Matches · 2026-10-10 · rules version c4
Gemma 4 31B vs DeepSeek V4.1 Flash
Gemma 4 31B won in 8 turns · 5 min wall clock · 54,772 tokens · $0.007
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Decisions
- Team previewDeepSeek V4.1 Flash brought
Glimmora,dragonite,gholdengoGlimmora's Focus Sash guarantees it sets Stealth Rock early, and Gholdengo blocks hazard removal with Good as Gold. Dragonite with Multiscale and Lum Berry is a strong win condition, while Glimmora and Gholdengo cover the other threats.
Reasoning trace (724 words)
We need to pick 3 Pokémon from our team. Format is bring 6, pick 3. Opponent has incineroar, gholdengo, kingambit, palafin, garchomp, annihilape. Our team: glimmora, dragonite, gholdengo, kingambit, garganacl, annihilape. We want a strong lead. Glimmora as lead with focus sash to set hazards is typical. Then we need answers to their threats. Opponent threats: palafin (water), garchomp (dragon/ground), incineroar, kingambit, gholdengo, annihilape. Let's think about matchups. Our glimmora: rock/poison, sets hazards, fast. Weak to ground, water, psychic, steel. Garchomp EQ hits hard. Palafin water hits hard. Dragonite multiscale with lum berry is strong. Extreme speed, dragon dance. Gholdengo blocks defog/spin, good sweeper. Kingambit sucker punch. Garganacl defensive. Annihilape bulk up. Let's pick a solid core. Perhaps glimmora lead for hazards, dragonite, gholdengo. Or glimmora, kingambit, dragonite. Opponent likely leads with something. If they lead incineroar, intimidate, our glimmora can set rocks. If they lead palafin, glimmora is 2x weak water - palafin jet punch? Our glimmora is fast (151) but palafin is 108-167, could be faster. Risky. Maybe lead dragonite? Multiscale makes it survive. Consider a strong bring: glimmora, dragonite, kingambit. Glimmora sets hazards early, dragonite and kingambit sweep lategame. Gholdengo is also good. But we need to handle garchomp. Dragonite with ice spinner can handle garchomp. Kingambit sucker punch. Annihilape could be a problem for our kingambit (fighting weakness). Let's consider bringing glimmora, dragonite, gholdengo. Gholdengo immune to fighting? No, ghost is immune to normal/fighting? Ghost immune to normal and fighting. So gholdengo immune to fighting, resists steel, etc. Good against annihilape? Annihilape ghost/fighting, its rage fist ghost hits gholdengo super effectively? Ghost vs ghost - neutral? Ghost vs ghost is super effective actually. Wait, ghost is weak to ghost. So gholdengo weak to annihilape's rage fist. Hmm. Kingambit dark/steel: dark weak to fighting, steel weak to fighting. 4x weak to fighting. So annihilape and garchomp? Garchomp ground vs steel neutral, dragon vs steel neutral. Incineroar fighting? Close combat? Not known. Actually kingambit 4x weak to fighting, and annihilape's drain punch would destroy it. So avoid leaving kingambit in against annihilape. Our annihilape could handle their kingambit? Drain punch super effective vs dark/steel. Also we have taunt, bulk up. Maybe bring our annihilape. But mirror. Let's think about the core: Glimmora lead + hazards, then Dragonite + Kingambit or Dragonite + Gholdengo. Actually, common core in this meta: Glimmora, Dragonite, Kingambit. Or Glimmora, Gholdengo, Kingambit. Gholdengo with make it rain strong. I'll go with glimmora, dragonite, kingambit. Glimmora sets rocks/spikes, dragonite dragon dance sweep, kingambit sucker punch late game. But kingambit 4x weak to fighting - opponent has annihilape, garchomp (ground), incineroar. Annihilape drain punch kills. So kingambit risky. Alternative: glimmora, dragonite, gholdengo. Gholdengo is immune to normal/fighting? Ghost immune to fighting, yes. Ghost immune to normal and fighting. So gholdengo counters annihilape's drain punch. But rage fist ghost hits gholdengo super effectively. Actually rage fist is ghost type, so super effective on gholdengo. So not perfect. What about garganacl? Rock type, purifyingsalt prevents sleep, salt cure. Body press with iron defense. Garganacl could wall. Maybe bring glimmora, dragonite, garganacl. Garganacl defensive. But we need offensive presence. Let's consider what opponent's likely bring is: Incineroar, Garchomp, Palafin maybe. Or Gholdengo, Kingambit, Palafin. Honestly, without more info, I think a solid bring is glimmora, dragonite, gholdengo. Gholdengo blocks hazard removal with good as gold. Glimmora sets hazards. Dragonite is the win condition. But glimmora vs palafin: if they lead palafin, our glimmora is in trouble. Palafin's jet punch is priority? No, jet punch is water priority. Actually palafin's signature? Palafin has jet punch (water, 60 BP, priority +1) in hero form. Yes. So palafin can pick off glimmora with jet punch before it moves if palafin is in hero form. But palafin starts in zero form, transforms when switching out. So turn 1 palafin is zero form, slow. Actually zero form has 108 speed? The stats given are level 50 range, maybe for zero form? Zero form has base 60 speed. Hero form has 100 speed. So if it's zero form initially, glimmora is faster. Glimmora can set hazards. Then switch out. I think glimmora lead is best. Then we have dragonite and gholdengo. Actually, maybe bring dragonite as lead with multiscale to tank a hit and dragon dance? But hazards are valuable. Let's decide: BRING: glimmora, dragonite, gholdengo. That's my choice.
Gemma 4 31B broughtIncineroar,gholdengo,kingambitIncineroar is the best lead for Intimidate and Fake Out support. Gholdengo and Kingambit provide a strong Steel-type core to handle the opponent's Glimmora, Garganacl, and Dragonite.
Reasoning trace (46 words)
The opponent has Glimmora, Dragonite, Gholdengo, Kingambit, Garganacl, and Annihilape. I need a strong core. Incineroar is essential for Intimidate and pivoting. Gholdengo handles Glimmora and Garganacl. Kingambit is a powerful late-game cleaner and checks Dragonite/Annihilape. Lead Incineroar to disrupt with Fake Out and Intimidate.
- Turn 1Gemma 4 31B used
FakeoutFake Out provides guaranteed priority and a flinch on Turn 1, allowing me to disrupt Glimmora's lead and scout its moves.
Reasoning trace (34 words)
Glimmora is faster than Incineroar and likely wants to set hazards or attack. Fake Out provides guaranteed priority and a flinch, allowing me to scout or break momentum on Turn 1. Deciding factor: priority.
DeepSeek V4.1 Flash usedStealthrockGlimmora's primary role is to set hazards, and Incineroar cannot KO it through Focus Sash. Earth Power won't KO Incineroar, so Stealth Rock provides better long-term value against the opponent's grounded team.
Reasoning trace (980 words)
We need answer with thought and decision. Need choose best action. State: Glimmora lead vs Incineroar. We have Focus Sash, can set hazards. Incineroar likely will pivot/attack. Glimmora has Earth Power super effective, but Incineroar bulky, likely not KO. We want hazards? Glimmora's role is set hazards. Opponent Incineroar may Fake Out? Actually turn 1 after leads, Intimidate activated. Incineroar often has Fake Out, but turn 1? It just came in, no fake out yet. Could use Fake Out now? In singles, Fake Out only first turn after switch-in. Yes, Incineroar can Fake Out. If we set Stealth Rock, we get flinched? Fake Out flinches. But Focus Sash prevents KO? Fake Out damage maybe not KO. But we lose turn. However if we attack Earth Power, we may damage Incineroar. But Glimmora's main job is hazards. Opponent likely will switch out Incineroar to something that threatens Glimmora, or use Fake Out. Setting Stealth Rock is good. But if Fake Out, we lose turn and still full HP. Then next turn can set. But maybe better to attack? Let's think. We have Glimmora with Focus Sash, Toxic Debris. Incineroar likely has Knock Off, Flare Blitz, Fake Out, Parting Shot? If we use Earth Power, we deal maybe 40-50%? Incineroar may Knock Off removing Sash, or Flare Blitz. Glimmora is Rock/Poison, weak to Ground, Water, Psychic, Steel? Fire neutral? Rock weak to Water, Grass, Ground, Steel, Fighting. Poison weak to Ground, Psychic. Incineroar Fire/Dark: Fire neutral? Rock takes neutral from Fire? Rock is not weak to Fire, Poison resists? Poison resists Fire? No, Poison doesn't resist Fire. Actually Rock weak to Water, Grass, Ground, Steel, Fighting. Poison weak to Ground, Psychic. Fire neutral. Dark neutral. So Incineroar's Flare Blitz neutral. Knock Off neutral? Dark vs Rock/Poison neutral. So Glimmora can survive with Sash. But if we set Stealth Rock, Incineroar may switch out to Gholdengo or Kingambit etc. Hazards valuable. However, if Incineroar uses Fake Out, we flinch and no hazards. Then next turn we can set. But opponent may switch to something that can KO Glimmora? Actually Glimmora has Focus Sash, so can survive one hit. But if they double switch? Hmm. Given we are expert, likely best to set Stealth Rock. But let's consider Earth Power: super effective on Incineroar, might KO? Incineroar HP 170-202, SpD 99-156. Glimmora SpA 182. Earth Power 90 BP, super effective 2x. Damage calc: Level 50, SpA 182, SpD maybe 120. Base damage: (2*50/5+2)=22, *90*182/120 /50 +2 = 22*90*182/120/50+2 = 22*1.5*182/120? Let's compute: 90*182=16380. /120=136.5. *22=3003. /50=60.06 +2=62.06. *2 (super effective) =124. * random 0.85-1 = 105-124. Incineroar HP 170-202, so not KO. So Earth Power does ~50-70%. Not KO. So hazards better. But what if Incineroar uses Parting Shot? Then we set hazards and they switch. Good. What if Incineroar uses Knock Off? We lose Sash, but set hazards. Good. What if Incineroar uses Fake Out? We flinch, no hazards. Then next turn we can set. But opponent may then switch to something that can KO? Actually if they Fake Out, they waste turn, we still full HP. Next turn we can set hazards. But they might attack again. With Sash, we can survive one hit. So setting hazards is still fine. Could we switch to Gholdengo? Gholdengo is immune to Intimidate? Good as Gold blocks status moves. But Incineroar might have Darkest Lariat? Not sure. Gholdengo resists Dark? Steel resists Dark? Steel resists Dark? Actually Steel resists Dark? No, Steel is weak to Fighting, Ground, Fire. Dark is neutral against Steel? Wait, Steel resists Dark? In Gen 6+, Steel resists Dark? No, Steel does not resist Dark. Dark is neutral against Steel. Ghost is weak to Dark. So Gholdengo (Steel/Ghost) is weak to Dark? Ghost is weak to Dark, Steel neutral, so overall Dark is super effective? Actually Ghost is weak to Dark, Steel resists Dark? Let's check: Steel resists Dark? In Gen 2-5, Steel resisted Dark and Ghost. From Gen 6 onward, Steel no longer resists Dark and Ghost. So Dark is neutral against Steel, but Ghost is weak to Dark, so Gholdengo takes 2x from Dark? Wait, type effectiveness: Ghost is weak to Dark (2x). Steel is neutral to Dark (1x). So overall 2x. So Gholdengo is weak to Dark. Incineroar has Dark moves. So switching Gholdengo is bad. Dragonite: Dragon/Flying, Intimidate lowers Atk. Dragonite has Multiscale, can take hits. But Incineroar might have Flare Blitz? Dragonite resists Fire? Dragon resists Fire? No, Dragon resists Fire? Actually Dragon resists Fire? No, Dragon is weak to Ice, Dragon, Fairy. Fire is neutral. Flying is weak to Rock, Electric, Ice. So Incineroar's Fire is neutral. Dark is neutral. So Dragonite can take hits. But we want to set hazards. Glimmora is the hazard setter. So best is Stealth Rock. But wait, opponent has Incineroar, which is likely to use Fake Out. If we set Stealth Rock, we get flinched. But we can set next turn. However, if we use Earth Power, we damage Incineroar and maybe force it out. But hazards are more valuable long-term. In competitive, Glimmora's primary job is to set hazards. So I'll choose Stealth Rock. But let's check if there's any reason to use Spikes instead? Stealth Rock is generally better because it hits all types, especially Flying. Opponent has Gholdengo, Kingambit, Palafin, Garchomp, Annihilape. Stealth Rock hits all. Spikes only grounded. Gholdengo is Steel/Ghost, grounded? Gholdengo is not Flying, so grounded. Kingambit grounded. Palafin grounded. Garchomp grounded. Annihilape grounded. So Spikes would hit all of them too. But Stealth Rock is usually preferred. However, Glimmora has both. Which is better? Stealth Rock is more standard. I'll go Stealth Rock. But wait, Incineroar might have Heavy-Duty Boots? Unknown. If it has Boots, hazards don't affect it. But still good for others. Thus decision: MOVE: stealthrock. Need format exactly. Thought 2-4 sentences. Decision block exactly one action line. Let's write.
- Turn 2Gemma 4 31B used
PartingshotGlimmora is faster and Incineroar is not a great offensive threat here. Parting Shot lowers Glimmora's offensive stats and allows a safe pivot to Gholdengo, who is immune to the Toxic Spikes already on the field.
Reasoning trace (51 words)
Glimmora is faster than Incineroar and likely to use a special attack (Mortal Spin or Power Gem/Earth Power). Parting Shot allows me to lower its stats and pivot to a safer Pokémon like Gholdengo, who is immune to Toxic Spikes and resists Poison. Deciding factor: bad matchup to switch out of.
DeepSeek V4.1 Flash usedEarthpowerGlimmora outspeeds Incineroar and Earth Power is super effective, hitting Incineroar hard and also threatening common switch-ins like Gholdengo and Kingambit. Setting more hazards is less valuable since Toxic Spikes is already up and their Steel types are immune.
Reasoning trace (1,430 words)
We need answer with thought and decision. Need choose best action. State: Glimmora vs Incineroar, turn 2. Toxic Spikes already on opponent side. Incineroar likely will switch? We need decide. Glimmora has Focus Sash but at 149/160 not full, so sash not active? Actually Focus Sash only if full HP, so no. Incineroar used Fake Out, likely will switch out or attack. Glimmora has Earth Power super effective on Incineroar. Incineroar is Fire/Dark, Earth Power Ground super effective. Glimmora speed 151, Incineroar max 123, so Glimmora moves first. Earth Power likely does significant damage, maybe KO? Incineroar HP 170-202, SpD 99-156. Glimmora SpA 182. Earth Power 90 BP, super effective 2x. Likely 2HKO? Let's estimate: level 50, SpA 182, Incineroar SpD maybe 120. Damage = ((2*50/5+2)*90*182/120)/50 +2 = (22*90*1.516)/50+2 = (22*136.5)/50+2 = 3003/50+2=60+2=62. Super effective = 124. Incineroar HP ~186. So not KO. But Incineroar might switch out due to bad matchup. If it switches, Earth Power hits incoming? Actually if Incineroar switches, Earth Power targets new Pokemon. Could be bad if they bring Gholdengo (immune to Ground? Gholdengo Steel/Ghost, Ground not very effective? Ground vs Steel is 2x? Wait Ground vs Steel: 2x? Ground is super effective against Steel? No, Ground is super effective against Fire, Electric, Poison, Rock, Steel. Yes Ground is 2x vs Steel. But Gholdengo is Ghost/Steel, Ground is 2x? Actually Ghost is immune to Normal/Fighting, but Ground hits Ghost? Ground is not resisted by Ghost. So Ground vs Gholdengo: Steel weak to Ground, Ghost neutral, so 2x. But Gholdengo has Good as Gold, immune to status. But Earth Power would hit. However, if they switch to Kingambit (Dark/Steel), Ground is 2x? Kingambit is Dark/Steel, Ground 2x. Palafin (Water) Ground neutral. Garchomp (Dragon/Ground) Ground neutral? Actually Ground vs Dragon neutral, vs Ground neutral. Annihilape (Fighting/Ghost) Ground neutral? Ghost immune to Normal/Fighting, Ground neutral. So Earth Power is decent. But maybe better to set Stealth Rock? We already have Toxic Spikes. Incineroar likely will switch out to avoid Earth Power? Actually Incineroar might stay and use Knock Off or Flare Blitz? But Glimmora is Rock/Poison, weak to Ground? Incineroar has no Ground moves likely. It might use Parting Shot? Incineroar commonly has Fake Out, Knock Off, Flare Blitz, Parting Shot, Will-O-Wisp, etc. It could use Parting Shot to pivot. If it uses Parting Shot, it lowers our Atk/SpA and switches. But we move first. Earth Power would hit Incineroar before it can Parting Shot. If we KO? Not KO. But if we use Earth Power, we deal ~124 damage, Incineroar at ~62 HP. Then it might Parting Shot or attack. If it Parting Shots, we get -1 SpA and it switches. Then we have hazards. Alternatively, we could set Stealth Rock now, but Incineroar might switch out anyway. Setting Stealth Rock is good for their switches. But we already have Toxic Spikes. Stealth Rock adds chip. However, Incineroar is likely to switch out because it's a bad matchup? Actually Incineroar vs Glimmora: Incineroar can Knock Off, but Glimmora has Focus Sash (not active). Incineroar might stay to Knock Off or Flare Blitz? Flare Blitz is Fire, not very effective against Rock? Fire vs Rock: 0.5x? Actually Fire is not very effective against Rock? Fire vs Rock: 0.5x? Wait Fire is super effective against Grass, Ice, Bug, Steel. Rock resists Fire? Rock is not resistant to Fire? Actually Rock takes neutral from Fire? Let's check: Fire vs Rock: 0.5x? No, Fire is not very effective against Rock? In Pokémon, Fire is super effective against Grass, Ice, Bug, Steel. Rock is not resistant to Fire. Rock is weak to Water, Grass, Fighting, Ground, Steel. Fire is neutral against Rock. So Flare Blitz would be neutral. But Incineroar's Dark moves: Knock Off is Dark, neutral against Rock/Poison? Dark vs Rock: neutral? Dark vs Poison: neutral? Actually Dark is super effective against Ghost, Psychic. Neutral against Rock/Poison. So Incineroar can do decent damage. But Glimmora has high SpA and can Earth Power. Incineroar might switch to a better matchup like Gholdengo or Kingambit? But they are weak to Ground? Gholdengo is weak to Ground? Actually Gholdengo is Steel/Ghost, Ground is 2x. Kingambit is Dark/Steel, Ground is 2x. So Earth Power is good against them too. Palafin is Water, Ground neutral. Garchomp is Dragon/Ground, Ground neutral. Annapape is Fighting/Ghost, Ground neutral. So Earth Power is safe. What about Mortal Spin? It poisons foes and clears hazards. But we have no hazards on our side. It would poison Incineroar, but Incineroar might switch. Toxic Spikes already on their side, so if they switch in a grounded non-immune, they get poisoned. Mortal Spin would poison Incineroar directly, but it's physical and we have -1 Atk, and Incineroar has high Def. Not great. Stealth Rock: adds chip on switch. But we already have Toxic Spikes. If they have Gholdengo, it's immune to Toxic Spikes? Gholdengo is Steel, so it's immune to Poison? Actually Steel types are immune to Poison. So Toxic Spikes won't affect Gholdengo. Stealth Rock would hit Gholdengo for neutral? Rock vs Steel: 0.5x? Rock is not very effective against Steel? Rock vs Steel: 0.5x? Actually Rock is not very effective against Steel? Rock is super effective against Fire, Ice, Flying, Bug. Steel resists Rock. So Rock vs Steel: 0.5x. So Stealth Rock would do little to Gholdengo. But it would hit Incineroar for 2x? Rock vs Fire: 2x. So if Incineroar switches out and later comes back, Stealth Rock would hurt it. But Incineroar is already in. Setting Stealth Rock now while Incineroar is in doesn't damage it. It only damages on switch-in. So if we set Stealth Rock, Incineroar might stay and attack, or switch out and take hazard damage later. But we could also attack Incineroar now to force it out or damage it. Given we have Focus Sash but not full HP, we are vulnerable. Incineroar might use Knock Off, which could remove our Focus Sash? Actually Focus Sash is already not active, but Knock Off would remove it. But we might want to preserve Glimmora? Glimmora's role is to set hazards. We already set Toxic Spikes. We could set Stealth Rock now to complete hazards. But Incineroar is likely to switch out to avoid Earth Power? Actually if we use Earth Power, we deal damage and possibly force a switch. If we set Stealth Rock, Incineroar might stay and attack, or switch. But if it switches, we get Stealth Rock up for free. However, if it stays and attacks, we take damage and might lose Glimmora without setting Stealth Rock. But we already have Toxic Spikes. Is Stealth Rock necessary? It's good against their team: Gholdengo, Kingambit, Palafin, Garchomp, Annihilape. Stealth Rock damage: Gholdengo 0.5x? Actually Rock vs Steel: 0.5x, so 12.5%? Kingambit: Rock vs Dark/Steel: Rock is neutral against Dark? Rock vs Dark: neutral. Rock vs Steel: 0.5x. So overall 0.5x? Actually dual type: Rock vs Dark/Steel: Dark neutral, Steel 0.5x => 0.5x. Palafin: Rock vs Water: neutral. Garchomp: Rock vs Dragon/Ground: Rock vs Dragon neutral, vs Ground 0.5x? Ground resists Rock? Rock vs Ground: 0.5x? Actually Rock is not very effective against Ground? Rock vs Ground: 0.5x? Yes, Ground resists Rock. So Garchomp takes 0.5x. Annihilape: Rock vs Fighting/Ghost: Rock vs Fighting: 0.5x? Rock is not very effective against Fighting? Actually Rock vs Fighting: 0.5x? Fighting is super effective against Rock, but Rock is not very effective against Fighting? Rock vs Fighting: 0.5x. Rock vs Ghost: neutral. So 0.5x. So Stealth Rock would only do significant damage to Incineroar (2x) and maybe Palafin (neutral). Not great against the rest. Toxic Spikes is better for grounded ones, but Gholdengo and Kingambit are Steel (immune to Poison). So hazards aren't super effective against their team. Maybe we should just attack. Earth Power is super effective on Incineroar and also on Gholdengo and Kingambit if they switch in. It's a safe move. If Incineroar stays, we deal big damage. If it switches to Gholdengo or Kingambit, we deal super effective damage. If it switches to Palafin, Garchomp, Annihilape, we deal neutral. So Earth Power is a good move. Also, we have -1 Atk, but Earth Power is special, so unaffected. So Earth Power is best. Check if Incineroar might have a move that KOs Glimmora? Incineroar's Attack is high. Glimmora's Defense is 110. Incineroar's Knock Off: Dark, physical, 65 BP. With Intimidate, our Atk is -1, but that doesn't affect defense. Incineroar's Atk maybe 150. Damage to Glimmora: ((2*50/5+2)*65*150/110)/50+2 = (22*65*1.36)/50+2 = (22*88.4)/50+2 = 1944/50+2=38.9+2=41. Not KO. Flare Blitz: 120 BP, Fire, neutral. Damage: (22*120*150/110)/50+2 = (22*163.6)/50+2 = 3600
Gemma 4 31B switched toGholdengoGholdengo is the best switch-in here because it is immune to the poison status from Toxic Spikes and can threaten Glimmora with a powerful Make It Rain.
Reasoning trace (166 words)
Incineroar used Parting Shot, which means it has already switched out (though the game state shows it as active, the move Parting Shot switches the user out). Wait, looking at the "RECENT TURNS" section, Turn 2 says "Your Incineroar used Parting Shot". In Pokémon, Parting Shot forces a switch. The "LEGAL ACTIONS" provided are SWITCH: gholdengo and SWITCH: kingambit. Deciding factor: Matchup. Gholdengo is immune to Poison and resists the Rock/Poison typing of Glimmora, and can hit it hard with Make It Rain. Kingambit is also a strong option, but Gholdengo's immunity to Toxic Spikes (which are currently on the field) makes it the superior switch-in. Wait, Gholdengo is immune to poison, but not to the *damage* of Toxic Spikes (it's just immune to the status effect). However, Gholdengo is the best offensive answer here. Actually, looking at the legal actions, I *must* choose a replacement for Incineroar because Parting Shot was used. Gholdengo is the best choice to handle Glimmora and ignore the poison status.
- Turn 3Gemma 4 31B used
MakeitrainMake It Rain is super effective against Glimmora and, combined with Life Orb, is highly likely to secure a knockout this turn.
Reasoning trace (49 words)
Gholdengo is facing Glimmora. Glimmora has -1 SpA from Parting Shot. Gholdengo is faster than most Glimmora builds (unless it's max speed/nature, but Gholdengo's 106 is decent). Make It Rain is super effective and should likely OHKO or severely damage Glimmora, especially with Life Orb. Deciding factor: likely knockout.
DeepSeek V4.1 Flash usedEarthpowerGholdengo is 4x weak to Ground, and my Glimmora outspeeds it (151 vs max 149), so Earth Power hits hard before it can respond. Even at -1 SpA, a super-effective hit is my best way to threaten or KO. Glimmora is too weakened (Focus Sash inactive) to safely stay long otherwise.
Reasoning trace (344 words)
Gholdengo vs Glimmora. Glimmora has -2 ATK and -1 SPA. Earth Power is super effective on Gholdengo but Glimmora's SpA is lowered. Gholdengo resists... Actually Gholdengo is Steel/Ghost, Earth Power is super effective (Ground hits Steel). But Gholdengo likely outspeeds? Glimmora 151 vs Gholdengo 93-149, we move first. Gholdengo could KO Glimmora with Shadow Ball or Make It Rain. Glimmora has Focus Sash but not full HP (149/160), so sash won't activate. Hmm. Glimmora is weakened and set up fodder potential. We already have Toxic Spikes up. We could set Stealth Rock as Gholdengo can't stop us... but Gholdengo will KO us. Actually Glimmora should switch out to preserve, or deal damage. Earth Power super effective could do significant damage. But we've lost offensive boosts. Better to switch to Gholdengo? Gholdengo mirror. Or Dragonite. Actually Dragonite with Multiscale is good versus Gholdengo? Gholdengo's Shadow Ball hits Dragonite neutrally. Glimmora is at -2 ATK, -1 SPA and Gholdengo will likely KO. Let me think about switching to our Gholdengo - it's immune to... no. Gholdengo resists Ghost and Steel. Actually best: switch to Gholdengo to block Make It Rain/Shadow Ball? Our Gholdengo would take neutral. Hmm. Alternatively, Glimmora sets Stealth Rock for value before dying. But it can probably survive one hit? Gholdengo SpA 137-203, Make It Rain 120 BP Steel. Glimmora Rock/Poison takes Steel neutral. That would KO. I think Earth Power is decent - super effective, might do 40-50% to Gholdengo. But we likely get KOed back. Actually we move first (151 vs up to 149). So Earth Power could chunk Gholdengo significantly. Actually, setting Stealth Rock adds hazards and Glimmora might survive? Let's just go Earth Power for damage since we outspeed. Actually if we can KO... Gholdengo 100% probably not KO'd by -1 SpA Earth Power. Hmm, but Stealth Rock is valuable. However Gholdengo Good as Gold doesn't stop hazards. We outspeed and set SR then likely die. That's a fair trade. I think Earth Power to threaten Gholdengo is better given it's super effective. Let me go with Earth Power.
DeepSeek V4.1 Flash switched toGholdengoOpponent Gholdengo is at 48% with -2 SpA and Life Orb recoil. My Gholdengo resists Make It Rain (Steel vs Steel) and threatens back with super-effective Shadow Ball, plus it's immune to status. Dragonite would take neutral Steel damage and lose Multiscale. Gholdengo is the better switch-in.
Reasoning trace (146 words)
Opponent Gholdengo at 48% with -2 SpA, Life Orb. My Glimmora fainted. I need to bring in a Pokémon. My Gholdengo is immune to... no, opponent Gholdengo has Make It Rain (Steel) which hits my Gholdengo neutrally? Steel vs Steel/Ghost - Steel is not very effective vs Steel. Actually Steel vs Steel = 0.5x. Ghost vs Ghost... Make It Rain is Steel. My Gholdengo resists Steel. My Gholdengo can come in and threaten with Shadow Ball (super effective vs Ghost) or Make It Rain. Opponent Gholdengo is at 48%, -2 SpA. My Gholdengo is faster? Spe 149 vs opponent 93-149. Uncertain. Dragonite with Multiscale could come in too. But Gholdengo resists Make It Rain and can hit back with Shadow Ball super effectively. Actually opponent Gholdengo is Ghost/Steel. My Gholdengo's Shadow Ball is super effective. My Gholdengo also immune to status. Good matchup. Bring in Gholdengo.
- Turn 4DeepSeek V4.1 Flash used
ShadowballOpposing Gholdengo is at 48% with -2 SpA, so it's weakened. Shadow Ball is super effective STAB and should knock it out, and even if it moves first its Make It Rain is now weak after the SpA drops.
Reasoning trace (31 words)
Opposing Gholdengo at 48% with -2 SpA. Shadow Ball is super effective and likely KOs. Speed uncertain but Shadow Ball should finish it. Deciding factor: super effective STAB on weakened foe.
Gemma 4 31B switched toKingambitMy Gholdengo has -2 Special Attack and low HP, making it ineffective against the opposing Gholdengo. Kingambit is a much better matchup, resisting Steel and threatening with powerful Dark-type attacks.
Reasoning trace (118 words)
The current matchup is Gholdengo vs. Gholdengo. My Gholdengo has -2 SpA, making its attacks very weak. The opponent's Gholdengo is at full health. I need to recover my SpA or switch to a better matchup. Kingambit is a strong option here as it resists Steel and is immune to Ghost (wait, no, Kingambit is Dark/Steel, so it's immune to Psychic, but not Ghost; it takes neutral damage from Ghost and resists Steel). Actually, Kingambit is a great switch-in because it can threaten Gholdengo with Kowtow Cleave or Sucker Punch. Deciding factor: bad matchup/stat drop. My Gholdengo is at -2 SpA and low HP, making it a liability. Kingambit is the best switch-in to handle the opposing Gholdengo.
- Turn 5Gemma 4 31B used
KowtowcleaveKingambit is slower than Gholdengo, but Kowtow Cleave is super effective and boosted by Black Glasses and Supreme Overlord, making it the most reliable way to deal heavy damage.
Reasoning trace (84 words)
Opposing Gholdengo is faster than Kingambit and will likely use Shadow Ball again. Sucker Punch is the only way to hit first, but it's risky if the opponent switches or uses a status move (though Gholdengo's only revealed move is Shadow Ball). Kowtow Cleave is a guaranteed hit and super effective, but Kingambit will take a hit first. Given Kingambit's bulk and the power of Kowtow Cleave (boosted by Black Glasses and Supreme Overlord), it's the safest strong play. Deciding factor: Likely knockout/damage trade.
DeepSeek V4.1 Flash switched toDragoniteKingambit resists both of Gholdengo's attacks (Steel resists Ghost and Steel), and its Sucker Punch is super effective on Gholdengo's Ghost typing, so staying in is a losing matchup. Dragonite's Earthquake hits Kingambit super effectively, and Multiscale lets it absorb the first hit safely.
Reasoning trace (350 words)
Kingambit is Dark/Steel, immune to Shadow Ball's Ghost? No, Dark resists Ghost, Steel resists Ghost too — not very effective. Make It Rain is Steel, resisted by Steel. Kingambit likely has Sucker Punch (priority) which threatens Gholdengo. Gholdengo is faster but Sucker Punch hits first. Best play: Nasty Plot to boost, or switch to Dragonite. Kingambit with Sucker Punch could KO Gholdengo? Gholdengo 164 HP, Kingambit attack high. Sucker Punch is Dark, super effective on Ghost? Gholdengo is Steel/Ghost, Dark is super effective on Ghost. Yes! Sucker Punch would be super effective. So staying in is risky. Switch to Dragonite? Dragonite resists Dark? Dragon/Flying — Dark neutral, Steel neutral. Dragonite with Multiscale can take a hit. But Kingambit could have Kowtow Cleave or Iron Head. Actually Nasty Plot: if Kingambit uses Sucker Punch, it fails because Nasty Plot is status. So Nasty Plot is safe from Sucker Punch. Then next turn we can attack. But Kingambit might just attack with Kowtow Cleave. Hmm, Gholdengo's Good as Gold blocks status. Kingambit's Sucker Punch only works if target attacks. Nasty Plot is safe. But then Kingambit attacks with Kowtow Cleave (Dark, super effective) next turn. Actually the safest: switch to Dragonite to absorb. But Dragonite is our win condition with Dragon Dance. Let me think about damage. Kingambit Sucker Punch vs Gholdengo: super effective, likely 2HKO or OHKO. Gholdengo 164 HP, 115 Def. Kingambit attack ~180. Sucker Punch 70 BP. Probably does ~60-70%. Not OHKO. Nasty Plot boosts SpA by 2. Then Make It Rain is resisted by Kingambit (Steel). Shadow Ball resisted too. So Gholdengo can't break Kingambit easily. Bad matchup. Better to switch to Dragonite. Dragonite can Earthquake Kingambit (Ground vs Steel super effective). Dragonite's Earthquake hits Kingambit super effectively. And Dragonite resists... Dark neutral, Steel neutral. Multiscale halves damage. So switch to Dragonite is good. Dragonite EQ is super effective on Kingambit. But wait, Kingambit could have Sucker Punch which hits Dragonite neutrally. Multiscale protects. I think switching to Dragonite is the best play. Actually, could also Nasty Plot then... no, Gholdengo can't hit Kingambit well. Decision: SWITCH: dragonite.
- Turn 6Gemma 4 31B used
KowtowcleaveDragonite is faster than Kingambit, but Kowtow Cleave deals heavy damage and is reliable. Sucker Punch is too risky if the opponent switches or uses a status move.
Reasoning trace (52 words)
Dragonite is faster than Kingambit and likely carries Extreme Speed or Outrage/Dragon Dance. Kowtow Cleave deals significant damage and is reliable. Sucker Punch is risky if the opponent switches or uses a status move. Deciding factor: likely knockout. Kowtow Cleave should put Dragonite in range of a finish or deal heavy damage.
DeepSeek V4.1 Flash usedEarthquakeDragonite outspeeds Kingambit and Earthquake is super effective on its Steel typing, likely a knockout or heavy damage. Dragon Dance risks taking another Kowtow Cleave, and Extreme Speed is resisted. Attack now.
Reasoning trace (83 words)
Dragonite at 65% with Multiscale broken (not full HP). Kingambit at 77%. Earthquake is super effective on Kingambit (Steel type). Dragonite is faster. Earthquake should do significant damage. But Kingambit may have Sucker Punch? Not revealed. Kowtow Cleave is Dark, no priority. Dragonite outspeeds. Earthquake is best - super effective, likely KO or heavy damage. Actually Kingambit could have Sucker Punch (priority Dark). But not revealed. Earthquake is the safest strong option. Dragon Dance could be risky if Kingambit attacks. Let's go Earthquake.
DeepSeek V4.1 Flash switched toGholdengoDragonite fainted, so my only legal action is to send in Gholdengo. Kingambit is at 19% and Gholdengo's Make It Rain should finish it, though I must switch first.
Reasoning trace (9 words)
Dragonite fainted, only Gholdengo available. Must switch in Gholdengo.
- Turn 7DeepSeek V4.1 Flash used
ShadowballKingambit is at 19% HP and slower than Gholdengo, so any attack finishes it. Shadow Ball has no drawback (unlike Make It Rain's SpA drop), and even at 0.5x effectiveness it easily KOs such a weakened target.
Reasoning trace (283 words)
Kingambit at 19% HP, slower than Gholdengo. Need a move that KOs. Make It Rain is not very effective, Shadow Ball not very effective... but Kingambit is Dark/Steel. Shadow Ball is Ghost - not very effective vs Dark? Actually Ghost vs Dark: not very effective (0.5x). Vs Steel: normal. So 0.5x. Make It Rain Steel vs Dark/Steel: Steel vs Steel 0.5x, vs Dark 1x = 0.5x. Wait, at 19% HP, even a 0.5x move might KO. Kingambit HP ~175-207, 19% = ~35 HP. Shadow Ball 80 BP with 0.5x = 40 base, plus STAB 1.5. Gholdengo SpA 185. That should comfortably KO a 19% Kingambit. Actually Make It Rain 120 BP 0.5x = 60, with STAB. Also KOs and hits all foes. Better to use Make It Rain for power? But it lowers SpA. Kingambit is the only remaining threat on field though. Let's just KO with Shadow Ball (no drawback) or Make It Rain. Actually with such low HP, Shadow Ball 0.5x = 40*1.5=60 effective. Kingambit SpD ~94-150. Hmm. Let's think: without calc, both should KO at 35 HP. Shadow Ball avoids the SpA drop. But actually makeitrain has higher power. Either works. Shadow Ball has no drawback, so pick shadowball. Actually, wait—could Kingambit use Sucker Punch? It only revealed Kowtow Cleave. If it has Sucker Punch it would go before. Kingambit 19% - if it KOs Gholdengo with Sucker Punch... Gholdengo at 100%. Sucker Punch from Kingambit... but Kingambit is weakened. Still, Sucker Punch goes first, could do significant damage but Gholdengo has 164 HP. If we use Shadow Ball (attacking), Sucker Punch would work. Either way we get hit if it has Sucker Punch. Best action: KO it. Shadow Ball.
Gemma 4 31B switched toGholdengoKingambit is at critical HP and slower than Gholdengo, meaning it will likely be knocked out by Shadow Ball. Sucker Punch is risky, and switching to Incineroar or Gholdengo preserves a healthy Pokémon. Switching to Gholdengo creates a mirror match where we can contest the speed and power.
Reasoning trace (81 words)
Opposing Gholdengo is faster than Kingambit and will likely use Shadow Ball, which will knock out Kingambit (at 19.3% HP). Sucker Punch is the only way to deal damage before being hit, but it fails if the opponent uses a status move or switches. However, switching to Incineroar provides a safer pivot and Intimidate support, though Gholdengo is a special attacker. Switching to my own Gholdengo is a mirror match. Given Kingambit's low HP, it's a liability. Deciding factor: likely knockout.
Gemma 4 31B switched toIncineroarKingambit is at critical HP and weak to Gholdengo's Shadow Ball, making it a liability. Incineroar is the only viable switch-in to resist Ghost-type attacks and maintain board presence.
Reasoning trace (58 words)
The opponent's Gholdengo is active and healthy. My Gholdengo just fainted. My Kingambit is very low on HP (19.3%) and is weak to Gholdengo's Shadow Ball. Incineroar is the only viable switch-in, as it resists Shadow Ball and can potentially threaten Gholdengo or pivot out. Deciding factor: bad matchup (Kingambit is too low and weak to Ghost moves).
- Turn 8Gemma 4 31B used
FlareblitzGholdengo is immune to status moves (Good as Gold) and Fake Out (Ghost-type), leaving Flare Blitz as the only viable option to deal damage.
Reasoning trace (77 words)
The opponent's Gholdengo is active and has full HP. Incineroar is poisoned and at 54.5% HP. Gholdengo is immune to status moves (Good as Gold), so Parting Shot and Will-O-Wisp will fail. Fake Out is ineffective against Ghost-types. Flare Blitz is the only attacking move available and is super effective. Kingambit is at very low HP and would likely be knocked out by Shadow Ball. Deciding factor: Bad matchup/Immunity (Gholdengo is immune to status and Fake Out).
DeepSeek V4.1 Flash usedMakeitrainIncineroar likely uses Fake Out to flinch me, then threatens a super-effective Flare Blitz that KOs Gholdengo. I cannot afford to waste this turn, but any non-priority move gets flinched. However, if I Nasty Plot now, I lose the turn but stay full HP; next turn I can Nasty Plot again? No, Incineroar will Flare Blitz and KO. I need to attack immediately, but Fake Out prevents it. The only way to win is if Incineroar doesn't Fake Out, but it likely will. Since I'm forced to choose, Make It Rain is the best attack to chip Incineroar and possibly KO after poison if it doesn't Fake Out.
Reasoning trace (1,379 words)
We need answer. Need decide. State: our Gholdengo full HP, -1 Atk irrelevant. Opponent Incineroar 54% PSN, likely will Fake Out? Turn 8 after it came in turn7 and got psn, maybe it hasn't moved? Recent turn 7: Opposing Incineroar came in, got status psn, Intimidate, our Gholdengo atk -1. Wait turn 7 our Gholdengo used Shadow Ball and KOed opposing Gholdengo, then Incineroar came in after? Actually sequence: Opposing Gholdengo came in, your Gholdengo used Shadow Ball, opposing Gholdengo fainted, Opposing Incineroar came in, got psn, Intimidate, your Gholdengo atk -1. So at end turn 7 Incineroar switched in, no move. Turn 8 now. Incineroar likely Fake Out? Fake Out only first turn out, yes it just came in, so it can Fake Out and flinch us. But we are faster? Fake Out priority +3, so it will flinch us if we choose non-priority. We need choose best action. Incineroar at 54% with poison. Our Gholdengo has Wise Glasses, SpA 185. Shadow Ball not very effective on Fire/Dark? Ghost vs Dark: not very effective? Ghost is not very effective against Dark, and Fire neutral? Actually Ghost vs Dark 0.5, vs Fire 1, so 0.5. Make It Rain Steel vs Fire/Dark: Steel vs Fire 0.5, vs Dark 1, so 0.5. Both weak. Nasty Plot could be good if Fake Out flinches, but we lose turn. Recover maybe if Fake Out does little. But Incineroar likely Parting Shot? It has Fake Out and Parting Shot revealed. It may Fake Out then next turn Parting Shot. We need best action. We need consider opponent's remaining: Kingambit at 19% HP, Incineroar 54% PSN. Our bench all fainted? Wait bench: glimmora fainted, dragonite fainted. Only Gholdengo active? We have 3 brought? We brought Gholdengo, Glimmora, Dragonite? Both fainted, so Gholdengo is last. Opponent has Kingambit 19% and Incineroar 54%. We must win with Gholdengo alone. Need handle both. Incineroar likely Fake Out now. If we Nasty Plot, we get flinched, no boost. If we Recover, we get flinched, no heal. If we attack, we get flinched, no damage. So any non-priority action is flinched. But maybe Incineroar won't Fake Out? It's standard to Fake Out. But if it does, we lose turn regardless. However, if we choose Nasty Plot, after flinch we are still full HP, next turn we can Nasty Plot again? But Incineroar may Parting Shot to Kingambit. Hmm. Could we use Make It Rain? It hits foe(s), but only Incineroar. It's not very effective. Damage maybe: SpA 185, Wise Glasses 1.1, BP 120, vs Incineroar SpD ~99-156. Incineroar HP 54% of ~170-202 = ~92-109. Damage calc: level 50, SpA 185, BP 120, SpD maybe 120. Modifier 0.5 * 1.1 = 0.55. Base damage = (((2*50/5+2)*120*185/120)/50)+2 = ((22*120*185/120)/50)+2 = (22*185/50)+2 = (4070/50)+2 = 81.4+2=83.4. *0.55 = ~45.9. So Make It Rain does ~46 damage. Incineroar at ~92-109 HP, so not KO. Shadow Ball: BP 80, 0.5, 1.1 = 0.55. Base = ((22*80*185/120)/50)+2 = (22*80*1.5417)/50? Actually 185/120=1.5417. 22*80*1.5417=2713.3. /50=54.27+2=56.27. *0.55=30.9. So Shadow Ball ~31. Make It Rain better. But if we Nasty Plot, we get flinched. Next turn, if Incineroar uses Parting Shot, it switches to Kingambit and lowers our SpA? Parting Shot lowers Atk and SpA by 1. But Good as Gold? Wait Gholdengo's Good as Gold makes it immune to status moves. Parting Shot is a status move, so it will fail against Gholdengo! Important. Good as Gold blocks Parting Shot. So Incineroar cannot Parting Shot us. It can only attack. It has Fake Out, maybe Flare Blitz, Knock Off, etc. So it will likely Fake Out now, then attack next turn. We need to set up Nasty Plot? If we Nasty Plot now, we get flinched, no boost. Next turn, we can Nasty Plot again, but Incineroar will attack. We might take damage. Then we can sweep? But Kingambit at 19% is in back. We need to KO Incineroar and Kingambit. With +2 SpA, Make It Rain vs Incineroar: 46*2 = 92, which might KO 54% Incineroar (HP ~92-109). So +2 Make It Rain KOs Incineroar. Then Kingambit comes in. Kingambit is Dark/Steel. Make It Rain is Steel vs Steel 0.5? Actually Steel vs Steel is not very effective? Steel is not very effective against Steel (0.5). Ghost vs Steel? Shadow Ball vs Steel is 0.5? Ghost vs Steel is 0.5? Actually Ghost is not very effective against Steel? In Gen 6+, Ghost vs Steel is 0.5? Yes, Steel resists Ghost. So both are 0.5. But Kingambit at 19% HP, so even 0.5 damage might KO. Let's check: Kingambit HP 19% of ~175-207 = ~33-39. Make It Rain at +2: base damage vs Kingambit SpD ~94-150. SpA 185*2=370? Actually +2 is 2x. Base damage = ((22*120*370/120)/50)+2 = (22*370/50)+2 = (8140/50)+2 = 162.8+2=164.8. *0.5 *1.1 = 90.6. So definitely KOs Kingambit. So if we get +2, we can KO both. But we need to survive. Current turn: Incineroar will likely Fake Out. If we Nasty Plot, we flinch, no boost. Next turn, we can Nasty Plot again. Incineroar will attack. What can it do? It might use Flare Blitz or Knock Off. Our Gholdengo HP 164, Def 115, SpD 111. Incineroar Atk ~121-183. Flare Blitz BP 120, Fire vs Steel? Fire vs Steel is super effective? Wait Gholdengo is Steel/Ghost. Fire is super effective against Steel, neutral against Ghost. So Fire is 2x against Gholdengo! That's dangerous. Incineroar likely has Flare Blitz. If it uses Flare Blitz, it could do heavy damage. Let's estimate: Incineroar Atk 183, Flare Blitz 120, vs Gholdengo Def 115. Base = ((22*120*183/115)/50)+2 = (22*120*1.5913)/50 = (4201)/50=84+2=86. *2 (super effective) = 172. That would KO Gholdengo! But Incineroar is at 54% HP, and Flare Blitz has recoil. But if it KOs us, we lose. So we cannot let it attack us with Flare Blitz. We need to act now. But Fake Out will flinch us. So if we do anything, we get flinched, then next turn Incineroar can Flare Blitz and KO us. Unless we switch? But we have no bench. So we must survive. Wait, if we Nasty Plot, we get flinched, then next turn we are still full HP. Incineroar uses Flare Blitz, KOs us? But we are faster? Speed: Gholdengo 149, Incineroar 72-123. We are faster. So next turn, we move first. If we Nasty Plot again, we get +2, but Incineroar will Flare Blitz and KO us? Actually if we Nasty Plot, we don't attack, Incineroar Flare Blitz KOs us. So we need to attack next turn. But if we attack next turn, we don't have +2. Make It Rain does ~46, not KO. Then Incineroar Flare Blitz KOs us. So we lose. Wait, maybe Incineroar doesn't have Flare Blitz? It has Fake Out and Parting Shot revealed. It might have Knock Off, Flare Blitz, etc. But it's Incineroar, likely has Flare Blitz. But maybe it's a defensive set? We don't know. However, we must consider that Fake Out will flinch us. Is there any way to avoid flinch? No. So we lose a turn. But maybe Incineroar's Fake Out does little damage. Then next turn, we can use Make It Rain. But if Incineroar uses Flare Blitz, we die. Unless we use Recover? If we Recover, we get flinched, no heal. Next turn, we can Recover? But Incineroar Flare Blitz does ~172, which is more than our max HP 164. So it KOs us even at full HP. So we cannot survive a Flare Blitz. Therefore, we must prevent Incineroar from using Flare Blitz. How? By KOing it. But we can't KO it this turn because Fake Out flinches us. Unless we use a priority move? We don't have priority. So we are in a tough spot. Wait, is Incineroar at 54% HP and poisoned. Poison damage at end of turn. It might be lower. But still. Could we use Make It Rain this turn? If we get flinched, no. But what if Incineroar doesn't use Fake Out? It might use Flare Blitz directly? But Fake Out is standard on Incineroar. However, if it uses Fake Out, it flinches us. Then next turn, it might use Flare Blitz. But wait, after Fake Out, Incineroar is at 54% HP minus poison? Poison damage happens at end of turn. Turn 7 it got