn with +2 should OHKO.
    
    Best: growth [MEGA].
  5. Turn 4
    Jev 1.13 used Shadowball2,094 tok · 0.5 s · $0.0001

    41% MOVE: shadowball, 27% SWITCH: aegislash, 11% MOVE: dragondarts

    MiMo V2.6 Flash used Sleeppowder8,014 tok · 90.2 s · $0.0015

    Dragapult outspeeds and could heavily damage Venusaur, but putting it to sleep removes the threat entirely and lets my +2 Venusaur sweep. Sleep Powder is the deciding play despite its accuracy risk.

    Reasoning trace (218 words)
    Dragapult likely outspeeds and hits hard. Venusaur has +2 boosts. Sleep Powder is 75% accuracy - if it hits, we neutralize Dragapult. But if it fails, Dragapult could KO or severely damage. Solar Beam in sun is 120 BP neutral? No, Dragapult is Dragon/Ghost - Grass is not very effective vs Dragon. Sludge Bomb is not very effective vs... Poison vs Ghost is neutral actually. Wait, Poison vs Ghost = neutral. But the legal action says "not very effective on dragapult" - hmm, actually Poison is not very effective vs... nothing relevant. Wait, Poison vs Steel/Poison resisted. Ghost takes neutral from Poison. But it says not very effective... maybe I'm wrong. Actually Dragon resists nothing from Poison. Let me trust the prompt.
    
    Anyway, best play: Sleep Powder to incapacitate Dragapult, then set up or attack. Given +2 already, sleeping it is huge.75% accuracy risk though.
    
    Alternative: Growth again for +2 more (already boosted). But Dragapult likely attacks first.
    
    Sleep Powder seems best despite accuracy.
    
    Actually, Solar Beam in sun is 120 BP but not very effective vs Dragon (resists Grass). Sludge Bomb 90 BP neutral-ish.
    
    Sleep Powder at 75% - if it hits, Dragapult sleeps and we win. If miss, we take a hit but Venusaur is bulky at 187 HP with Thick Fat.
    
    Go with Sleep Powder.
  6. Turn 5
    Jev 1.13 used Shadowball1,823 tok · 0.5 s · $0.0001

    51% MOVE: shadowball, 38% SWITCH: aegislash, 11% SWITCH: gholdengo

    MiMo V2.6 Flash used Solarbeam2,106 tok · 16.6 s · $0.0004

    Dragapult is asleep, giving me a free turn to attack. Solar Beam is the best option—it's not very effective against Dragon/Ghost (0.5x), but at 120 base power with +2 SpA in Sun it still hits harder than Sludge Bomb (also 0.5x but only 90 BP).

    Reasoning trace (207 words)
    Dragapult is asleep, so I can safely attack. Solar Beam isn't very effective against Dragapult (Ghost/Dragon resists Grass? Dragon resists Grass, so0.25x... actually Ghost doesn't resist Grass, Dragon does, so it's 0.5x). Sludge Bomb is Poison - Dragon resists Poison, Ghost is neutral, so 0.5x. Both are not very effective.
    
    With +2 SpA in Sun, Sludge Bomb at 0.5x would still do decent damage. Let me think about which is stronger.
    
    Solar Beam: 120 * 0.25 (not very effective vs Dragon/Ghost = 0.5x since only Dragon resists Grass) = 90 effective power... wait, Grass vs Dragon/Ghost: Dragon resists Grass (0.5x), Ghost is neutral to Grass. So Solar Beam is 0.5x effective = 60 effective BP.
    
    Sludge Bomb: Poison vs Dragon/Ghost: Dragon resists Poison (0.5x), Ghost is neutral. So 0.5x = 45 effective BP.
    
    Solar Beam is stronger. Plus in Sun, Solar Beam doesn't need to charge. Even though it's not very effective, it's the best attacking option here.
    
    Actually, Dragapult is asleep so I could also use Growth again to get +4/+4. But let me just attack since I want to knock out Dragapult. Solar Beam with +2 SpA should do good damage even at 0.5x.
    
    Let me use Solar Beam to try to knock out Dragapult.
  7. Turn 6
    Jev 1.13 switched to Aegislash1,812 tok · 0.5 s · $0.0001

    51% SWITCH: aegislash, 30% MOVE: shadowball, 19% SWITCH: gholdengo

    MiMo V2.6 Flash used Sludgebomb4,436 tok · 27.8 s · $0.0004

    Dragapult is asleep at 7% HP, and my Venusaur is slower but a single hit should knock it out. Sludge Bomb needs no charge turn, so it's safer than Solar Beam which would give Dragapult a chance to wake and move first.

    Reasoning trace (284 words)
    Dragapult is at 7% HP and asleep. Venusaur is slower but Dragapult is asleep - it might wake up. Actually, sleep lasts1-3 turns; it's been asleep1 turn (turn 5). It could wake this turn. But even if it wakes, Venusaur has 71% HP and Thick Fat.
    
    Best move: Solar Beam won't KO through resistance probably at 7%? Actually 7% is very low. Even not-very-effective at +2 spa from a 191 spa stat... solarbeam 120 BP, halved to 60 effective vs 7% HP. Should easily KO. But it charges turn 1 without sun - Dragapult would move first and could wake up.
    
    Sludge Bomb: 90 BP, also not very effective (poison vs... wait Dragapult is Dragon/Ghost, poison is neutral on Dragon, resisted... actually Poison vs Ghost is neutral, vs Dragon is neutral. So Sludge Bomb is neutral! Wait, legal action says "not very effective on dragapult" - hmm, it says that. Actually poison is resisted by nothing relevant... Ghost resists? No. Let me trust the given text: "not very effective". Hmm actually I think Poison is not very effective against... Ground? No that's poison vs steel. Poison moves are not very effective vs Ghost? No... Poison is not very effective vs... Actually I don't think so. But the tool says it's not very effective - wait re-read: "sludgebomb | Poison, Special, power 90, 100% accuracy, not very effective on dragapult". Hmm, odd, but I'll trust it. Actually wait - it might just be a labeling error but I should follow it.
    
    Anyway, at 7% HP, even a resisted hit from +2 191 SpA should KO. Sludge Bomb is safe (no charge turn). Dragapult may wake and hit Shadow Ball, but Venusaur survives easily.
    
    Use sludgebomb.
  8. Turn 7
    Jev 1.13 used Shadowball2,003 tok · 0.5 s · $0.0001

    37% MOVE: shadowball, 26% SWITCH: gholdengo, 21% MOVE: kingsshield

    MiMo V2.6 Flash used Sleeppowder1,845 tok · 6.2 s · $0.0002

    Aegislash is immune to Sludge Bomb and resists Solar Beam, leaving Sleep Powder as the only move that meaningfully threatens it. Putting it to sleep removes the immediate danger and lets me safely set up or attack next turn.

    Reasoning trace (58 words)
    Aegislash is Steel/Ghost — Sludge Bomb immune, Solar Beam not very effective. Sleep Powder is best option to disable it, then set up. Venusaur at +2 SPA already. Sleep Powder 75% accuracy. Growth would let Aegislash attack first possibly — it's slow. But sleeping it removes threat.
    
    Sleep Powder seems best — disable the Aegislash, then Solar Beam/Growth.
  9. Turn 8
    Jev 1.13 used Shadowball1,996 tok · 0.5 s · $0.0001

    44% MOVE: shadowball, 22% MOVE: kingsshield, 21% SWITCH: gholdengo

    MiMo V2.6 Flash used Sleeppowder1,974 tok · 20.5 s · $0.0002

    Sludge Bomb is immune and Solar Beam is resisted (and needs a charge turn), leaving Sleep Powder as the only high-value play. Putting Aegislash to sleep removes its offense and lets Venusaur's +2 coverage or a switch capitalize; speed is uncertain but Venusaur likely survives one Shadow Ball at 81 HP.

    Reasoning trace (127 words)
    Aegislash in Shield forme has high SpD. Venusaur has +2 SpA. Sludge bomb is immune. Solar Beam not very effective (Steel resists). Shadow Ball from Aegislash would hit hard but Venusaur resists? Ghost vs Grass/Poison: not very effective on Poison. Actually Ghost is not very effective vs Poison? No — Ghost is not very effective against Dark only. Poison doesn't resist Ghost. So Shadow Ball does neutral.
    
    Best option: Sleep Powder to disable Aegislash, 75% accuracy but high payoff. Speed uncertain. If Aegislash faster and KOs us... Shadow Ball at 100% shield SpA range vs Venusaur 81 HP with +SpD? Venusaur SpD 142. Might survive.
    
    Solar Beam charges two turns — risky. Growth then. Sleep Powder seems best: puts threat to sleep, allowing free turns.
    
    Choose sleeppowder.
  10. Turn 9
    Jev 1.13 used Shadowball1,992 tok · 0.5 s · $0.0001

    60% MOVE: shadowball, 17% MOVE: kingsshield, 16% SWITCH: gholdengo

    MiMo V2.6 Flash used Solarbeam2,357 tok · 25.7 s · $0.0004

    Aegislash is asleep, giving me a free turn to act. Sludge Bomb has no effect per the game state, and Growth risks Aegislash waking up before I can attack with boosted stats. Solarbeam is my only reliable damage option—even though it's not very effective, it will still chunk Aegislash and I can fire it again if it stays asleep.

    Reasoning trace (380 words)
    Aegislash is asleep, so Venusaur is free to set up. Growth raises both attacking stats by 1 more (already at +2, so going to +3). Solarbeam is not very effective vs Aegislash (Steel resists Grass). Sludge Bomb has no effect (Poison doesn't affect Steel/Ghost? Actually Poison is not very effective vs Steel but does affect Ghost... wait, Aegislash is Steel/Ghost - Poison moves are not very effective vs Steel, and Ghost resists... no. Let me think: Poison vs Steel = not very effective (0.5x). But the game says "no effect on aegislash" - that's wrong actually. Poison does hit Steel types, just not very effectively. But the legal action description says "no effect" - maybe this is a special format thing or the game is telling me it won't work. Regardless, Solarbeam is the better option since it's STAB 120 BP, but it needs to charge (no sun). 
    
    Actually, Aegislash is asleep. I should use Solarbeam or Growth. Solarbeam does 2 turns to charge, but Aegislash is asleep so I could use Growth to get +3/+3 and then attack. But Aegislash could wake up.
    
    Best play: Solarbeam. Even though it's not very effective, with +2 SpA it'll still do decent damage. Aegislash is asleep so charging is relatively safe. Or I could use Growth to boost further, but Aegislash could wake up.
    
    Actually, Solarbeam charges first turn - if Aegislash wakes up and uses Shadow Ball, Venusaur (32 HP) might faint. So better to just attack now with Solarbeam? No - Solarbeam requires charging. 
    
    Hmm, but the description says "not very effective on aegislash" - so it's 0.5x. With +2 SpA (191 * 1.5 = ~286 effective), Solarbeam at 120 BP * 0.5 = 60 effective BP... still decent.
    
    Actually the safest play might be to use Solarbeam since Aegislash is asleep. If it stays asleep for the charge turn, I get the hit off next turn. If it wakes up, I at least have a chance.
    
    Or I could use Growth to go to +3/+3, then Solarbeam next turn for massive damage. But Aegislash waking up is a risk.
    
    Given Venusaur is at 32 HP and Aegislash has Shadow Ball which would KO... I should attack. Solarbeam is the only damaging move that works. Let me go with Solarbeam.
  11. Turn 10
    Jev 1.13 used Kingsshield1,985 tok · 0.5 s · $0.0001

    37% MOVE: kingsshield, 36% MOVE: shadowball, 20% SWITCH: gholdengo

    MiMo V2.6 Flash used Solarbeam1,678 tok · 4.0 s · $0.0001

    Aegislash is asleep and Venusaur is at low HP, so the deciding factor is buying a free turn: Solar Beam charges this turn while the opponent sleeps, then fires next turn. It's also the only legal action available.

    Reasoning trace (30 words)
    Solarbeam charges turn 1... no sunlight. But Aegislash is asleep, so it can't attack. We should charge solarbeam this turn, then hit next turn. It's the only legal action anyway.
  12. Turn 11
    Jev 1.13 switched to Gholdengo1,972 tok · 0.5 s · $0.0001

    38% SWITCH: gholdengo, 27% MOVE: shadowball, 24% MOVE: kingsshield

    MiMo V2.6 Flash used Solarbeam8,501 tok · 116.2 s · $0.0016

    Aegislash is at 1% HP and Venusaur has +2 SpA; Solar Beam hit in one turn previously and should knock it out despite resistance. Speed is uncertain, but Solar Beam is the only attacking move here that can actually damage Aegislash.

    Reasoning trace (517 words)
    Aegislash at 1% HP, asleep. It's in Shield forme presumably. Solarbeam is not very effective but at +2 SpA with 1% HP target, it should KO. Sludgebomb has no effect (Steel type... actually Aegislash is Steel/Ghost, poison is not very effective, not immune). Wait, "no effect on aegislash" — that's wrong, Steel resists Poison, doesn't immune. But the legal action says no effect. Hmm, actually Ghost doesn't resist poison. Steel resists. So it's not very effective. The listed info says no effect—maybe wrong but I should trust. Anyway Solarbeam at +2 vs 1% HP should KO even resisted.
    
    Aegislash is asleep and can't move presumably (it's been asleep turns). Solarbeam charges turn 1 though... but no sun. Actually it says "Charges turn 1. Hits turn 2." That's a problem — Aegislash might wake up. But it's at 1% and can't survive anyway. Hmm, but if it wakes and KOs Venusaur with Shadow Ball (Venusaur at 32/187, likely dies)...
    
    Venusaur has +2 SpD? No, only ATK and SPA boosted. Shadow Ball from Aegislash at 1% HP... Venusaur at 32 HP likely dies.
    
    Better: use a move that hits this turn. Sludgebomb says no effect. Growth is status, doesn't KO. Sleeppowder — already asleep.
    
    Solarbeam charges. Hmm. Risk: Aegislash wakes up and kills Venusaur, then Torkoal (35/177) comes in vs1% Aegislash. Torkoal's eruption at 35 HP is weak but sun? No weather. Torkoal has eruption (weak at low HP), willowisp, rapidspin, stealthrock. Actually eruption at 19.8% HP is weak. Willowisp would burn Aegislash.
    
    Actually, safest: switch to Torkoal? But then Torkoal vs Aegislash. Torkoal takes Shadow Ball (Steel/Ghost, Shadow Ball neutral on Fire). Torkoal at 35 HP probably dies.
    
    Hmm. Let's just use Solarbeam — even if it charges, Aegislash asleep likely stays asleep (it's been asleep many turns). Actually sleep counter max 3 turns, it's been asleep turn 8,9,10, so it could wake turn 11. Risky.
    
    Alternatively Sludgebomb "no effect" — wrong data. Let's trust given info though.
    
    Best move: growth? No, doesn't kill.
    
    Let me pick solarbeam. At +2, even resisted, vs 1% HP it will KO if it connects. Risk is charging. Actually solarbeam "100% accuracy, not very effective" and "Charges turn 1. Hits turn 2."
    
    Given Aegislash asleep, it likely can't move this turn. Solarbeam charges this turn, then Aegislash is still asleep maybe wakes next turn. Risky.
    
    Actually a safer choice: switch to Torkoal isn't safe either.
    
    Hmm, but what about speed? Speed: either could move first. If Aegislash wakes and moves first, Venusaur dies. If Venusaur moves first with Solarbeam, it charges but doesn't KO this turn.
    
    Sludgebomb hits this turn — if it truly has no effect, useless.
    
    Given the constraint, maybe just go with solarbeam. Actually wait — maybe in this sim, solarbeam in no sun still needs charge. But Venusaur previously used solarbeam on turn 9 and 10 successfully without charge? "Venusaur used Solar Beam" then "It was not very effective" — so it hit in one turn! So no charging occurred. Interesting — maybe there was sun earlier, or sim doesn't charge.
    
    So solarbeam hits this turn. Use solarbeam.
  13. Turn 12
    Jev 1.13 used Shadowball1,961 tok · 0.5 s · $0.0001

    33% MOVE: shadowball, 27% MOVE: steelbeam, 18% MOVE: poltergeist

    MiMo V2.6 Flash used Solarbeam1,680 tok · 20.1 s · $0.0003

    Solar Beam is the only legal action available; with Venusaur's +2 Special Attack boost it should still deal meaningful damage to Gholdengo despite the Steel resist, and both Pokémon are in knockout range for whatever happens next.

    Reasoning trace (32 words)
    Solar beam charges first turn since no sunlight. Venusaur has +2 SPA. But it's not very effective against Steel/Ghost... Still, with +2 it might do decent damage. It's the only legal action.
    MiMo V2.6 Flash switched to Torkoal1,569 tok · 7.1 s · $0.0002

    Torkoal is my only remaining Pokémon, so I have no choice but to send it in. It's low on HP, but I'll need to try with Eruption or another move next turn.

    Reasoning trace (7 words)
    Only Torkoal remains. Must switch it in.
  14. Turn 13
    Jev 1.13 used Shadowball2,040 tok · 0.4 s · $0.0001

    38% MOVE: shadowball, 25% MOVE: poltergeist, 17% MOVE: nastyplot

    MiMo V2.6 Flash used Eruption1,859 tok · 13.0 s · $0.0003

    Torkoal is slower and at only 19.8% HP, so Gholdengo will likely KO it this turn. Willowisp fails due to Good as Gold and Rapidspin is immune, so the deciding factor is squeezing out chip damage with a sun-boosted super-effective Eruption before fainting.

    Reasoning trace (176 words)
    Torkoal at 19.8% HP - eruption would be weak. Gholdengo will KO Torkoal first with Shadow Ball anyway. Best: get Stealth Rock up before fainting? Or eruption for damage.
    
    Torkoal likely faints this turn. Setting Stealth Rock helps for remaining Pokemon... but opponent has two Pokemon at low HP (7% and 1%). Stealth Rock would knock them out on switch-in - but they'd be asleep and switching would wake them. Actually Stealth Rock on those would deal big damage (dragapult 7%, aegislash 1%) - Rock vs Ghost/Steel: aegislash weak to rock? Steel not weak, Ghost not weak. Dragapult: Dragon not weak, Ghost not weak. Hmm, not very effective actually.
    
    Eruption at 19.8% HP: base power scaled ~150 * (35/177) ≈ 30 BP, super effective, STAB, sun boosted... maybe decent chip. Gholdengo at 39%.
    
    Actually Gholdengo will likely KO Torkoal. Best damage option is eruption. Willowisp useless (Good as Gold). Rapidspin no effect.
    
    Eruption or Stealth Rock. Given Torkoal will faint anyway, and Stealth Rock doesn't do much vs their team (no weaknesses revealed), eruption gives damage.