Matches · 2026-10-10 · rules version c4

MiMo V2.6 Flash vs Jev 1.13

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

MiMo V2.6 Flash won in 9 turns · 3 min wall clock · 46,257 tokens · $0.005

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Decisions

  1. Team preview
    Jev 1.13 brought Dragapult,gholdengo,aegislash6,526 tok · 1.4 s · $0.0003

    Lead: 31% BRING: dragapult, 26% BRING: aegislash, 26% BRING: gholdengo Pick 2: 53% BRING: gholdengo, 22% BRING: aegislash, 11% BRING: kingambit Pick 3: 37% BRING: aegislash, 29% BRING: kingambit, 21% BRING: corviknight

    MiMo V2.6 Flash brought Torkoal,venusaur,garchomp2,501 tok · 15.4 s · $0.0002

    Opponent is heavy on Steel types (Aegislash, Corviknight, Kingambit, Archaludon), so the sun core is strong: Torkoal leads to set sun and rocks, Venusaur becomes a fast chlorophyll sweeper with Growth/Solar Beam/Sludge Bomb, and Garchomp rounds it out with Focus Sash, Stealth Rock, and Earthquake to pressure Kingambit and Archaludon while not being walled like Gholdengo would be by Kingambit.

    Reasoning trace (176 words)
    The opponent has heavy Steel types (Aegislash, Corviknight, Kingambit, Archaludon, Gholdengo, Dragapult). Sun team with Torkoal lead, Venusaur chlorophyll, and a strong breaker like Gholdengo or Garchomp.
    
    Best bring: Torkoal, Venusaur, Gholdengo? Or Garchomp over Gholdengo? Opponent has Corviknight, Aegislash, Kingambit, Archaludon — Garchomp's earthquake hits Kingambit/Archaludon/Aegislash (Aegislash levitates? No, Aegislash is grounded... actually Aegislash has no levitate; it's grounded, so EQ hits). But Corviknight and Dragapult take little from EQ.
    
    Sun Venusaur with Growth + Solar Beam/Sludge Bomb handles Steel types well. Gholdengo is a good breaker too but opponent has Kingambit (sucker punch) and Dragapult.
    
    Torkoal, Venusaur, Garchomp seems solid: Torkoal leads, sets sun, rocks; Venusaur sweeps with chlorophyll; Garchomp with sash, EQ, SD, rocks backup.
    
    Actually, Gholdengo beats Corviknight, Aegislash... but is walled by Kingambit. Garchomp beats Kingambit and Archaludon, sets rocks. I'd bring Torkoal, Venusaur, Garchomp.
    
    Hmm, but opponent's Kingambit could be an issue for both Venusaur (sucker punch) and Garchomp (ice move?). Gholdengo's Shadow Ball hits Aegislash/Gholdengo/Dragapult. Let's just go Torkoal, Venusaur, Garchomp — sun core with a strong physical wallbreaker.
  2. Turn 1
    Jev 1.13 used Shadowball1,659 tok · 0.4 s · $0.0001

    31% MOVE: shadowball, 20% SWITCH: aegislash, 19% MOVE: thunderbolt

    MiMo V2.6 Flash switched to Venusaur2,250 tok · 23.8 s · $0.0004

    Dragapult outspeeds Torkoal heavily, and a Dragon or Ghost attack would drop Torkoal's HP, crippling Eruption. Venusaur's chlorophyll in the sun should let it match or beat Dragapult's speed while keeping Torkoal healthy for a later eruption sweep.

    Reasoning trace (501 words)
    Torkoal's Eruption is not very effective on Dragapult (Dragon resists Fire... actually Dragon resists Fire, Ghost doesn't resist Fire). Wait, Dragon resists Fire so yes, not very effective.
    
    Dragapult is much faster and could deal big damage. Torkoal at full HP with Eruption in sun would still do decent damage but not very effective.
    
    Options: Switch to Garchomp (immune to nothing relevant, but takes dragon hits), or Venusaur (Dragon resisted? Venusaur is Grass/Poison - Dragon is neutral on Grass/Poison... actually Dragon is not very effective on... hmm).
    
    Actually Venusaur with chlorophyll in sun would outspeed Dragapult. Venusaur is a good answer.
    
    But switch-in prediction — Dragapult might use Draco Meteor, Dragon Darts, Hex, Shadow Ball, U-turn. Venusaur is immune... no.
    
    Given sun, Venusaur with chlorophyll at 100% speed would double speed and threaten. But we don't know Venusaur's current speed — base 100 at level 50... The stats shown: SPE 100. Chlorophyll doubles it in sun to 200, likely outspeeding Dragapult's range (145-213). Might not outspeed max213.
    
    Alternative: Stealth Rock is a safe play that doesn't lose anything immediately, but Torkoal could take big damage.
    
    I think switching to Venusaur is strong: chlorophyll activates in sun, puts pressure. But Venusaur doesn't have a super effective move against Dragapult — Sludge Bomb neutral, Solar Beam neutral. Still, Growth +1 would be nice.
    
    Actually a safer choice: Garchomp has Focus Sash, rough skin, and can set up Swords Dance or Stealth Rock. Dragon attacks would be neutral.
    
    Hmm, tough call. Torkoal's Eruption in sun at full HP even not very effective would still hit for maybe 40-50%. Plus we might survive one hit from Dragapult given Torkoal's bulk (177 HP, 92 SpD — SpD is low).
    
    Dragapult with Shadow Ball / Draco Meteor would hurt Torkoal badly. Might survive.
    
    I'll go with switching to Venusaur for chlorophyll matchup and to preserve Torkoal's Eruption for later.
    
    Wait — actually, Eruption at full HP in sun would still do substantial damage, and Dragapult might switch to a resist. Hmm.
    
    I think Stealth Rock is a good middle-ground low-risk play. But if Torkoal faints or takes heavy damage, Eruption power drops.
    
    Let's consider: Dragapult is likely to attack. Torkoal survives, then Eruption power drops. Setting rocks early is valuable regardless.
    
    Alternatively switch to Garchomp which has Focus Sash — takes any hit, then can set rocks or SD.
    
    I'll go with switching Venusaur — chlorophyll outspeeds, can set up Growth, Sludge Bomb threatens. Actually Venusaur resists... Dragon is neutral on Venusaur.
    
    Let me commit: Switch to Venusaur.
    
    Hmm, but if opponent predicts a switch and uses U-turn or a Dragon move, Venusaur takes neutral damage fine.
    
    Actually, Venusaur-Mega not available this turn (mega evolution available: No... that's for Torkoal). Venusaur has venusaurite so can mega next turn — but Mega Venusaur loses chlorophyll (gets thick fat). So regular Venusaur with chlorophyll in sun is the fast version.
    
    Mega Venusaur would be slower but bulkier with Thick Fat. Could be fine too.
    
    I'll go with switching Venusaur.
  3. Turn 2
    Jev 1.13 used Shadowball1,588 tok · 0.4 s · $0.0001

    69% MOVE: shadowball, 16% SWITCH: gholdengo, 15% SWITCH: aegislash

    MiMo V2.6 Flash used Growthmega2,833 tok · 36.0 s · $0.0006

    Venusaur-Mega gains huge bulk with Thick Fat, letting it easily survive Dragapult's Shadow Ball while Growth gives +2 SpA in the sun. That sets up a likely knockout with Sludge Bomb next turn (Poison is neutral on Dragapult while Grass is resisted).

    Reasoning trace (686 words)
    Venusaur-Mega with Chlorophyll in sun is faster... actually speed: Venusaur 100 base, doubled by Chlorophyll = faster than Dragapult probably. But wait, mega evolution changes ability to Thick Fat, losing Chlorophyll! Mega Venusaur has Thick Fat, not Chlorophyll. So speed doesn't double after mega. Current Venusaur (not mega) has chlorophyll, speed doubled = 200+ vs Dragapult 145-213. So regular Venusaur with chlorophyll may be faster.
    
    If we don't mega, we keep chlorophyll (doubled speed). Growth in sun gives +2 SpA. Dragapult at full HP, likely KO from solarbeam after growth? Growth +2 then solarbeam (no charge in sun) — but dragapult moves first (unless we're faster). Speed: our venusaur 100 base with chlorophyll doubles to ~200 effective (stat shown 100, doubled = 200). Dragapult range 145-213, so likely faster but possible we outspeed.
    
    Actually the stat shown "SPE: 100" for Venusaur at level 50 — that's actual stat. With chlorophyll doubled = 200. Dragapult 145-213. So we outspeed if dragapult < 200 (likely ~50%+ chance).
    
    Best: Growth then Solarbeam? Or Sleeppowder (75%) to sleep then set up. Growth +2 SpA in sun (2 stages), then solarbeam in sun with no charge. Mega Venusaur gains Thick Fat (better defensive) but loses chlorophyll/speed.
    
    Safe play: MOVE: growth [MEGA] then solarbeam? Can't do two moves. Choose one action.
    
    Consider: sleep powder first — if hits, dragapult sleeps, then set up growth. But 75% accuracy and it moves first potentially.
    
    Growth gives +2 SpA in sun; solarbeam 120 BP neutral... dragapult not very effective against grass? Solarbeam is grass type, dragapult dragon/ghost — grass is neutral on both. Wait legal actions say "not very effective on dragapult"? Hmm, it says solarbeam not very effective. Grass vs Dragon is not very effective. Yes dragon resists grass. So solarbeam is resisted. Sludgebomb is poison — neutral on dragapult (ghost doesn't resist poison, dragon doesn't). So sludgebomb is better damage.
    
    Best line: growth (boost +2 SpA in sun), then sludgebomb. But only one action this turn. If dragapult attacks first, shadow ball ~ does damage. Growth doesn't KO us.
    
    Alternatively mega evolve for thick fat bulk and use sludgebomb. Growth +2 then sludgebomb could KO. Dragapult shadow ball after growth... need to survive.
    
    Turn 2: choose growth [MEGA]? Mega loses chlorophyll — but growth+2 SpA then next turn sludgebomb. But speed: after mega, Venusaur speed 100 (no chlorophyll) vs dragapult 145-213 — we'd be slower. Shadow ball would hit us.
    
    Without mega, chlorophyll keeps speed. Growth +2, then sludgebomb next turn (out speed if speed >200? no, we're200 with chlorophyll, dragapult up to 213).
    
    I think growth then sludgebomb is the plan. This turn: growth (no mega to keep chlorophyll speed). Actually should we mega? Mega Venusaur is much bulkier (103/130/130 defenses with thick fat). Speed loss matters.
    
    The stats given: venusaur def 103 spd 122 — that's base Venusaur. Mega would have higher.
    
    I'll choose: MOVE: growth [MEGA] — bulk to survive shadow ball, +2 SpA, then sludgebomb for KO. But losing speed means dragapult hits us first with shadow ball; with mega bulk we survive easily.
    
    Hmm, but if we keep chlorophyll we could outspeed and put it to sleep with sleeppowder. Risky 75%.
    
    Decision: growth (with mega) for setup and bulk. Or growth without mega for speed.
    
    Sleeppowder [MEGA]: if it hits (75%), dragapult sleeps, we're slower but it can't act. Then free setup. If it misses, we take shadow ball, survive probably.
    
    I'll go growth [MEGA] — reliable +2 SpA with added bulk, then sludgebomb should KO.
    
    Actually without mega, we might outspeed — but growth does no damage either way. Mega gives bulk. Go with growth [MEGA].
    
    Hmm, but there's an argument: keep chlorophyll to outspeed next turn for sludgebomb before it attacks. If we mega, dragapult outspeeds and hits us. With mega bulk (130 SpD + thick fat), shadow ball is resisted (ghost vs... thick fat only affects fire/ice). Shadow ball neutral. Base Venusaur SpD 122 shown. Mega SpD higher ~140ish at level 50. Should survive fine.
    
    Growth +2 → sludgebomb: 90 BP * 2x boost, dragapult frail defenses (def/spd 85-139). Should KO.
    
    Choose: MOVE: growth [MEGA]
  4. Turn 3
    Jev 1.13 used Shadowball1,663 tok · 0.4 s · $0.0001

    78% MOVE: shadowball, 12% SWITCH: aegislash, 10% SWITCH: gholdengo

    MiMo V2.6 Flash used Solarbeam3,261 tok · 28.5 s · $0.0006

    Mega Venusaur is at 41% with +2 boosts in sun. Dragapult is faster and will likely Shadow Ball again — it's a coin flip whether Venusaur survives. But Solar Beam in sun doesn't charge and hits at +2 SpA for strong damage even if resisted, making it the best way to leverage our boosts before potentially fainting.

    Reasoning trace (1,073 words)
    Venusaur is at 77/187 HP with +2 SpA and +2 Atk in sun. Dragapult is faster and will likely use Shadow Ball again, which would knock out Venusaur (77 HP remaining, Shadow Ball did ~49 and ~77 damage previously... actually first hit did 61 damage (187-126), second did 49 (126-77). So next Shadow Ball might do ~50-77 damage. It's uncertain whether Venusaur survives.
    
    Actually, Venusaur has thick fat but that only helps vs Fire/Ice. Shadow Ball is Ghost type.
    
    Let me think: Dragapult's Shadow Ball has a chance to KO Venusaur. If Venusaur survives, it can fire back. With +2 SpA in sun, Solar Beam (120 BP) vs Dragapult... Dragapult is not very effective vs Grass? No, Dragapult is Dragon/Ghost, so Grass is neutral. Actually wait, the legal actions say "not very effective on dragapult" for Solar Beam. Let me check: Dragon/Ghost. Grass vs Dragon = neutral, Grass vs Ghost = neutral. So it should be neutral. But the game says not very effective... Hmm, maybe there's something I'm missing. Actually maybe the game is wrong or I'm wrong. Dragon is not weak to Grass. Ghost is not weak to Grass. So it should be neutral.
    
    Wait, maybe they mean something else. Anyway, the game says not very effective, so I'll trust that.
    
    Sludge Bomb is also not very effective on Dragapult? Poison vs Dragon = neutral, Poison vs Ghost = neutral. That should also be neutral. Something odd here. But let's trust the game's assessment.
    
    If both attacks are "not very effective" against Dragapult, then Venusaur can't do much damage. Even at +2 in sun, a resisted Solar Beam might not KO.
    
    But the real question is: will Venusaur survive the next Shadow Ball? It's taken 110 damage total from two Shadow Balls (61 + 49). The next one could do 40-60ish damage. Venusaur at 77 HP might survive one more.
    
    If Venusaur survives, Sludge Bomb at +2 in sun vs a resisted hit... probably still does decent damage.
    
    Actually, let me reconsider. The opponent's Dragapult might switch out. And the opponent has Aegislash, Corviknight, Gholdengo, Kingambit, Archaludon still to come.
    
    The key decision: Venusaur at 41% with +2 boosts. Should I attack or switch?
    
    If I attack with Solar Beam in sun (no charge), and it's not very effective... still at +2 SpA in sun it might do reasonable damage.
    
    Actually, I think the smart play might be to use Sleep Powder. If it hits (75%), Dragapult sleeps and Venusaur can set up more or attack safely. But if it misses, Venusaur probably dies.
    
    Or I could attack. If Venusaur survives the Shadow Ball, it can fire back.
    
    Hmm, let me think about what the best line is. Venusaur at 77 HP, Dragapult at full. Dragapult is faster. If Dragapult uses Shadow Ball again:
    - Shadow Ball does roughly 50-77 damage (based on the two hits)
    - Venusaur might survive with ~0-27 HP
    
    This is risky. If Venusaur survives, it can attack. If not, we lose it.
    
    Switching to Torkoal: Torkoal is Fire type, Shadow Ball is neutral, Torkoal has good SpD? No, SpD is 92, which is low. Torkoal would take significant damage from Shadow Ball.
    
    Switching to Garchomp: Dragon/Ground, Shadow Ball is neutral. Garchomp has 105 SpD, better bulk. But Garchomp would then be facing Dragapult.
    
    Actually, the deciding factor should be whether Venusaur can knock out Dragapult. With +2 in sun, even a resisted hit... let me estimate. Solar Beam at 120 BP, +2 SpA (so effectively 191*2 = 382 SpA), in sun (1.5x boost), vs Dragapult's SpD range (85-139). 
    
    A neutral Solar Beam in sun at +2 would likely KO Dragapult. Even if it's not very effective (0.5x), it might still do 50%+.
    
    But Dragapult moves first. So the question is really whether Venusaur survives.
    
    I think Sludge Bomb might be the best option - it's reliable damage without needing sun. But if it's not very effective...
    
    Actually, let me reconsider. The game explicitly states both Solar Beam and Sludge Bomb are "not very effective on dragapult." This is strange for both, but I'll trust it.
    
    Hmm wait - could Dragapult's item be an type-resist berry? Or maybe the game is just wrong.
    
    Let me think about what's the safest play. If Venusaur attacks and gets KO'd first, we lose a boosted Mega Venusaur for nothing. If Venusaur survives, great.
    
    Given the uncertainty of survival, maybe switching is better to preserve Venusaur. But we'd lose the +2 boosts.
    
    Actually, I think the best play here is Solar Beam. In sun, it doesn't charge, and with +2 SpA, even a resisted hit should do decent damage. If Venusaur survives (it's about 50/50), it deals good damage. If it doesn't, at least we tried.
    
    But wait - maybe Sleep Powder is better. If Dragapult stays in and we land sleep, we can then freely attack next turn. 75% accuracy is decent.
    
    Hmm, but if Sleep Powder misses, Venusaur likely faints. Same risk as attacking.
    
    Let me think about this differently. What would a grandmaster do?
    
    The opponent's Dragapult at full HP vs our Venusaur at 41% with +2 boosts. The opponent is likely to attack to try to KO Venusaur.
    
    If I were the opponent, I'd use Shadow Ball to try to KO. Venusaur has ~41% HP, and Shadow Ball has been doing ~50-77 damage. It's roughly a coin flip whether Venusaur survives.
    
    I think Solar Beam is the best play. If Venusaur survives, Solar Beam in sun at +2 should do massive damage even if "not very effective." If Venusaur faints, at least we're doing something.
    
    Actually no, I just realized - if Venusaur faints, we have to bring in Torkoal or Garchomp, and we lose our setup. That's a big loss. But the alternative is switching out and losing the +2 boosts anyway.
    
    Let me go with Solar Beam - best chance to make progress this turn.
    
    Wait, actually - I should consider Sludge Bomb more carefully. Both are "not very effective" according to the game, but Sludge Bomb is 90 BP vs Solar Beam's 120 BP. In sun, Solar Beam gets a 1.5x boost (30% in gen 9? No, it's 1.5x in sun). So Solar Beam is much stronger in sun.
    
    Solar Beam: 120 * 1.5 (sun) * 0.5 (resist) = 90 effective BP
    Sludge Bomb: 90 * 0.5 (resist) = 45 effective BP
    
    Solar Beam is clearly better in sun.
    
    I'll go with Solar Beam.
  5. Turn 4
    Jev 1.13 used Shadowball1,712 tok · 0.6 s · $0.0001

    69% MOVE: shadowball, 16% SWITCH: aegislash, 15% SWITCH: gholdengo

    MiMo V2.6 Flash switched to Torkoal1,990 tok · 9.6 s · $0.0002

    Venusaur is at 15% HP and slower than Dragapult, so any Shadow Ball will knock it out before it can act — this is a bad matchup to switch out of. Preserving the +2 Venusaur for later is more valuable than letting it go down, and Torkoal can easily tank Shadow Ball while maintaining full-HP Eruption in the sun.

    Reasoning trace (174 words)
    Dragapult is at 5% HP but outspeeds Venusaur. Any Shadow Ball kills Venusaur. Shadow Ball is not very effective? No, Ghost hits... Venusaur is Grass/Poison, Shadow Ball is neutral. At 28 HP, Shadow Ball will knock out.
    
    Switching saves Venusaur with +2 boosts. Switch to Torkoal — Shadow Ball vs Torkoal, resists? Torkoal Fire, Shadow Ball neutral. Torkoal can take it. But Sunny weather is up — wait, Torkoal's Drought. Actually weather is already sunny (SunnyDay effect? It says SunnyDay weather). Torkoal switching in with full HP is fine.
    
    Alternatively, sacrifice Venusaur? Venusaur has +2 boosts but is at 15%. Dragapult kills it first anyway. Switching is better to preserve.
    
    Switch to Torkoal — then Dragapult Shadow Ball does modest damage, Torkoal Eruption at full HP is devastating. But opponent has Gholdengo/Kingambit etc. Still, Torkoal with full HP Eruption in sun is great.
    
    Actually consider Garchomp — Rough Skin + Sash, faster than... Dragapult outspeeds Garchomp? Dragapult min145, Garchomp 169. Garchomp is faster. But Torkoal Eruption in sun is better.
    
    I'll switch to torkoal.
  6. Turn 5
    Jev 1.13 switched to Gholdengo1,769 tok · 0.5 s · $0.0001

    39% SWITCH: gholdengo, 32% MOVE: shadowball, 29% SWITCH: aegislash

    MiMo V2.6 Flash used Eruption1,658 tok · 6.1 s · $0.0003

    Dragapult is at 5% HP, so Eruption will knock it out despite resistance — even if Shadow Ball hits first, Torkoal should survive at 107/177. Removing Dragapult now is better than setting rocks, since it outspeeds and could keep chipping Torkoal.

    Reasoning trace (95 words)
    Dragapult at 5% — Torkoal is slower, Dragapult will KO or damage Torkoal first. Eruption at 60% HP still strong. But will it kill 5% Dragapult? Eruption 150 BP sun-boosted, resisted... still likely kills 5% Dragapult even resisted?5% of ~170 = ~8 HP. Even resisted, any damage kills. So eruption kills Dragapult. But Dragapult moves first — Shadow Ball on Torkoal (107 HP, SpD 92) will hurt but Torkoal likely survives one. Shadow Ball ~ maybe 40-50 HP. Torkoal survives.
    
    Alternatively Stealth Rock for switch-in value. But killing Dragapult now matters. Eruption knocks it out.
    Jev 1.13 switched to Aegislash1,673 tok · 0.4 s · $0.0001

    98% SWITCH: aegislash, 2% SWITCH: dragapult

  7. Turn 6
    Jev 1.13 used Sacredsword1,925 tok · 0.4 s · $0.0001

    36% MOVE: sacredsword, 33% MOVE: kingsshield, 24% MOVE: shadowball

    MiMo V2.6 Flash switched to Garchomp2,149 tok · 16.8 s · $0.0004

    Aegislash outspeeds Torkoal and its Shadow Ball threatens a KO on Torkoal's weak special defense, while Eruption likely fails to break shield-form Aegislash. Garchomp has a Focus Sash, takes any incoming hit safely, and pressures back with super-effective Earthquake.

    Reasoning trace (272 words)
    Aegislash in shield form has high SpD, but Eruption is150 BP super effective. Torkoal's SpA 137 in sun (drought active? Weather says none — drought switched in earlier... weather: none. Hmm, weather shows "None"). Eruption at 66.7% HP still 100 BP-ish... Actually eruption power scales with HP: 150 * 118/177 ≈ 100. Super effective on Aegislash shield form with high SpD... might not KO but good damage.
    
    Aegislash will likely attack first with Shadow Ball or King's Shield. Shadow Ball from shield form boosted SpA? Blade form attacks. Torkoal weak SpD 92. Could die.
    
    Alternative: switch to Garchomp with Focus Sash. Garchomp takes Shadow Ball neutrally, faint sash. Then set up. Aegislash's Shadow Ball would break sash but not KO.
    
    But if Aegislash uses King's Shield... Actually switching is safer. Garchomp can then Swords Dance or EQ. But EQ vs Aegislash shield — resisted? Aegislash Steel/Ghost, Ground hits Steel super effective, Ghost neutral → super effective. Good.
    
    However, if Aegislash attacks with Shadow Ball on switch-in, Garchomp sash survives at 1HP? Shadow Ball vs Garchomp (SpD 105) neutral — likely does ~40-60%, doesn't break sash. Actually Shadow Ball from Aegislash shield... moderate damage. Either way Garchomp survives.
    
    Torkoal Eruption: super effective, might KO Aegislash? Shield form SpD high (144-211). Torkoal SpA 137, power ~100 in no sun (sun gone — weather none). 100 BP SE vs high SpD... probably 40-50%, not KO. Then Aegislash attacks back with Shadow Ball/Flash Cannon killing Torkoal (low SpD).
    
    Best: switch to Garchomp. Aegislash won't KO Garchomp with one hit. Then Garchomp has strong matchups.
    
    Actually wait — Venusaur at 15% also option but bad. Switch garchomp.
  8. Turn 7
    Jev 1.13 used Sacredsword1,967 tok · 0.6 s · $0.0001

    44% MOVE: sacredsword, 33% MOVE: kingsshield, 15% MOVE: shadowball

    MiMo V2.6 Flash used Earthquake1,802 tok · 6.8 s · $0.0003

    Garchomp outspeeds Aegislash and Earthquake is super effective against its Steel/Ghost typing; even in Shield forme this should knock it out or severely dent it, and the Focus Sash protects me if it somehow survives to retaliate.

    Reasoning trace (95 words)
    Earthquake is super effective on Aegislash (Steel/Ghost — Ground hits Steel super effective, Ghost neutral → super effective). Garchomp moves first with sash intact. Aegislash at 88% in blade forme (low defenses63-112). Earthquake from182 attack should KO or come close. Swords Dance could risk taking a hit but sash protects. But Aegislash Sacred Sword is Fighting, neutral on Garchomp... actually Garchomp is Dragon/Ground, Fighting is neutral. With sash, even a KO hit leaves us at 1. But Aegislash in blade forme has weak defenses.
    
    Best: earthquake — likely KO, super effective, and we move first.
    Jev 1.13 switched to Dragapult

    100% SWITCH: dragapult

  9. Turn 8
    Jev 1.13 used Dragondarts1,926 tok · 0.6 s · $0.0001

    56% MOVE: dragondarts, 23% MOVE: shadowball, 20% MOVE: uturn

    MiMo V2.6 Flash used Dragonclaw1,736 tok · 16.5 s · $0.0003

    Dragapult is at 5% HP and Garchomp has its Focus Sash intact, so even if Dragapult moves first with Shadow Ball, Garchomp survives and Dragon Claw finishes it off. Dragon Claw is super effective and guarantees the knockout, ending the match.

    Reasoning trace (46 words)
    Dragapult is at 5% HP. Garchomp's Sash is intact. Dragon Claw is super effective and will knock out Dragapult even if it moves first (Dragapult at 5% won't KO Garchomp before... actually Shadow Ball won't KO Garchomp from 132/185). Dragon Claw is the safest play here.
    MiMo V2.6 Flash switched to Torkoal1,743 tok · 25.1 s · $0.0004

    Dragapult is at only 5% HP, so any of my Pokémon will KO it next turn — the key is bringing in something that survives the hit it makes now. Venusaur at 15% risks being KO'd by Dragon Darts or Shadow Ball, while Torkoal at 66.7% easily tanks either and can finish it off with Eruption.

    Reasoning trace (122 words)
    Dragapult at 5% HP. Torkoal at 66.7% can take a hit; Venusaur at 15% might faint to Dragon Darts (super effective? Venusaur is Grass/Poison, Dragon not very effective actually—Dragon is not very effective against Poison? No, Dragon is resisted by Poison? Dragon is resisted by Steel only... Actually Dragon is not very effective against Steel, and Poison? Dragon moves are resisted by Steel. Venusaur (Grass/Poison) takes neutral from Dragon. Ghost Shadow Ball is neutral too.
    
    Dragapult at 5%—any hit knocks it out. But it's faster. It could kill Venusaur at 15%. Torkoal is tankier; switch Torkoal in, then Eruption/KO next turn. Torkoal slower but survives.
    
    Also if Dragapult uses Dragon Darts on incoming Torkoal, Torkoal takes neutral damage, survives easily.
    
    Switch Torkoal.
  10. Turn 9
    Jev 1.13 used Dragondarts

    100% MOVE: dragondarts

    MiMo V2.6 Flash used Eruption1,926 tok · 7.5 s · $0.0003

    Dragapult is at 5% HP, so Eruption—even at reduced power with the not-very-effective resistance—should easily KO it. Torkoal is slower but can tank whatever Dragapult throws first, so just fire off Eruption to close out this matchup.

    Reasoning trace (149 words)
    Dragapult is at 5% HP. Torkoal is slower, so Dragapult moves first. It could use Shadow Ball or Dragon Darts. Eruption at 66.7% HP still has good power and would KO Dragapult. But Dragapult moves first and might KO Torkoal? Torkoal has 118/177 HP. Shadow Ball from Dragapult (SpA 108-167) vs Torkoal SpD 92... could do significant damage but probably not KO from 118. Dragon Darts is physical, Torkoal Def 176 is high.
    
    Eruption is not very effective on Dragapult (Dragon resists Fire? No, Dragon doesn't resist Fire. Ghost doesn't resist Fire either). Wait, "not very effective on dragapult" - that's what the prompt says. Hmm, actually Fire vs Dragon/Ghost: Dragon resists Fire! Yes, Dragon resists Fire.
    
    Eruption at 66.7% power:150 * (118/177) ≈ 100 BP, STAB 150, sun boost 1.5x. Against Dragapult with SpD 85-139... should still KO at 5% HP.
    
    Just use eruption to KO the5% Dragapult.