Matches · 2026-10-10 · rules version c4

Gemma 4 31B vs DeepSeek V4.1 Flash

Player 1
Gemma 4 31B's team
autopilot 0%
Player 2 · winner
DeepSeek V4.1 Flash's team
autopilot 0%

DeepSeek V4.1 Flash won in 9 turns · 2 min wall clock · 42,743 tokens · $0.005

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Decisions

  1. Team preview
    DeepSeek V4.1 Flash brought Glimmora,dragonite,gholdengo2,050 tok · 3.5 s · $0.0006

    Glimmora leads well with Focus Sash to reliably set Stealth Rock and Spikes while Toxic Debris punishes contact. Dragonite's Multiscale + Dragon Dance and Gholdengo's Good as Gold give me two strong win conditions. This trio covers hazards and offense against Incineroar, Palafin, and Garchomp.

    Reasoning trace (103 words)
    We need to pick 3 of 6. Opponent has Incineroar, Gholdengo, Kingambit, Palafin, Garchomp, Annihilape.
    
    My best three: Glimmora (lead, hazard setter, focus sash), Dragonite (multiscale, dragon dance sweeper), Gholdengo (good as gold, special attacker). Or Kingambit for sucker punch. 
    
    Glimmora lead is strong with focus sash + toxic debris + stealth rock + spikes. Then Dragonite and Gholdengo. That covers hazards and offense.
    
    Actually consider Annihilape for bulky setup. But Glimmora hazards + Dragonite + Gholdengo gives strong mix.
    
    Opponent could lead Incineroar (intimidate) or Palafin. Glimmora earthpower hits Incineroar, but Incineroar threatens. Glimmora has focus sash though.
    
    Bring glimmora, dragonite, gholdengo.
    Gemma 4 31B brought Incineroar,gholdengo,garchomp2,346 tok · 10.4 s

    The opponent's team is heavy on Rock and Steel types (Glimmora, Garganacl, Kingambit, Gholdengo). Garchomp provides essential Ground coverage, Incineroar offers utility and Intimidate, and Gholdengo provides strong special attacking pressure.

    Reasoning trace (114 words)
    The opponent has Glimmora, Dragonite, Gholdengo, Kingambit, Garganacl, and Annihilape.
    My team has Incineroar, Gholdengo, Kingambit, Palafin, Garchomp, and Annihilape.
    Garchomp (Mega) is a strong lead to pressure Glimmora and Garganacl. Incineroar provides utility (Fake Out, Intimidate). Gholdengo or Kingambit provide strong late-game pressure and coverage.
    Garchomp's Earthquake hits Glimmora, Kingambit, and Garganacl hard. Incineroar handles Gholdengo and Kingambit. Gholdengo handles Glimmora and Garganacl.
    Bringing Incineroar as lead for Fake Out/Intimidate, Gholdengo for special offense, and Garchomp for raw power and ground coverage. Alternatively, Palafin is great, but needs to switch out.
    Let's go with Incineroar, Gholdengo, and Garchomp. Incineroar leads to disrupt.
    
    Deciding factor: Team synergy and coverage against the opponent's Rock/Steel/Ghost core.
  2. Turn 1
    Gemma 4 31B used Fakeout1,577 tok · 3.6 s

    Fake Out provides priority to flinch Glimmora, preventing it from setting hazards or attacking on the first turn.

    Reasoning trace (34 words)
    Glimmora is faster than Incineroar and likely carries Stealth Rock or Mortal Spin. Fake Out provides guaranteed chip and a flinch, preventing Glimmora from setting hazards or attacking on Turn 1.
    
    Deciding factor: priority.
    DeepSeek V4.1 Flash used Stealthrock3,028 tok · 33.4 s · $0.0008

    Glimmora is faster than Incineroar and Focus Sash guarantees it survives any single hit, so it can safely set Stealth Rock. Hazards are crucial for wearing down the opponent's team, and Incineroar can't prevent it unless it uses Fake Out, which is a risk worth taking.

    Reasoning trace (985 words)
    We need answer with thought and decision. Need choose best action. State: Glimmora vs Incineroar turn1. Glimmora has Focus Sash, can set hazards. Incineroar likely will pivot or attack. Earth Power super effective but Incineroar bulky, may not KO. Glimmora's role hazard lead. Opponent has no hazards. Best likely Stealth Rock or Spikes. Since Incineroar may switch, hazards good. But Incineroar could Taunt? Incineroar often has Fake Out, Knock Off, Flare Blitz, Parting Shot, Will-O-Wisp, Taunt. If we set hazards, maybe get Taunted? But turn1, Incineroar likely Fake Out? Actually Incineroar just came in, Glimmora came in. Turn 1: Incineroar may Fake Out to flinch, but Glimmora faster? Fake Out priority +3, so Incineroar moves first if it uses Fake Out. That would break Focus Sash? Fake Out damage maybe not KO. If we set Stealth Rock, we get flinched? Fake Out flinches, so our move fails. But if we use Earth Power, also flinched. So no matter. But if Incineroar uses Fake Out, we lose turn. However, we can't prevent. Maybe switch to Gholdengo to block? Gholdengo Good as Gold blocks status moves, but Fake Out is physical. Incineroar's Intimidate already lowered Glimmora attack. Gholdengo immune to Fighting? no. But Incineroar likely Fake Out. If we switch to Gholdengo, Fake Out hits Gholdengo, but Gholdengo resists? Incineroar Dark/Fire, Fake Out Normal, Gholdengo Steel/Ghost: Normal immune? Ghost is immune to Normal! Yes Gholdengo is Ghost, so Fake Out does nothing. That's a great pivot. Also Gholdengo can threaten Incineroar with Make It Rain? Actually Incineroar Fire/Dark, Steel not very effective? Make It Rain Steel vs Fire/Dark: Steel vs Fire not very effective? Fire resists Steel, Dark neutral? So 0.5x. Shadow Ball Ghost vs Dark: Dark resists Ghost? Dark is immune? No, Dark resists Ghost? In Gen 6+, Dark is immune to Prankster, but Ghost vs Dark: Dark is weak? Actually Dark is immune to Psychic, resists Ghost? Let's recall: Dark weaknesses: Fighting, Bug, Fairy. Resist: Ghost, Dark. Immune: Psychic. So Shadow Ball not very effective. Gholdengo not great offensively vs Incineroar. But switching to Gholdengo blocks Fake Out and Intimidate? Intimidate already happened. Gholdengo can Nasty Plot or Recover. But Incineroar may Parting Shot, switching out. If we switch Gholdengo, Incineroar might use Parting Shot? Parting Shot is Dark status, Good as Gold blocks it! So Gholdengo completely walls Incineroar's status moves. That seems strong. But we lose hazard setting opportunity. However, Glimmora can set hazards later. The question: best action this turn. Likely switch to Gholdengo to block Fake Out/Parting Shot and gain momentum. But is it better to set Stealth Rock? If Incineroar uses Fake Out, we get flinched and no hazards. If we switch Gholdengo, we avoid damage and potentially force Incineroar out. But we don't know Incineroar's moves. Common Incineroar in VGC/Champions? This is singles? Format gen9championsrotomarenabssregmb. Could be singles? "singles (bring 6, pick 3)" from prompt. So Incineroar in singles. Incineroar often runs Fake Out, Knock Off, Flare Blitz, Parting Shot, Will-O-Wisp, Taunt. In singles, Fake Out less common but possible. Parting Shot common. Gholdengo blocks Parting Shot and Will-O-Wisp with Good as Gold. So switching Gholdengo is excellent. Also Gholdengo can set up Nasty Plot on Incineroar. But Incineroar may Knock Off, which is Dark physical, super effective vs Ghost? Dark vs Ghost: super effective? Dark is super effective against Ghost? Yes, Dark is super effective against Ghost and Psychic. So Knock Off would hit Gholdengo hard. But Gholdengo has high SpD, low Def? Def 115, HP 164. Knock Off from Incineroar likely does significant damage. But Gholdengo can Recover. Still, switching Gholdengo risks Knock Off. Glimmora has Focus Sash, can survive any one hit. If we stay and set Stealth Rock, Incineroar might Knock Off, breaking Sash? Actually Knock Off would do damage, Focus Sash survives if full HP, then Toxic Debris sets Toxic Spikes. That's great! If Incineroar uses Knock Off, Glimmora survives with 1 HP, sets Toxic Spikes, and we set Stealth Rock? Wait, if we use Stealth Rock, we move first? Glimmora speed 151 vs Incineroar 72-123, so Glimmora moves first. So we can set Stealth Rock before Incineroar attacks. Then Incineroar attacks, breaks Sash, Toxic Debris sets Toxic Spikes. That's a fantastic turn: Stealth Rock + Toxic Spikes. If Incineroar uses Fake Out, it has priority +3, so it moves before Glimmora. Then Glimmora flinches, no Stealth Rock. But Fake Out is Normal, Glimmora is Rock/Poison, takes neutral? Fake Out does little damage, doesn't break Sash? It might do ~10-20%. Then next turn we can set hazards. But we lose a turn. If Incineroar uses Parting Shot, it's status, Glimmora is not immune, so it would lower our stats and switch out. But we would have set Stealth Rock first because we're faster. So Stealth Rock is safe unless Fake Out or Taunt. Taunt: Incineroar could Taunt, but we're faster, so we set Stealth Rock first. So Stealth Rock is very safe. The only risk is Fake Out flinch. But even then, we can set hazards next turn. Is switching Gholdengo better? It blocks Fake Out and Parting Shot, but risks Knock Off. Also we lose hazard pressure. Glimmora's main job is to set hazards. I think Stealth Rock is the best action. The prompt says "Choose the single best action". In competitive, hazard lead Glimmora should set Stealth Rock turn 1. Incineroar is not a threat to KO Glimmora due to Focus Sash. So set Stealth Rock.
    
    But wait, opponent's Incineroar might have Taunt? If it Taunts, we are faster, so we set Stealth Rock before Taunt. So fine.
    
    Thus decision: MOVE: stealthrock.
    
    Check legal actions: 1. MOVE: stealthrock. Yes.
    
    Thought: Glimmora is faster and Focus Sash guarantees it survives any one hit, so it can set Stealth Rock safely; Incineroar can't stop it except Fake Out, but hazards are key. Actually if Fake Out, we don't set. But still best.
    
    I'll output.
  3. Turn 2
    DeepSeek V4.1 Flash used Earthpower1,733 tok · 3.7 s · $0.0005

    Incineroar is Fire/Dark, so Glimmora's Earth Power is super effective and unhindered by the Attack drop from Intimidate. Glimmora outspeeds Incineroar, so it can hit hard before Incineroar responds or switches.

    Reasoning trace (142 words)
    Incineroar is Fire/Dark. Glimmora has Earth Power super effective and is faster. Incineroar likely won't stay—but actually Incineroar often switches out. Hmm.
    
    Glimmora is faster and Earth Power is super effective. Incineroar might switch out. But we can also set hazards. However, Glimmora already set Toxic Spikes. 
    
    Key: Incineroar likely to use a Fire move or switch into Gholdengo/Kingambit. Actually Incineroar's Fake Out already used. It could Parting Shot or Flare Blitz.
    
    Earth Power damages Incineroar heavily and it can't do much back. But if it switches to a Ground-immune (Dragonite?), no.
    
    Best play: Earth Power to chip/KO Incineroar. Glimmora is fast. Alternatively set Stealth Rock. But hitting Incineroar directly is good value.
    
    Actually with Intimidate, Glimmora's atk -1 but Earth Power is special, unaffected. Earth Power BP 90 super effective STAB-less on 182 SpA should be strong.
    
    I'll go Earth Power.
    Gemma 4 31B used Partingshot1,626 tok · 4.8 s

    Glimmora is faster and Incineroar is a poor offensive matchup here. Parting Shot allows me to lower Glimmora's Special Attack and pivot to a safer teammate.

    Reasoning trace (52 words)
    Glimmora is faster than Incineroar and likely to use a special attack (like Power Gem or Earth Power). Parting Shot allows me to lower its stats and pivot to a better matchup, such as Gholdengo (immune to Poison/Toxic Spikes) or Garchomp (strong against Rock).
    
    Deciding factor: bad matchup to switch out of.
    Gemma 4 31B switched to Garchomp1,652 tok · 5.5 s

    Garchomp is immune to Toxic Spikes and hits Glimmora for super effective damage with Earthquake, making it the strongest offensive pivot.

    Reasoning trace (75 words)
    Incineroar used Parting Shot, which pivots out the active Pokémon. The legal actions provided are switches, meaning the pivot has already occurred or the game state is awaiting the incoming Pokémon. Gholdengo is immune to the Toxic Spikes and resists Glimmora's Poison-type moves, while Garchomp is immune to Toxic Spikes and hits Glimmora for super effective damage with Earthquake. Garchomp is the better offensive choice here to pressure Glimmora.
    
    Deciding factor: Matchup (Garchomp's Ground typing).
  4. Turn 3
    Gemma 4 31B used Earthquake1,873 tok · 3.6 s

    Garchomp is faster than Glimmora and has a 4x super effective Earthquake, which will result in a guaranteed knockout.

    Reasoning trace (32 words)
    Garchomp is faster than Glimmora and has a 4x super effective Earthquake. Glimmora is already weakened by Parting Shot (SpA -1). Earthquake should be a guaranteed one-hit knockout.
    
    Deciding factor: likely knockout.
    DeepSeek V4.1 Flash switched to Dragonite2,142 tok · 5.8 s · $0.0009

    Glimmora is at -2 Atk/-1 SpA and likely slower than Garchomp, which threatens a KO with Earthquake or Stone Edge. Focus Sash is already broken (149/160 HP), so staying in risks losing Glimmora for nothing. Dragonite is immune to Ground and has Multiscale, making it a safe pivot.

    Reasoning trace (243 words)
    Glimmora is at -2 Atk, -1 SpA, facing Garchomp. Garchomp likely outspeeds and can KO with Earthquake. Glimmora's Focus Sash is intact (149/160, not full HP actually - it took Fake Out damage, so sash is broken). Actually HP is 149/160, not full, so Focus Sash won't activate.
    
    Garchomp is poisoned. Earth Power is super effective? No, Ground vs Dragon/Ground - Ground is neutral vs Ground... actually Ground vs Dragon is neutral, Ground vs Ground is neutral. So Earth Power is neutral.
    
    Garchomp likely KOs Glimmora with Earthquake. Better to switch to Dragonite (immune to Ground, resists) or Gholdengo (immune to Ground? No, Gholdengo is Steel/Ghost, Ground is neutral... actually Ghost is immune to Normal/Fighting, Steel weak to Ground. Gholdengo takes neutral from Ground).
    
    Dragonite is immune to Ground and has Multiscale. Switch to Dragonite is good.
    
    But wait, Garchomp could have Dragon moves. Dragonite is Dragon/Flying - Dragon moves neutral, but Ice/Rock super effective. Garchomp commonly has Earthquake, Dragon Claw, Stone Edge, etc.
    
    Actually, Glimmora could set hazards. But it's likely to get KO'd. Setting Stealth Rock is valuable. But Garchomp outspeeds likely.
    
    Hmm, Glimmora at 149/160 with Focus Sash - sash only works at full HP. So it's broken.
    
    Best play: switch to Dragonite to absorb Ground attacks and set up Dragon Dance. Dragonite with Multiscale is bulky.
    
    Actually, let me think - Garchomp is poisoned, losing HP each turn. Switching to Dragonite is safe.
    
    I'll go with switching to Dragonite.
  5. Turn 4
    DeepSeek V4.1 Flash used Icespinner1,798 tok · 2.5 s · $0.0004

    Garchomp is at 75% with poison, and Ice Spinner is 4x super effective on it. Even if Garchomp outspeeds, Multiscale halves the incoming hit, so Ice Spinner should knock Garchomp out this turn.

    Reasoning trace (51 words)
    Garchomp is poisoned and 75%, Dragonite has Multiscale. Ice Spinner is 4x super effective on Garchomp. Even if Garchomp is faster, Ice Spinner should KO. But Garchomp could outspeed and hit with Dragon/Stone Edge... Actually Multiscale halves damage. Ice Spinner 4x should easily KO Garchomp.
    
    Ice Spinner is the clear choice.
    Gemma 4 31B used Swordsdancemega2,222 tok · 10.6 s

    Dragonite is at 100% HP, meaning Multiscale is active and will halve the damage from any attack. Swords Dance [MEGA] allows Garchomp to boost its Attack and Mega Evolve simultaneously, preparing to break through Multiscale or sweep the remaining team.

    Reasoning trace (189 words)
    Dragonite likely has Multiscale (100% HP), making a direct attack less effective this turn. Garchomp is poisoned and needs to make progress or setup. Mega Evolving now increases stats and allows for a stronger hit, but Dragonite's Multiscale is the deciding factor. Swords Dance [MEGA] allows Garchomp to boost its attack while Mega Evolving, preparing to break through Multiscale or future switches.
    
    Wait, Dragonite is likely to use Extreme Speed or Dragon Dance. If I Swords Dance, I risk taking a hit. However, Dragonclaw [MEGA] is the most direct way to deal damage, though Multiscale will halve it. Rockslide is also an option but less accurate.
    
    Actually, Dragonite is often used with Extreme Speed. Mega Garchomp is faster than Dragonite (unless Dragonite is very fast or uses priority). Dragonclaw [MEGA] is the safest bet to chip away at Multiscale or secure a hit. But Swords Dance [MEGA] sets up a sweep.
    
    Let's re-evaluate: Dragonite at 100% HP = Multiscale. Dragonclaw [MEGA] will do minimal damage. Swords Dance [MEGA] is the best play to prepare for the rest of the match, as Dragonite cannot OHKO Mega Garchomp.
    
    Deciding factor: Multiscale.
    Gemma 4 31B switched to Gholdengo1,763 tok · 5.4 s

    Garchomp has fainted, and Dragonite is at full HP, likely meaning Multiscale is active. Gholdengo is the safest switch-in to handle Dragonite and avoid further losses.

    Reasoning trace (65 words)
    The opponent's Dragonite is at 100% HP, likely meaning Multiscale is active. Gholdengo is the best switch-in here as it resists nothing but is not weak to Dragonite's common moves (except maybe Ice Spinner, which it resists) and can threaten with Shadow Ball. Incineroar is too weak and doesn't provide much offensive pressure against Dragonite.
    
    Deciding factor: bad matchup (Garchomp fainted, need a safe switch).
  6. Turn 5
    DeepSeek V4.1 Flash used Earthquake1,859 tok · 4.3 s · $0.0003

    Gholdengo is immune to Extreme Speed (Ghost), and Ice Spinner is resisted. Earthquake is super effective and Dragonite's best damage option; Multiscale lets it survive a hit if Gholdengo is faster. Dragon Dance risks getting KO'd or phazed.

    Reasoning trace (66 words)
    Gholdengo is immune to Extreme Speed (Ghost type). Earthquake is super effective. Dragonite likely faster? Gholdengo speed range 93-149, Dragonite 132. Uncertain. Earthquake is the best play - super effective, and Dragonite has Multiscale to survive a hit.
    
    Actually, Gholdengo could be faster and hit with Make It Rain or Shadow Ball. But Earthquake is our strongest option. Dragon Dance could be risky. Let's go Earthquake.
    Gemma 4 31B used Nastyplot1,720 tok · 5.0 s

    Dragonite is at 100% HP, meaning Multiscale is active, which significantly reduces the damage from Make It Rain or Shadow Ball. Nasty Plot is the best play here to boost Special Attack and prepare to break through Multiscale or deal with future switches.

    Reasoning trace (40 words)
    Dragonite likely has Multiscale active (100% HP). Gholdengo is faster than most non-Choice Scarf Dragonites, but Dragonite's Multiscale makes a direct attack less effective this turn. Nasty Plot allows Gholdengo to break through Multiscale or future switches.
    
    Deciding factor: Multiscale.
  7. Turn 6
    Gemma 4 31B used Shadowball1,589 tok · 2.8 s

    Dragonite likely has Multiscale active, but Gholdengo is at critical HP and cannot survive another Earthquake. Shadow Ball is the best bet to deal significant damage despite Multiscale, as Make It Rain lowers SpA and Recover is too risky.

    DeepSeek V4.1 Flash used Earthquake1,808 tok · 3.2 s · $0.0002

    Gholdengo is at 19% HP and Dragonite's Earthquake is super effective, so it should knock out before Gholdengo can threaten. Even if Gholdengo moves first, Multiscale at full HP halves the damage, so Dragonite survives and KOs back.

    Reasoning trace (59 words)
    Gholdengo at 19% HP, +2 SpA. Dragonite's Earthquake is super effective and should KO. Speed uncertain but Gholdengo at 19% - even if it moves first, it might KO Dragonite? Dragonite at full HP with Multiscale halves damage. Earthquake KOs.
    
    Actually Gholdengo could use Make It Rain or Shadow Ball. With Multiscale, Dragonite survives. Earthquake KOs. Go for it.
    Gemma 4 31B switched to Incineroar1,440 tok · 4.6 s

    Gholdengo has fainted, and Incineroar is the only remaining Pokémon on my bench. Switching is the only legal action.

    Reasoning trace (50 words)
    The opponent's Dragonite is at 100% HP and just knocked out Gholdengo. Incineroar is the only remaining Pokémon on my bench. Dragonite is a physical attacker and Incineroar has Intimidate, though Dragonite might have Inner Focus. Regardless, Incineroar is the only legal move.
    
    Deciding factor: Only one legal action available.
  8. Turn 7
    DeepSeek V4.1 Flash used Earthquake1,832 tok · 3.1 s · $0.0006

    Incineroar is at 52% HP and slower than Dragonite, so Earthquake's super-effective hit should knock it out before it can act. Even with the Attack drop, this is the strongest play to remove the last opponent.

    Reasoning trace (59 words)
    Incineroar at 52%, poisoned. Dragonite has -1 Atk. Earthquake is super effective. Incineroar likely has Fake Out (priority) but we're faster anyway. Earthquake should KO or do heavy damage. But Incineroar might use Parting Shot to pivot. Still, Earthquake is best.
    
    Actually, Incineroar is slower, so we move first. Earthquake super effective should KO 52% Incineroar. Go for it.
    Gemma 4 31B used Fakeout1,673 tok · 4.2 s

    Dragonite is at 100% HP, meaning Multiscale is likely active. Fake Out provides priority damage to break Multiscale and flinches the opponent, allowing for a safer transition or follow-up.

    Reasoning trace (39 words)
    Dragonite is at 100% HP, likely meaning Multiscale is active. Incineroar is poisoned and has already used Intimidate (though Dragonite might have Inner Focus). Fake Out is available and provides guaranteed chip/flinch to break Multiscale.
    
    Deciding factor: breaking Multiscale.
  9. Turn 8
    DeepSeek V4.1 Flash used Earthquake1,868 tok · 3.2 s · $0.0005

    Incineroar is at 64% and poisoned, and Dragonite outspeeds it. Earthquake is super effective and should knock it out or leave it very low, preventing a Parting Shot pivot. Dragon Dance risks eating a Parting Shot that undoes the boost.

    Reasoning trace (65 words)
    Incineroar at 64%, poisoned. Dragonite has -1 Atk but Earthquake is super effective. Incineroar likely uses Parting Shot to pivot. But we should just attack. Earthquake super effective should do big damage. Dragonite is faster. Let's Earthquake.
    
    Actually Incineroar might Fake Out again? No, Fake Out only works on first turn out. It's been out. So it'll likely Parting Shot or attack. Earthquake is best.
    Gemma 4 31B used Partingshot1,620 tok · 4.4 s

    Dragonite is faster and Incineroar is poisoned. Parting Shot further reduces Dragonite's Attack and allows a safe pivot to a better matchup.

    Reasoning trace (47 words)
    Dragonite is faster than Incineroar and has -1 Attack. Incineroar is poisoned and has already used Fake Out. Parting Shot allows me to further weaken Dragonite's Attack and pivot to a better matchup or scout the remaining team member.
    
    Deciding factor: bad matchup to switch out of.
  10. Turn 9
    DeepSeek V4.1 Flash used Earthquake1,826 tok · 1.7 s · $0.0004

    Incineroar is at 4% HP and poisoned, and Dragonite outspeeds it. Earthquake is super effective and will knock it out before it can act, so no need to switch or set up.

    Reasoning trace (16 words)
    Incineroar at 4% HP, poisoned. Earthquake is super effective and Dragonite moves first. Just kill it.
    Gemma 4 31B used Partingshot1,698 tok · 5.2 s

    Incineroar is at 5% HP and poisoned, meaning it will faint at the end of this turn. Parting Shot allows it to further weaken Dragonite's stats and pivot to a teammate before it goes down.

    Reasoning trace (58 words)
    Incineroar is at 5% HP and poisoned; it will faint from poison damage at the end of the turn regardless. Dragonite is at -2 Attack and -1 Sp. Attack. Parting Shot allows Incineroar to further weaken Dragonite and pivot to a healthier teammate before fainting.
    
    Deciding factor: a bad matchup to switch out of (Incineroar is nearly dead).