Matches · 2026-10-10 · rules version c4

MiMo V2.6 Flash vs Jev 1.13

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

Jev 1.13 won in 12 turns · 6 min wall clock · 70,871 tokens · $0.008

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

Decisions

  1. Team preview
    Jev 1.13 brought Dragapult,gholdengo,aegislash6,526 tok · 1.5 s · $0.0003

    Lead: 33% BRING: dragapult, 28% BRING: aegislash, 22% BRING: gholdengo Pick 2: 53% BRING: gholdengo, 22% BRING: aegislash, 11% BRING: kingambit Pick 3: 38% BRING: aegislash, 28% BRING: kingambit, 19% BRING: corviknight

    MiMo V2.6 Flash brought Torkoal,venusaur,kingambit2,323 tok · 13.6 s · $0.0001

    Opponent has many Steel-types (Aegislash, Corviknight, Kingambit, Archaludon) weak to Torkoal's sun-boosted Eruption, and Venusaur thrives in sun with Chlorophyll/Growth. Kingambit scarfs through the late game and checks Dragapult/Gholdengo.

    Reasoning trace (124 words)
    The opponent has many steel types. Torkoal sun + Venusaur with Growth, Solar Beam, Sludge Bomb is strong. Venusaur Mega with chlorophyll... but sun doesn't persist from team preview; Torkoal drought sets it. Lead Torkoal, Venusaur, and... Gholdengo or Kingambit or Rotom Wash. Opponent has Aegislash, Corviknight, Kingambit, Archaludon — many steels weak to fire/ground/fighting. Rotom Wash handles Corviknight, Aegislash... but Kingambit with scarf as revenge killer is good too. Torkoal Eruption + Venusaur + Kingambit seems solid; Kingambit handles Dragapult, Gholdengo, Aegislash.
    
    Actually Gholdengo handles... has Nasty Plot, Make It Rain. Opponent has lots of steel, Gholdengo's Make It Rain hits many but resisted by many steels too.
    
    Let's bring: torkoal, venusaur, kingambit. Torkoal leads with Eruption/Sun, Venusaur cleans up, Kingambit for late-game.
  2. Turn 1
    Jev 1.13 used Shadowball1,659 tok · 0.4 s · $0.0001

    31% MOVE: shadowball, 22% MOVE: thunderbolt, 19% SWITCH: aegislash

    MiMo V2.6 Flash switched to Kingambit7,544 tok · 75.9 s · $0.0015

    Dragapult outspeeds Torkoal and threatens it badly, so staying in risks losing Eruption power or Torkoal entirely. Kingambit resists Dragapult's Dragon STAB and threatens a super-effective Sucker Punch next turn with priority, making it the safest switch.

    Reasoning trace (318 words)
    Dragapult is faster and hits Torkoal super effectively likely. But Torkoal with Eruption at full HP in sun is huge damage. Dragapult is Ghost/Dragon, fire not very effective... wait, Fire vs Dragon = resisted, Fire vs Ghost = neutral. So not very effective overall.
    
    Torkoal is slow, Dragapult moves first. Dragapult could KO Torkoal or damage it heavily, weakening Eruption.
    
    Switching to Venusaur in sun with chlorophyll would be strong - Venusaur outspeeds Dragapult. But Venusaur doesn't have Mega available (says no). Actually it has venusaurite but mega not available.
    
    Kingambit with scarf - Dragapult is ghost, Dark moves are super effective. But Kingambit is slower normally, with scarf... scarf speed 70 base → likely outspeeds unboosted Dragapult? Scarf Kingambit at SPE 70... boosted by 1.5x. Dragapult base 142. Kingambit would need to be very fast. Unlikely to outspeed.
    
    Best play: switch to Venusaur. Chlorophyll in sun gives double speed, Venusaur outspeeds Dragapult and can Sludge Bomb (poison vs dragon = super effective? Poison vs Dragon resisted. Poison vs Ghost neutral). Hmm.
    
    Actually Venusaur with Sleep Powder could put Dragapult to sleep. Or switch to Kingambit - Sucker Punch has priority.
    
    Kingambit with Sucker Punch (priority) would hit Dragapult super effectively (Dark vs Ghost). That could KO. Let's go with Kingambit switching in and using Sucker Punch next turn. But this turn we need to switch.
    
    Switch to kingambit - Dark/Steel takes neutral from Dragon, resisted from Ghost? Ghost vs Steel resisted? Ghost hits Steel for... Steel resists Ghost? No. Steel resists: Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy. Ghost is not in there. Dragon vs Steel resisted. So Dragapult's attacks would be neutral mostly.
    
    Switching to kingambit seems good - then Sucker Punch next turn.
    
    Actually Venusaur in sun with chlorophyll outspeeds everything and can sleep powder. But dragapult may have infiltrator... sleep powder still works.
    
    I'll go with kingambit for Sucker Punch priority.
  3. Turn 2
    Jev 1.13 switched to Aegislash1,629 tok · 0.4 s · $0.0001

    35% SWITCH: aegislash, 33% MOVE: shadowball, 32% SWITCH: gholdengo

    MiMo V2.6 Flash used Kowtowcleave1,873 tok · 11.8 s · $0.0003

    Kingambit is slower than Dragapult even with the scarf, but Shadow Ball only did ~16% last turn, so I can afford a reliable hit. Kowtow Cleavage is super effective and doesn't risk failing like Sucker Punch would if the opponent switches or uses status.

    Reasoning trace (149 words)
    Kingambit has scarf, speed 70*1.5 = 105, still slower than Dragapult's minimum 145. Sucker punch is priority, super effective. But fails if opponent switches or uses status. Kowtow cleave is reliable and super effective. Shadow Ball did only ~33 HP damage (174/207). Dragapult's Shadow Ball does little. But Dragapult could have Draco Meteor or Dragon Darts. Kingambit resists neither. 
    
    Sucker punch risky if opponent switches. Kowtow cleave reliable, KO likely? Kingattack 205 * 1.1 (supremeoverlord no fainted) = still. Kowtow cleave 85 BP dark SE vs Dragapult frail defense... likely KO or heavy damage. Dragapult HP 163-195, def 85-139. 205 Atk, STAB 1.5, SE 2x: roughly 205*1.5*2*85/... likely high damage. I'll pick kowtowcleave — reliable.
    
    Actually sucker punch could OHKO and go first regardless of speed, but fails against non-attacks. Opponent at 100% might risk a status or switch. Kowtow cleave is safe given we take Shadow Ball fine.
  4. Turn 3
    Jev 1.13 used Sacredsword1,908 tok · 0.4 s · $0.0001

    64% MOVE: sacredsword, 17% SWITCH: dragapult, 13% SWITCH: gholdengo

    MiMo V2.6 Flash used Kowtowcleave1,865 tok · 12.0 s · $0.0003

    Aegislash is at only 16% and Kowtow Cleave was already super effective and nearly KO'd it last turn, so it should finish the job regardless of whether it stays in Shield forme or shifts to Blade.

    Reasoning trace (163 words)
    Aegislash at 16% in Shield forme. Kowtow Cleave was super effective last turn. It's in Shield forme (stancechange only changes to Blade before attacks). Speed: Aegislash may move first (72-123 vs 70, though scarf... wait, scarf makes Kingambit 105 effective speed. Actually the speed calc says "it moves first, unless priority" — hmm, scarf70*1.5 = 105, Aegislash range 72-123, so could go either way). Aegislash could KO Kingambit? At 16% shield forme, its attack... probably won't KO Kingambit from 84%. But if Aegislash switches to Blade forme and attacks, an unboosted Shadow Ball or Sacred Sword on Kingambit — Kingambit has 174 HP, defense 140, Aegislash blade atk up to 112... Shadow Ball SpA 63-112 vs SpD 107 — unlikely KO. Sucker punch would be priority but not in legal list (Aegislash isn't revealed to attack?). Actually Sucker Punch not legal — perhaps because... it's in legal moves list? Only kowtowcleave listed as legal. Maybe because of some restriction. Anyway, kowtow cleave kills.
    MiMo V2.6 Flash switched to Venusaur1,598 tok · 5.8 s · $0.0002

    Aegislash is at 16% HP in Blade Forme with low defenses, so Venusaur is the better switch: it resists Fighting, takes any hit comfortably, and can KO it next turn with Sludge Bomb or Solar Beam in sun. Torkoal would give up momentum unnecessarily.

    Reasoning trace (62 words)
    Aegislash at 16% in Blade Forme (defense lowered). Venusaur can take any hit. Venusaur can knock it out with Sludge Bomb... but Venusaur moves first? Aegislash blade forme speed 72-123, Venusaur 100 speed. Sunny weather. Venusaur sludge bomb should KO at 16% HP blade forme. But we're only switching, not attacking this turn. So pick the switch — Venusaur is better matchup.
  5. Turn 4
    Jev 1.13 switched to Gholdengo1,994 tok · 0.4 s · $0.0001

    40% SWITCH: gholdengo, 35% SWITCH: dragapult, 18% MOVE: kingsshield

    MiMo V2.6 Flash used Solarbeammega2,452 tok · 19.0 s · $0.0004

    Aegislash is at 16% HP in Blade Forme with low defenses, so Solar Beam in the sun should knock it out. Even if it moves first with Sacred Sword, Venusaur resists it, so we survive and retaliate. Mega Evolving first boosts our bulk and SpA to secure the KO.

    Reasoning trace (360 words)
    Aegislash at 16% HP in blade forme (Sacred Sword used last turn, so it's in Blade forme... actually it changes to Shield before King's Shield only; after attacking it stays in Blade forme until King's Shield. So it's in Blade forme with low defenses).
    
    Solarbeam in sun, no charge, hits super effective? No - Grass vs Steel/Ghost: Steel resists Grass, Ghost neutral. Not very effective. But 120 BP in sun... Aegislash is at 16% HP with Blade forme low defenses (Def 63-112). Venusaur SpA 167 (Mega 167? currently 167, mega would boost). Solarbeam 120 BP, STAB? Venusaur is Grass/Poison, so STAB 180 effective. Against resists: 180 * 0.5 = 90 effective BP. At 16% HP it should kill easily.
    
    But Aegislash might be faster and attack first with Sacred Sword, knocking out Venusaur? Venusaur at 187 HP full. Sacred Sword from Aegislash Blade Atk 144-211... 90 BP super effective (Fighting vs... Venusaur Grass/Poison, Fighting is neutral on both? Fighting: Poison resists? No, Poison is weak to Ground, Psychic; resists Fighting, Poison, Bug, Grass, Fairy. Grass resists Fighting? No. Fighting hits Grass neutrally... actually Fighting: Grass neutral, Poison resists →0.5x. Hmm, Sacred Sword hits Venusaur for neutral*resist = 0.5x.
    
    Wait, Sacred Sword also ignores stat changes on defense. At 16% Aegislash in Blade forme, damage on Venusaur... Venusaur 187 HP, Def 103. Could do maybe 40-50%. Venusaur survives and Solarbeams back.
    
    Alternatively Sludge Bomb does nothing (Steel immune to Poison).
    
    If Aegislash is faster, it attacks first; Venusaur survives and kills with Solarbeam. If Venusaur is faster, Solarbeam kills (16% HP in blade forme, SpDef 63-112 low). Should be a KO.
    
    Aegislash might use King's Shield? It's at 16%, could try to protect. But it revealed Sacred Sword. Risk exists. Growth in sun gives +2 SpA but Aegislash might attack first.
    
    Best: Mega Evolve + Solarbeam for max damage. Mega Venusaur gains thick fat and more bulk. Let's do solarbeam [MEGA].
    
    Actually consider: if Aegislash uses King's Shield, Solarbeam would... blocked? King's Shield blocks damaging moves and lowers attacker's Attack. Solarbeam is special, no Attack drop concern much. Then next turn we'd still have it at 16%.
    
    Go with solarbeam MEGA.
  6. Turn 5
    Jev 1.13 switched to Dragapult1,980 tok · 0.4 s · $0.0001

    39% SWITCH: dragapult, 20% MOVE: shadowball, 16% MOVE: steelbeam

    MiMo V2.6 Flash used Growth2,231 tok · 22.4 s · $0.0004

    Good as Gold makes Sleep Powder useless, and Sludge Bomb has no effect on Steel-types. Growth in Sun gives +2 to both offensive stats, turning Solar Beam into a knockout threat next turn. Venusaur's bulk lets it tank a Shadow Ball and KO Gholdengo from 60% after the boost.

    Reasoning trace (261 words)
    Gholdengo is immune to status (Good as Gold), so sleeppowder won't work. Sludgebomb has no effect (Steel type immune to Poison). Solarbeam is not very effective. Growth boosts in sun. Torkoal switch is bad because Gholdengo beats it.
    
    Solarbeam with STAB in sun (120 BP, no charge) vs Gholdengo.191 SpA, Gholdengo SpD 99-157. Grass is not very effective (0.5x). So 120 * 1.5 (STAB) * 0.5 = 90 BP effective. Growth (+2 SpA in sun) doubles power to 180 effective... wait, Growth raises SpA by 2 in sun. So after Growth, solarbeam would be quite strong.
    
    If Gholdengo is faster, it might knock out Venusaur or do heavy damage with Shadow Ball. But Venusaur at 100 speed vs Gholdengo 93-149. It's risky.
    
    Actually, Growth is the play here. In sun, Growth raises both Atk and SpA by 2. This makes Solar Beam very threatening next turn. But if Gholdengo outspeeds and hits with Shadow Ball (super effective on nothing - Ghost vs Grass/Poison is neutral), Venusaur takes ~neutral damage. Venusaur has 142 SpD, good bulk.
    
    Let me think: Shadow Ball (80 BP Ghost special) from Gholdengo at SpA 137-203 vs Venusaur SpD 142, HP 187. That should do maybe 30-40% max. Venusaur survives easily.
    
    If Venusaur uses Growth (+2 SpA), then next turn Solar Beam (120 BP * 1.5 STAB * 0.5 SE * 2 SpA boost = effectively 180 BP vs neutral). That should KO Gholdengo from 60%.
    
    So Growth into Solar Beam is the line. Even if Gholdengo moves first, Venusaur tanks the hit.
    
    Growth is the best play.
  7. Turn 6
    Jev 1.13 used Shadowball2,011 tok · 0.5 s · $0.0001

    50% MOVE: shadowball, 23% SWITCH: gholdengo, 10% MOVE: uturn

    MiMo V2.6 Flash used Sleeppowder2,286 tok · 14.0 s · $0.0003

    Dragapult outspeeds and hits hard with Shadow Ball, but Venusaur's bulk should let it tank one hit; putting Dragapult to sleep removes the immediate threat and lets me set up or attack freely next turn. Speed and the bad coverage matchup (both attacks resisted) make sleep the cleanest line.

    Reasoning trace (302 words)
    Dragapult is faster and has Shadow Ball. Venusaur at +2 SpA with Sludge Bomb... but Dragapult is Dragon/Ghost, sludgebomb is not very effective (Poison vs Dragon = resisted? Poison is not very effective on Ghost? Actually Poison is neutral on Ghost, resisted on Dragon... Poison vs Dragon: Dragon resists Poison? No — Poison is resisted by... Poison is not very effective against Ground, Poison, Bug, Steel, Rock. Dragon doesn't resist Poison. Ghost takes normal from Poison. Wait, but the legal action says "not very effective on dragapult". Hmm, that says sludgebomb is not very effective on dragapult. Dragon/Ghost... Poison is not very effective? Actually in Gen 1 Poison was not very effective vs Ghost, but that was a bug. In modern gens, Poison vs Ghost is neutral, vs Dragon is... Dragon does not resist Poison. Hmm but the prompt states not very effective — trust the prompt.
    
    So both attacks are not very effective. Sleep Powder 75% accuracy would stop Dragapult. Dragapult outspeeds and will hit Shadow Ball; Venusaur has Thick Fat (irrelevant for Ghost) but good SpD at 142, +0. Shadow Ball at 100% would do decent damage but Venusaur can survive likely.
    
    Best play: sleeppowder to put Dragapult to sleep, then set up or attack. Or switch to Torkoal to take the Shadow Ball (Ghost neutral on Fire), then... Torkoal is slow.
    
    Alternatively, Sludge Bomb with +2 SpA even resisted could do decent damage. But sleep is stronger.
    
    Consider: Shadow Ball from Dragapult 200 max SpA vs Venusaur 142 SpD — roughly 40-50%. Venusaur survives. Sleep Powder 75% hits, Dragapult asleep for at least one turn. Then next turn Solar Beam or Sludge Bomb.
    
    But opponent has Aegislash at 16% and Gholdengo at 60%. If we sleep Dragapult, they may switch to Aegislash (which dies to anything).
    
    I'll go sleeppowder.
  8. Turn 7
    Jev 1.13 used Shadowball1,802 tok · 0.6 s · $0.0001

    58% MOVE: shadowball, 39% SWITCH: gholdengo, 3% SWITCH: aegislash

    MiMo V2.6 Flash used Sludgebomb2,055 tok · 10.2 s · $0.0003

    Dragapult is asleep, giving a free turn to chip it. Sludgebomb is only resisted 0.5x but with +2 SpA it still hits reasonably, and it's safer than Solarbeam's charge turn or re-sleeping an already-sleeping target.

    Reasoning trace (134 words)
    Dragapult is asleep. Sludgebomb is resisted by Dragapult (Dragon resists Poison? No — Dragon resists Poison... actually Poison is not very effective against Ghost? Poison vs Ghost: neutral. Poison vs Dragon: resisted. So Dragapult takes0.5x. Solarbeam: Grass vs Dragon resisted, Ghost neutral → 0.5x.
    
    Venusaur at +2 SpA. Sludgebomb at +2: base 90 * 2 * (191/~100 spdef) ... Dragapult SpD ~85-139. Could do decent damage but resisted.
    
    Alternatively, Growth again? Dragapult asleep; sleep lasts 1-3 turns, likely still asleep turn 7. But Dragapult could wake up.
    
    Best: Sludgebomb to damage Dragapult while it sleeps. Or switch to Torkoal to set sun for Solarbeam... but Sun would need a turn.
    
    Actually, keeping Venusaur in with +2, hitting Sludgebomb is safe. Sleep Powder again would be redundant (already asleep). Growth risks waking.
    
    Sludgebomb it is.
  9. Turn 8
    Jev 1.13 switched to Gholdengo1,806 tok · 0.4 s · $0.0001

    53% SWITCH: gholdengo, 45% MOVE: shadowball, 2% SWITCH: aegislash

    MiMo V2.6 Flash used Sludgebomb3,748 tok · 38.6 s · $0.0008

    Dragapult is asleep at 36% and Venusaur has +2 SpA, so Sludge Bomb is the play — it likely knocks out if Pult stays asleep, and even if it wakes, Venusaur tanks a Shadow Ball and we finish it next turn. Sleep Powder would fail and switching wastes the boosts.

    Reasoning trace (806 words)
    Dragapult is asleep at 36%. Sludge Bomb at +2 from Mega Venusaur (SPA 191, +2 = ~382 effective) vs Dragapult SpD range 85-139. Sludge Bomb 90 BP, not very effective (0.5x) = 45 BP effective. 382 SpA, neutral... Let's estimate: 382*45/(2*SpD+5)... For SpD 139: 382*45/283 ≈ 61 damage. Dragapult has 163-195 HP, at 36% = ~59-70 HP remaining. Hmm, close. For SpD 85: 382*45/175 ≈ 98. Probably kills or close.
    
    Actually wait — sleep: Dragapult fell asleep turn 6, couldn't move turn 7 (sleep counter 1). Turn 8 it could wake up (sleep lasts 1-3 turns typically, after being asleep for 1 turn,1/3 chance to wake each turn). If it wakes, Shadow Ball hits Venusaur. Venusaur at 138/187, Shadow Ball at108-167 SpA vs SpD 142... Shadow Ball 80 BP: 167*80/289 ≈ 46 damage, plus STAB... wait Shadow Ball is Ghost STAB so 120 BP: 167*120/289 ≈ 69. Venusaur survives at ~69 HP.
    
    Sludge Bomb has30% poison chance and likely kills or leaves very low. Solar Beam charges (can't). Growth wastes turn. Sleep Powder — already asleep, fails.
    
    Sludge Bomb is best: likely KO if it stays asleep, and even if it wakes, it does damage. But if Sludge Bomb doesn't KO and Dragapult wakes... Venusaur survives anyway.
    
    Actually check KO chance more carefully. Venusaur Mega SPA 191, +2 → 191*2 = 382. Sludge Bomb 90 BP × 0.5 (not very effective) = 45. Effective power with STAB: 90*1.5=135 ×0.5 = 67.5. Damage ≈ (382*67.5/50 - 2) * 0.39... let me use standard: ((2*L/5+2)*BP*A/D + 2) * modifiers. L=50: 2*50/5+2 = 22. 22*67.5 = 1485. *382/D. For D=139: 1485*382/139 = 4097. Hmm, times 0.39 (random 0.85-1.0, avg 0.925, times0.85 stab... wait STAB already in67.5). Actually standard: base = (22 * BP * A / D + 2), then ×0.85 STAB... no STAB is 1.5. Let me: BP with STAB = 90*1.5 = 135. Base = 22*135*382/D + 2 = 1134486/D + 2. For D=139: 8162 + 2. Then ×0.5 (SE resistance) = 4082. Then random 0.85-1.0 → 3470-4082. HP scale: Pokémon HP formula at50... damage is applied directly. Dragapult HP 163-195, at 36% = 59-70.
    
    Wait, that gives 4082 damage vs 70 HP — way off scale. The level-50 formula: damage = ((2*50/5+2)*BP*A/D + 2) * mods. 2*50/5+2 = 22. But actual HP at 50 is ~163-195 and typical damage... Actually I think my calc is roughly right in relative terms: 4082 is way too big. Let me recheck: A=382, D=139, BP=67.5 (after STAB and resistance already? No). Standard: damage = ((((2*50/5 + 2) * Power * Atk / Def) + 2) * modifiers). Power = 135 (STAB). = 22*135*382/139 = 22*135 = 2970; 2970*382 = 1,134,540; /139 = 8161. +2 = 8163. × resistance 0.5 = 4081. × random 0.85-1.0 → 3469-4081.
    
    But actual HP is only59-70 remaining. So damage hugely exceeds HP. That can't be right — something off. Oh, HP at level 50 for Dragapult with ~163-195 HP total... Damage of 4081 vs HP 195? That would mean even1/10th of calc... 
    
    Hmm, I think the issue: at level 50, (2*50/5+2) = 22, and stats like 382 Spa... Wait Mega Venusaur SPA 191 with +2 = 382? Yes. Def 139. So22*135*382/139 ≈ 8161. Real damage formula gives this, but real HP pools at level 50 are ~150-200. So typical damage from a 90 BP move from a 382 SpA mon vs 139 SpD... In real game, a +2 Mega Venusaur Sludge Bomb would do way over 100%. Something in my mental math: 22*135 = 2970. 2970 * 382 / 139: 382/139 ≈ 2.75. 2970*2.75 ≈ 8167. Yeah.
    
    Actual: level 50 stats — a 191 SpA is high (legendary level). 22 multiplier... real damage calculations: e.g., 100 SpA, 100 SpD, 90 BP move: 22*90*100/100 = 19800, way over HP 150. So real formula must have division... Oh! The formula divides by... no. Actually real formula: ((2*L/5+2)*BP*A/D + 2). L=50: 2*50/5 = 20, +2 = 22. For 50 BP tackle from 100 Atk vs 100 Def: 22*50*100/100 = 1100. HP ~130. That's over. So real damage is definitely not that. I'm misremembering — real formula has /50 or something? Actually no: real games use (2*L/5+2)*A/D*BP/50 + 2? Hmm: The Bulbapedia formula: ((2 * Level / 5 + 2) * Power * A / D) / 50 + 2? Let me recall: yes I believe there's a /50 hidden — no. Actually the formula is ((2L/5+2)*A*Power/D)/50 + 2? Check: 22*100*50/100 = 1100; /50 = 22; +2 = 24. That seems low for a tackle. Tackle does ~20-30% to neutral. 24 vs HP 130 ≈ 18%. Plausible-ish.
    
    Anyway, relative: Sludge Bomb at +2 vs 36% Dragapult — likely KO or very close. Given uncertainty, Sludge Bomb is the strongest play. Even if not KO, Dragapult staying asleep lets us finish. Switching to Torkoal would waste Venusaur's boosts.
    
    Sludge Bomb.
  10. Turn 9
    Jev 1.13 used Shadowball1,985 tok · 0.5 s · $0.0001

    31% MOVE: shadowball, 25% MOVE: nastyplot, 20% MOVE: steelbeam

    MiMo V2.6 Flash switched to Torkoal1,998 tok · 18.2 s · $0.0003

    Venusaur can't touch Gholdengo: Sludge Bomb is immune, Solar Beam needs sun and is resisted, and Sleep Powder is blocked by Good as Gold. Switching to Torkoal brings in a fresh wall and its Drought sets sun, powering future Eruptions and letting Venusaur's Solar Beam fire instantly later.

    Reasoning trace (144 words)
    Gholdengo is Steel/Ghost — Sludge Bomb immune, Solar Beam not very effective and needs charge (no sun). Sleep Powder blocked by Good as Gold. Growth only option among moves that does something, but Gholdengo threatens. Switch to Torkoal? Torkoal sets sun (drought), enabling Solar Beam next turn, and resists... Gholdengo's moves: Shadow Ball super effective vs Torkoal? Torkoal is Fire — Shadow Ball neutral. Gholdengo likely has Shadow Ball, Make It Rain, Nasty Plot, Recover. Torkoal at full HP can take hits and set sun/stealth rock.
    
    Switching to Torkoal seems best: Venusaur can't touch Gholdengo effectively this turn. Then next turn switch back to Venusaur with sun for Solar Beam, or Torkoal uses Eruption.
    
    But Torkoal is slow; Gholdengo attacks as it comes in. Still fine at 177 HP.
    
    Alternatively Growth to +3 then... still can't damage Gholdengo. Switch is deciding factor: bad matchup.
  11. Turn 10
    Jev 1.13 used Shadowball2,079 tok · 0.5 s · $0.0001

    50% MOVE: shadowball, 29% MOVE: poltergeist, 7% MOVE: nastyplot

    MiMo V2.6 Flash used Stealthrock2,266 tok · 42.8 s · $0.0004

    Torkoal at 20% HP makes Eruption nearly useless, and Willowisp is blocked by Good as Gold. Setting Stealth Rock gives permanent value before Torkoal likely faints to Shadow Ball, punishing the opponent's low-HP Dragapult and Aegislash switch-ins.

    Reasoning trace (369 words)
    Torkoal at 36/177 — eruption power would be low. Gholdengo is immune to willowisp (Good as Gold). Rapidspin no effect. Stealth rock could be set up but Torkoal likely dies to Shadow Ball.
    
    Actually, eruption at 20% HP would be weak (~30 BP). Gholdengo at 50% with Shadow Ball will KO Torkoal.
    
    Options: switch to Venusaur Mega (73.8% HP). Venusaur is Poison/Grass — neutral to Shadow Ball. But weather is sunny, which reduces Venusaur's Solar Beam and Gholdengo's Shadow Ball isn't affected.
    
    Actually Torkoal could set Stealth Rock before dying — useful. But Venusaur coming in at 73.8% facing Gholdengo at 50%... Venusaur can attack.
    
    Hmm, but Gholdengo outspeeds and hits Venusaur with Shadow Ball. Venusaur Mega would take it fine.
    
    Stealth Rock seems good value — set up rocks while Torkoal goes down, then Venusaur comes in. But Torkoal is the sun setter; switching to Venusaur loses nothing really.
    
    Actually eruption at 36/177 HP... Eruption power = 150 *36/177 ≈ 30 BP. With sun boost 1.5x on Fire... 45 BP vs Steel/Ghost (resists Fire? Steel resists Fire 0.5x) — so not very effective, maybe 20% damage. Not great.
    
    Stealth Rock is a permanent benefit. Torkoal probably faints anyway. Setting rocks helps against dragapult/aegislash switch-ins later.
    
    But wait — opponent's remaining mons: dragapult (36%, asleep) and aegislash (16%). Stealth Rock would hurt both on switch-in. Aegislash 16% — rocks would KO it (Steel/Ghost neutral to rock? Rock is neutral vs Steel and Ghost... 1/2 Steel, 1x Ghost... actually Rock vs Steel = 0.5x, vs Ghost = 1x, so 0.5x total → 12.5% damage, might not KO).
    
    Hmm. Venusaur at 73.8% is our best remaining. Switch to Venusaur and attack next turn.
    
    I think switching to Venusaur is best — Torkoal at 20% is nearly useless, eruption weak, willowisp blocked. Stealth Rock costs a turn we could use Venusaur.
    
    But if we set Stealth Rock, Torkoal faints to Shadow Ball, then Venusaur comes in — same as switching now but with rocks up. Unless opponent switches Gholdengo out.
    
    Gholdengo at 50% vs Venusaur — Venusaur likely threatens with Sludge Bomb or Giga Drain. Gholdengo might switch to aegislash or dragapult. Rocks would punish that.
    
    Setting Stealth Rock seems optimal value.
    MiMo V2.6 Flash switched to Venusaur1,445 tok · 3.1 s · $0.0002

    With only one legal action available, I must send in Venusaur to face the weakened Gholdengo.

    Reasoning trace (7 words)
    Only one legal action: switch in Venusaur.
  12. Turn 11
    Jev 1.13 used Shadowball2,042 tok · 0.5 s · $0.0001

    33% MOVE: shadowball, 19% MOVE: nastyplot, 17% MOVE: steelbeam

    MiMo V2.6 Flash used Solarbeam3,762 tok · 47.9 s · $0.0008

    Sludge Bomb is immune and Sleep Powder fails against Good as Gold, so only Solar Beam (instant in sun) or Growth remain. Venusaur at 138 HP survives one Shadow Ball, but if Gholdengo is faster it could fire twice before a boosted Solar Beam lands, so firing Solar Beam now for immediate damage on the 40% Gholdengo is the safer path.

    Reasoning trace (1,008 words)
    Gholdengo is Steel/Ghost — Sludge Bomb immune, Solar Beam not very effective but works in sun (no charge). Shadow Ball threatens Venusaur. Best is Solar Beam for damage, or Growth first? Gholdengo at 40% HP. Solar Beam in sun: 120 BP, not very effective (0.5x vs Steel) — but neutral? Grass vs Steel = 0.5, vs Ghost = 1 → 0.5x. With191 SpA vs 40% HP Gholdengo, could it KO? Maybe around 40-50%. Risky; if it survives Shadow Ball could KO Venusaur (138/187 HP, Shadow Ball from Life Orb SpA 137-203... likely big damage but Venusaur has SpD 142, probably survives one).
    
    Growth in sun raises SpA +2, then Solar Beam next turn likely KOs — but takes a Shadow Ball hit first. Venusaur at 138 HP likely survives Shadow Ball (~50%?). Then +2 Solar Beam kills.
    
    Speed uncertain: either could move first. If Gholdengo moves first and hits Shadow Ball, Venusaur survives probably, Growth +2, then next turn Solar Beam KOs. That seems safer than Solar Beam now which might not KO at 0.5x.
    
    Actually with +2 Solar Beam even more certain. But if Gholdengo is faster and uses Shadow Ball twice... after Growth, second turn Venusaur moves — if Gholdengo faster, it attacks again before Solar Beam. Venusaur would take two Shadow Balls. First: maybe 55-70%? At 138 HP (73.8%), might survive one but not two.
    
    Solar Beam now: if Venusaur is faster, chance to KO at 40% with 0.5x effective... Let's estimate: 191 SpA, Solar Beam 120 BP * 0.5 = 60 effective. Gholdengo SpD 99-157 (assume ~120). Damage ≈ (2*50/50+2)*60*191/120 ≈ 3*60*1.59 ≈ 287... wait formula: ((2*50/5+2)*120*191/120)/50+2 ≈ (22*120*1.59)/50 ≈ 4199/50 ≈ 84... hmm let me just estimate roughly 40-50% of Gholdengo. Might be close to KO at 40% HP.
    
    Level 50 damage: ((2*50/5+2) * power * Atk/Def)/50 + 2 = (22 * 60 * 191/120)/50+2 = (22*60*1.592)/50+2 = 2101/50+2 ≈ 44%. Not quite40% if Gholdengo at low SpD roll. With high SpD (157): 191/157=1.216 → 22*60*1.216/50 = 321/50... recompute: 22*60*1.216 = 1605, /50 = 32 + 2 = 34%. So Solar Beam alone probably doesn't KO.
    
    Growth +2 doubles SpA → next Solar Beam does ~88-135% → guaranteed KO. But need to survive Shadow Ball(s).
    
    Venusaur 138/187 HP. Gholdengo SpA 137-203 Life Orb Shadow Ball (80 BP, Ghost neutral on Grass/Poison... Ghost vs Grass = 1, vs Poison = 1 → neutral). Damage: 22*80*~170/142 ≈ 22*80*1.2 = 2112/50 = 42 + 2 ≈ 44% + life orb. So ~83 HP damage. Venusaur survives one at 138, at ~55 HP after. Then Gholdengo attacks again if faster... Venusaur at 55 might die to second Shadow Ball.
    
    Turn plan: Growth now. If Gholdengo faster: Shadow Ball (~83 dmg → Venusaur ~55), Growth +2. Turn 12: Gholdengo faster: Shadow Ball KO Venusaur? Venusaur at 55 HP, another ~83 → dead. Bad if Gholdengo faster.
    
    If Venusaur faster: Growth, then Gholdengo Shadow Ball → Venusaur ~55. Turn 12: Solar Beam +2 → KO (Venusaur moves first if faster). Good.
    
    If Gholdengo faster, Venusaur dies before using Solar Beam. Alternative: Solar Beam now doesn't KO (~34-44%), Gholdengo at ~0-6% then Shadow Ball, Venusaur ~55. Turn 12 Solar Beam KOs if Venusaur faster.
    
    Hmm. Also Venusaur's teammates: only Torkoal and Kingambit fainted? Bench shows both fainted. Wait — Venusaur is the only alive? Team is 3: Torkoal (fainted), Kingambit (fainted), Venusaur (active). So Venusaur must win vs Gholdengo, Dragapult (36% SLP), Aegislash (16%).
    
    So Venusaur must beat Gholdengo then the other two. Given it's must-win, growth into solarbeam... but risk of dying.
    
    Sleep Powder fails (Good as Gold). Sludge Bomb immune. Solar Beam is the only damage. Growth doubles.
    
    If Gholdengo at 40%, can Venusaur KO with Growth-boosted Solar Beam even if it takes a hit first? The key question is speed. Uncertain.
    
    Consider: if Venusaur faster, Growth → survive Shadow Ball → +2 Solar Beam KO. If Gholdengo faster, Growth → Shadow Ball → Shadow Ball kills Venusaur before Solar Beam. In that case Solar Beam first: does 34-44%, Gholdengo at 0-6%, likely survives at ~5%, Shadow Ball, Venusaur at ~55, turn 12 Solar Beam KO if Venusaur... no, Gholdengo faster, Shadow Ball kills Venusaur at 55? ~83 damage > 55. Dead.
    
    So if Gholdengo is faster, Venusaur probably loses either way unless Solar Beam KOs this turn. Solar Beam at best44% vs 40% HP — only KO on lowest SpD roll. Growth then Solar Beam never gets to fire if Gholdengo faster.
    
    If Venusaur faster: Growth is the winning line (guaranteed setup). Solar Beam now: 34-44% vs 40% — maybe KO or not; if not, Gholdengo at ~0-6%, Shadow Ball, Venusaur ~55, turn 12 Solar Beam KO (Venusaur faster). Also works.
    
    Growth line if Venusaur faster: guaranteed. Solar Beam line if Venusaur faster: maybe KO now, else takes a hit and KOs next turn either way.
    
    Actually Growth line fails only if Gholdengo faster. Solar Beam line fails only if Solar Beam doesn't KO AND Gholdengo... no wait if Venusaur faster and Solar Beam doesn't KO (Gholdengo at 6%), Gholdengo hits Shadow Ball → Venusaur 55, turn 12 Solar Beam KOs. Works too.
    
    If Gholdengo faster: Growth line — Venusaur dies turn 12. Solar Beam line: if KO this turn great; else Gholdengo 6%, Shadow Ball → Venusaur 55; turn 12 Gholdengo faster → Shadow Ball → Venusaur dead.
    
    Hmm so if Gholdengo faster, Solar Beam line wins only if it KOs now (SpD low roll). Growth line always loses.
    
    If Venusaur faster, Growth always wins; Solar Beam wins too (KO now or next turn).
    
    So Solar Beam is better or equal? If Gholdengo faster: Solar Beam has ~ chance to KO (depends on SpD roll and HP exact), Growth always loses. If Venusaur faster: both win.
    
    Wait, in Solar Beam line if Gholdengo faster and survives: turn 12 Gholdengo faster, Shadow Ball kills55 HP Venusaur. Unless Venusaur... yeah dead.
    
    So Solar Beam dominates Growth. Also consider: Venusaur outspeeds chance — Spe 100 vs 93-149. If Gholdengo no speed investment, Venusaur faster.
    
    Solar Beam is the pick.
    Jev 1.13 switched to Dragapult1,757 tok · 0.5 s · $0.0001

    78% SWITCH: dragapult, 22% SWITCH: aegislash

  13. Turn 12
    Jev 1.13 used Shadowball2,073 tok · 0.5 s · $0.0001

    65% MOVE: shadowball, 13% MOVE: dragondarts, 10% MOVE: uturn

    MiMo V2.6 Flash used Sludgebomb2,174 tok · 16.1 s · $0.0004

    Dragapult is asleep and at 36% HP, giving Venusaur a free turn to attack. Sludge Bomb is neutral against Dragon/Ghost at 90 BP, making it stronger than Solar Beam's 0.5x-effective 60 effective BP. While Growth in sun doubles SpA for a bigger next hit, Dragapult could wake up and KO Venusaur with Shadow Ball, so I need immediate damage now.

    Reasoning trace (137 words)
    Dragapult is asleep at 36% HP. Solar beam in sun is 120 BP but not very effective vs Dragon/Ghost (0.5x). Venusaur has 191 SpA vs Dragapult SpD range 85-139. Solar beam at 0.5x: 120*0.5=60 effective. Sludge bomb 90 BP also0.5x (Poison vs Steel? No, Dragapult is Dragon/Ghost - Poison hits neutrally... wait, Poison vs Dragon = 1x, vs Ghost = 1x. So Sludge Bomb is neutral! 90 BP neutral beats Solar Beam 60 BP.
    
    Sludge Bomb is the best attacking option. Dragapult is asleep and at 36%, so a neutral STAB Sludge Bomb should have a decent shot.
    
    Growth raises SpA by 2 in sun, which could set up for next turn, but Dragapult could wake up. With48 HP Venusaur, risking a wake-up Shadow Ball KO... but Sludge Bomb now does the most damage while it sleeps.