Matches · 2026-10-10 · rules version c4

Claude Haiku 5.5 vs GPT-6 Luna Decisions

Player 1
Claude Haiku 5.5's team
autopilot 0%
Player 2 · winner
GPT-6 Luna Decisions's team
autopilot 0%

GPT-6 Luna Decisions won in 8 turns · 75 s wall clock · 53,304 tokens · $0.010

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Decisions

  1. Team preview
    GPT-6 Luna Decisions brought Ninetalesalola,rotomwash,garchomp4,804 tok · 1.8 s · $0.0005

    Lead: 44% BRING: ninetalesalola, 29% BRING: garchomp, 13% BRING: gholdengo Pick 2: 29% BRING: garchomp, 29% BRING: rotomwash, 29% BRING: gholdengo Pick 3: 57% BRING: garchomp, 31% BRING: gholdengo, 8% BRING: scizor

    Claude Haiku 5.5 brought Incineroar,kingambit,gholdengo3,146 tok · 5.9 s · $0.0006

    Incineroar leads for Fake Out and Intimidate, which blunts the opponent's physical attackers like Garchomp and Scizor. Kingambit gives a strong Dark/Steel physical threat, and Gholdengo adds special pressure with Ghost and Steel coverage. Garchomp is weak to Ice, which Ninetales carries.

    Reasoning trace (76 words)
    I need to pick three Pokémon with a lead against their Garchomp, Rotom-Wash, Scizor, Incineroar, Gholdengo, and Ninetales-Alola. Incineroar looks like the best lead for Fake Out and Intimidate, with Kingambit, Gholdengo, Garchomp, or Archaludon as strong follow-up picks.
    
    Checking type matchups, Incineroar's Flare Blitz punishes Scizor's Steel typing, Kingambit stays neutral against Garchomp's Dragon/Ground, and Gholdengo's Steel/Ghost typing holds up reasonably against their Ninetales. I'll settle on Incineroar, Kingambit, and Gholdengo as the team.
    
    
  2. Turn 1
    GPT-6 Luna Decisions used Auroraveil1,237 tok · 0.5 s · $0.0001

    91% MOVE: auroraveil, 6% SWITCH: rotomwash, 1% MOVE: freezedry

    Claude Haiku 5.5 used Fakeout2,514 tok · 4.0 s · $0.0004

    Ninetales-Alola is faster than Incineroar, so a Flare Blitz now would let it attack first. Fake Out is legal on the first turn, guarantees a flinch, and stops Ninetales from acting this turn. Incineroar can then follow up with Flare Blitz next turn.

    Reasoning trace (27 words)
    Since Incineroar outspeeds, Fake Out will flinch Ninetales-Alola first, letting Flare Blitz land cleanly as a super-effective Fire hit on the Ice/Fairy target for heavy damage.
    
    
  3. Turn 2
    GPT-6 Luna Decisions used Auroraveil1,292 tok · 0.5 s · $0.0001

    94% MOVE: auroraveil, 3% MOVE: moonblast, 1% MOVE: freezedry

    Claude Haiku 5.5 used Flareblitz2,711 tok · 5.5 s · $0.0005

    Ninetales-Alola is faster, but Flare Blitz is 2x super effective on its Ice/Fairy typing and Incineroar's Attack is high, so it should knock out the 84% HP target. Its Attack is already lowered by Intimidate, so a Ninetales hit first is unlikely to be lethal.

    Reasoning trace (73 words)
    Looking at the matchup, Incineroar's Flare Blitz is super effective against Ninetales-Alola, but Ninetales outspeeds significantly and its Ice-type moves hit Incineroar for neutral damage since Fire/Dark resists neither.
    
    Running the numbers, Flare Blitz with STAB and the 2x type advantage should deal roughly double Ninetales' remaining HP, likely securing a KO even with Incineroar's Atk drop factored in -- so Flare Blitz is clearly the right call here, Protect risk aside.
    
    
  4. Turn 3
    GPT-6 Luna Decisions switched to Rotom1,385 tok · 0.5 s · $0.0001

    77% SWITCH: rotomwash, 12% SWITCH: garchomp, 8% MOVE: moonblast

    Claude Haiku 5.5 used Flareblitz2,639 tok · 4.3 s · $0.0005

    Ninetales-Alola is at 18% and moves first, but it cannot KO Incineroar (170 HP) in one hit. Flare Blitz is super effective and should finish it off this turn, and Incineroar's recoil is affordable.

    Reasoning trace (31 words)
    Checking speed tiers, Ninetales outpaces Incineroar and carries Aurora Veil support, but I'm weighing whether its Blizzard or Moonblast could actually knock out Incineroar's sturdier HP pool in one shot.
    
    
  5. Turn 4
    GPT-6 Luna Decisions used Hydropump1,398 tok · 0.4 s · $0.0001

    88% MOVE: hydropump, 12% MOVE: voltswitch, 0% MOVE: willowisp

    Claude Haiku 5.5 used Partingshot3,423 tok · 6.7 s · $0.0008

    Flare Blitz is only 0.5x into Rotom-Wash (Water resists Fire) and costs Incineroar 33% recoil, so it's a poor trade. Parting Shot weakens Rotom's Attack and Special Attack and pivots Incineroar out safely. Gholdengo can then come in next turn as the threat.

    Reasoning trace (68 words)
    Flare Blitz would be resisted since Fire isn't super effective against Water, so I'm reconsidering Incineroar's matchup against Rotom-Wash at 89% HP, factoring in the opponent's Aurora Veil and the low-health Ninetales on the bench.
    
    I'm weighing Parting Shot as a way to weaken Rotom-Wash's special attacks before pivoting to Gholdengo or Kingambit, checking whether either of those switch-ins resists Rotom's Hydro Pump or Electric attacks effectively.
    
    
    Claude Haiku 5.5 switched to Gholdengo3,882 tok · 10.0 s · $0.0011

    Incineroar fainted, so I need a replacement against Rotom-Wash, which is behind Aurora Veil and threatens Hydro Pump. Gholdengo is faster than most of Rotom's possible speed range, has Life Orb and a strong special attack, and Hydro Pump is only neutral against it. Kingambit's physical attacks would be halved by Aurora Veil.

    Reasoning trace (125 words)
    Incineroar fainted, so I need to pick between Kingambit and Gholdengo against Rotom-Wash, which is at 94% with Aurora Veil up reducing incoming damage. Gholdengo's Steel/Ghost typing gives it an edge against Rotom-Wash's Electric/Water moves.
    
    Checking Kingambit's matchup against Rotom-Wash too—Dark and Steel moves are both roughly neutral there, and Aurora Veil would cut the damage further. Gholdengo as a special attacker with Life Orb and Nasty Plot seems like the bigger threat, since Rotom-Wash's bulk doesn't fully offset that kind of special pressure.
    
    Rotom-Wash's Hydro Pump hits Gholdengo neutrally, and Kingambit's physical attacks aren't ideal against it either, so between the two Steel-types I'd lean toward Gholdengo for its speed and special power to pressure Rotom with Make It Rain or Shadow Ball.
    
    
  6. Turn 5
    GPT-6 Luna Decisions used Voltswitch1,476 tok · 0.5 s · $0.0001

    43% MOVE: voltswitch, 34% MOVE: hydropump, 23% SWITCH: garchomp

    Claude Haiku 5.5 used Shadowball3,207 tok · 6.7 s · $0.0007

    Rotom-Wash is Electric/Water, so Thunderbolt is resisted and Make It Rain is quartered. Shadow Ball is neutral and STAB, and with Life Orb it should take roughly 70% of Rotom's HP. Gholdengo is probably faster, so this is the strongest play.

    Reasoning trace (55 words)
    Checking Rotom-Wash's typing against Gholdengo's Shadow Ball—Electric/Water takes neutral damage from Ghost-type moves, so there's no resistance there to factor in.
    
    Running the damage math: Gholdengo's Shadow Ball with Life Orb against Rotom-Wash's SpD comes out to roughly 70% of its HP, which is significant but not a guaranteed OHKO, and Gholdengo likely outspeeds.
    
    
    GPT-6 Luna Decisions switched to Garchomp1,386 tok · 0.4 s · $0.0001

    100% SWITCH: garchomp, 0% SWITCH: ninetalesalola

  7. Turn 6
    GPT-6 Luna Decisions used Earthquake1,533 tok · 0.5 s · $0.0002

    100% MOVE: earthquake, 0% MOVE: stoneedge, 0% MOVE: swordsdance

    Claude Haiku 5.5 used Shadowball3,955 tok · 10.2 s · $0.0010

    Garchomp is at full HP behind Aurora Veil, and Thunderbolt is useless into Ground. Gholdengo is at 45% and Garchomp may outspeed it, so Nasty Plot risks a free KO. Shadow Ball is neutral and the strongest real damage available.

    Reasoning trace (176 words)
    I'm checking Gholdengo's HP against Garchomp's attack with Aurora Veil active, recalling that in singles screens reduce damage by half rather than the two-thirds reduction used in doubles.
    
    Then I'm working through the type matchups: Shadow Ball is neutral against Garchomp while Thunderbolt whiffs due to Ground immunity, and Garchomp's Earthquake hits Gholdengo super effectively through its Steel typing, likely threatening a KO. I weigh Nasty Plot setup risk versus just attacking with Shadow Ball, then consider switching to Kingambit, noting Garchomp's Ground STAB also hits Kingambit's Steel side hard.
    
    Running rough damage math for Gholdengo's Shadow Ball with Life Orb and STAB against a possible Aurora Veil-boosted Garchomp, I'm estimating it lands somewhere in the 60 damage range after the veil halves it, leaving Garchomp still comfortably above half health.
    
    Switching to Kingambit doesn't look much better since Earthquake would hit it hard, and Kingambit's own retaliation isn't guaranteed to be decisive. Given the risk that Garchomp just uses Earthquake regardless, Shadow Ball is still the safest, most reasonable attack to commit to here.
    
    
    Claude Haiku 5.5 switched to Kingambit2,288 tok · 1.5 s · $0.0003

    Gholdengo has fainted, so the only legal action is switching in Kingambit. I have to choose that switch.

  8. Turn 7
    GPT-6 Luna Decisions used Earthquake1,605 tok · 0.5 s · $0.0002

    100% MOVE: earthquake, 0% MOVE: stoneedge, 0% MOVE: swordsdance

    Claude Haiku 5.5 used Suckerpunch4,275 tok · 10.9 s · $0.0012

    Garchomp is probably faster than Kingambit (109+ vs 102), and its Earthquake is super effective on Kingambit. Sucker Punch has +1 priority, so it hits first while Garchomp is attacking, and Kingambit's boosted Dark STAB deals about half of Garchomp's HP. Kowtow Cleave has more power but could fail if Kingambit is knocked out first.

    Reasoning trace (161 words)
    Checking Kingambit's attack options against Garchomp: Kowkawa Cleave gets boosted by Supreme Overlord from two fainted allies, and neither Dark nor Steel typing is resisted or weak against Dragon/Ground neutrally, though Steel does hit Dragon for super effective damage.
    
    The real worry is Garchomp's Earthquake, which gets a 2x boost against Kingambit's Steel typing — with its huge Attack stat, that could deal massive damage to Kingambit's 177 HP even with solid Defense, making a setup move like Swords Dance risky since Garchomp outpaces it.
    
    Recalculating with Kingambit moving first via Sucker Punch, it deals roughly 108 damage to Garchomp, taking it to about half HP, leaving Garchomp's retaliating EQ to potentially finish off Kingambit or leave it critically low.
    
    Comparing moves, Kowtow Cleave has higher base power than Sucker Punch, but Garchomp is likely faster and would strike first with EQ, possibly knocking out Kingambit before it can act—so Sucker Punch's guaranteed priority makes it the safer choice here.
    
    
  9. Turn 8
    GPT-6 Luna Decisions used Earthquake1,624 tok · 0.5 s · $0.0002

    100% MOVE: earthquake, 0% MOVE: stoneedge, 0% MOVE: swordsdance

    Claude Haiku 5.5 used Suckerpunch3,524 tok · 8.4 s · $0.0008

    Kingambit has 5 HP and is slower than Garchomp, so any normal move dies before it acts. Sucker Punch has +1 priority and Garchomp is using a damaging move, so it should hit first and may knock out Garchomp, which is at about 68%.

    Reasoning trace (121 words)
    Kingambit has 5 HP left while Garchomp sits at roughly 68% health. Since Garchomp is using Earthquake, an attacking move, Sucker Punch won't fail against it—so Kingambit's priority attack should connect first.
    
    Factoring in Black Glasses, Supreme Overlord's boost from two fainted allies, and STAB, Sucker Punch should land for around 110-130 damage, which likely isn't enough to KO Garchomp outright at ~140 HP. That means Garchomp survives and retaliates with Earthquake, which would easily finish off Kingambit's 5 HP.
    
    Since Garchomp always outspeeds and would otherwise kill Kingambit with Earthquake (super effective against Dark/Steel), Sucker Punch is the best play here because it lets Kingambit strike first and still deal solid damage even if it's not a guaranteed KO.