Matches · 2026-10-10 · rules version c4

GPT-6 Luna Decisions vs Claude Haiku 5.5

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

GPT-6 Luna Decisions won in 12 turns · 2 min wall clock · 71,713 tokens · $0.013

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Decisions

  1. Team preview
    GPT-6 Luna Decisions brought Ninetalesalola,rotomwash,garchomp4,804 tok · 1.9 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,archaludon3,227 tok · 6.3 s · $0.0006

    Incineroar leads for Intimidate and Fake Out against the physical attackers (Garchomp, Scizor). Kingambit brings strong Dark and Steel pressure, and Archaludon's Steel and Dragon moves hit Ninetales-Alola and Garchomp hard.

    Reasoning trace (77 words)
    I need to pick 3 from our team against their garchomp, rotomwash, scizor, incineroar, gholdengo, and ninetalesalola. Incineroar looks solid for intimidate and fake out utility, Kingambit could pressure Scizor and Gholdengo, and Garchomp seems like a good answer to their Ninetales.
    
    Checking Archaludon as an alternative: it hits Ninetales hard with steel-type moves (super effective vs fairy) and trades well with Garchomp via Draco Meteor. I'll settle on Incineroar, Kingambit, and Archaludon, leading with Incineroar.
    
    
  2. Turn 1
    GPT-6 Luna Decisions used Auroraveil1,237 tok · 0.5 s · $0.0001

    92% MOVE: auroraveil, 6% SWITCH: rotomwash, 1% MOVE: encore

    Claude Haiku 5.5 used Fakeout2,937 tok · 6.3 s · $0.0007

    Ninetales-Alola outspeeds Incineroar, so Fake Out's flinch is the only way to stop its first action this turn. It also adds chip damage and keeps the Intimidate-weakened lead in control. Flare Blitz hits harder, but Fake Out is the better tempo play here.

    Reasoning trace (74 words)
    On turn 1, Fake Out has priority so it goes off first regardless of speed, hitting Ninetales-Alola for neutral damage and a flinch, while Flare Blitz would be super effective against its Ice/Fairy typing.
    
    Since Ninetales is faster, Fake Out blocks its first move entirely, giving chip damage and tempo even though Flare Blitz would deal more raw damage. I'll go with Fake Out as the standard lead play against a faster opponent.
    
    
  3. Turn 2
    GPT-6 Luna Decisions used Auroraveil1,292 tok · 0.5 s · $0.0001

    87% MOVE: auroraveil, 5% SWITCH: rotomwash, 4% MOVE: moonblast

    Claude Haiku 5.5 used Flareblitz2,487 tok · 3.8 s · $0.0004

    Ninetales-Alola is Ice/Fairy, so Flare Blitz is super effective and STAB. Incineroar is slower, but Ninetales is already at 85% and Flare Blitz should deal heavy damage. Protect only delays, and Parting Shot would waste Incineroar's tempo.

    Reasoning trace (28 words)
    I'm checking matchup effectiveness: Flare Blitz hits Ninetales-Alola hard since Fire is super effective against Ice, even though Ninetales is at 85% health and Incineroar is slower.
    
    
  4. Turn 3
    GPT-6 Luna Decisions switched to Rotom1,385 tok · 0.4 s · $0.0001

    83% SWITCH: rotomwash, 12% SWITCH: garchomp, 3% MOVE: moonblast

    Claude Haiku 5.5 used Flareblitz2,571 tok · 3.9 s · $0.0004

    Ninetales-Alola is at 18% and faster than Incineroar, but it can't KO Incineroar (169 HP) from here, so I can afford to attack. Flare Blitz is super effective and should knock it out this turn. Protect or Parting Shot would only delay the KO.

    Reasoning trace (30 words)
    Ninetales-Alola outspeeds Incineroar and could strike first with Flare Blitz, which should be super effective and lethal at 18% HP — though Incineroar might Protect to survive the turn.
    
    
  5. Turn 4
    GPT-6 Luna Decisions used Hydropump1,398 tok · 0.5 s · $0.0001

    84% MOVE: hydropump, 15% MOVE: voltswitch, 1% SWITCH: garchomp

    Claude Haiku 5.5 used Partingshot4,480 tok · 12.7 s · $0.0013

    Rotom-Wash is faster and resists Flare Blitz, so attacking is poor and costs recoil. Parting Shot lowers Rotom-Wash's Attack and Sp. Atk while bringing in Archaludon, which resists both of Rotom's STAB types. Parting Shot is the best use of this turn.

    Reasoning trace (167 words)
    Incineroar's Flare Blitz is resisted by Rotom-Wash since it's Water-type, and Rotom-Wash outspeeds, likely packing Hydro Pump or Volt Switch to threaten back since neither of its typings are weak to Fire.
    
    Thinking about switching to Kingambit instead, since its Dark/Steel typing should resist Rotom-Wash's Electric moves, though I need to double check whether Steel actually resists Electric in this generation.
    
    I'm also weighing whether Incineroar should use Parting Shot here—since Rotom-Wash is faster, it'll get its attack off first, so the sequencing matters for whether the switch happens safely.
    
    Flare Blitz only does half damage to Rotom-Wash, and even with Incineroar's high Attack it likely won't KO, plus the recoil is costly. Switching to Archaludon looks better: its Steel/Dragon typing resists Rotom's Water attacks, and its own Electroshot hits Rotom neutrally, making it a cleaner matchup.
    
    Parting Shot seems like the better play here—it both weakens Rotom's offensive stat and brings in Archaludon safely, accomplishing two things in one move compared to a direct switch.
    
    
    Claude Haiku 5.5 switched to Archaludon3,094 tok · 7.2 s · $0.0007

    Incineroar fainted, so I must switch. Archaludon resists Rotom-Wash's Hydro Pump (Water is halved against Dragon), while Kingambit takes full damage. Archaludon also has a super-effective Steel attack and outspeeds or matches Rotom-Wash.

    Reasoning trace (87 words)
    With Incineroar down, I need to pick between Kingambit and Archaludon against this Rotom-Wash, which has set up Aurora Veil under Snowscape and is threatening with Hydro Pump. I'm working out its typing matchup to figure out which switch-in handles it best.
    
    Steel actually resists Electric in the chart, so that supports archaludon staying in — it tanks Hydro Pump and threatens back with Flash Cannon's 2x hit, while being faster than most Rotom-Wash spreads. The decision isn't mine to make though, just evaluating the switch.
    
    
  6. Turn 5
    GPT-6 Luna Decisions switched to Garchomp1,552 tok · 0.7 s · $0.0002

    59% SWITCH: garchomp, 20% MOVE: willowisp, 18% MOVE: voltswitch

    Claude Haiku 5.5 used Electroshot3,138 tok · 5.6 s · $0.0006

    Archaludon is faster than Rotom-Wash at most investments and has far higher Special Attack. Electroshot is neutral here, hits at 100% accuracy, and raises Archaludon's Sp. Atk. Dracometeor would drop its own Sp. Atk by 2 and is less accurate, so Electroshot is the best option.

    Reasoning trace (70 words)
    I'm checking Archaludon's coverage against Rotom-Wash: Electroshot ends up neutral since Electric resists Electric but is super effective on Water, Dracometeor is neutral as Dragon, and Flash Cannon's Steel typing also factors in against Rotom's Electric side.
    
    Given Electroshot's high base power, accuracy boost, and Special Attack buff without the Dracometeor stat drop, it looks like the safest and strongest choice here, especially with Rotom's Aurora Veil softening damage.
    
    
  7. Turn 6
    GPT-6 Luna Decisions used Earthquake1,529 tok · 0.6 s · $0.0002

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

    Claude Haiku 5.5 used Electroshot2,353 tok · 2.3 s · $0.0003

    Archaludon is the only Pokémon I can act with, and Electro Shot is the only legal action. Garchomp is faster, so it will likely move first, but Electro Shot is still my best damaging option this turn.

    Reasoning trace (12 words)
    Electroshot is the only legal move here, so that's my answer.
    
    
  8. Turn 7
    GPT-6 Luna Decisions used Earthquake1,470 tok · 0.5 s · $0.0001

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

    Claude Haiku 5.5 switched to Kingambit4,581 tok · 13.0 s · $0.0013

    Garchomp is likely faster than my 105-speed Archaludon, and its Earthquake would KO my 47 HP Archaludon before it can attack. Dracometeor would be a KO if it moved first, but it won't. Switching to Kingambit lets it absorb the Earthquake, since Kingambit has 177 HP and 140 Defense.

    Reasoning trace (176 words)
    Archaludon is down to 47 HP against Garchomp at full health. With Archaludon's Steel/Dragon typing taking double damage from Ground moves, an Earthquake from Garchomp is likely to knock it out.
    
    Garchomp also seems faster here, so Earthquake lands first. I'm weighing Protect to stall versus Draco Meteor, which would be super effective against Garchomp's Dragon typing and, with Archaludon's boosted Special Attack, could deal massive damage — possibly enough to knock out Garchomp outright despite the stat drop that follows.
    
    Since Garchomp is almost certainly faster, Dracometeor probably won't get off before Earthquake connects. Electroshot also fails outright against a Ground-type, and Flash Cannon is only lukewarm here, so maybe Protect to scout or switching to Kingambit is the safer play against Garchomp's Earthquake.
    
    Dracometeor now would be wasted since Garchomp still moves first and KOs Archaludon before it fires. Protect blocks the Earthquake but gains little tempo, while switching to Kingambit lets it absorb the hit and preserves Archaludon's 47 HP for later. I'm leaning toward switching to Kingambit as the safer play.
    
    
  9. Turn 8
    GPT-6 Luna Decisions used Earthquake1,577 tok · 0.5 s · $0.0002

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

    Claude Haiku 5.5 used Suckerpunch3,222 tok · 6.9 s · $0.0007

    Garchomp is likely faster than my 9 HP Kingambit, so any normal move dies before acting. Sucker Punch has +1 priority and will hit for roughly half of Garchomp's HP if it attacks. Earthquake is its revealed move, so it should be attacking.

    Reasoning trace (92 words)
    With Kingambit down to 9 HP, Garchomp at full health is likely faster and could just Earthquake it down before Sucker Punch matters—though Sucker Punch's priority could let Kingambit strike first if Garchomp is indeed attacking rather than switching.
    
    Running the Sucker Punch damage math with Supreme Overlord and STAB boosts, I get roughly 50% to Garchomp, not a clean KO. Switching to Archaludon doesn't help either since its Steel typing is doubly weak to Earthquake, so Sucker Punch still looks like the best available option if Garchomp commits to attacking.
    
    
    Claude Haiku 5.5 switched to Archaludon2,184 tok · 1.5 s · $0.0002

    Kingambit has fainted, so the only legal action is switching in Archaludon. I must choose that switch.

  10. Turn 9
    GPT-6 Luna Decisions used Earthquake1,564 tok · 0.5 s · $0.0002

    99% MOVE: earthquake, 1% SWITCH: ninetalesalola, 0% MOVE: stoneedge

    Claude Haiku 5.5 used Protect4,070 tok · 11.8 s · $0.0011

    Garchomp outspeeds Archaludon (109+ vs 105), and its Earthquake is super effective and should finish off Archaludon's 47 HP. Electro Shot does nothing to a Ground type, and Dracometeor probably won't KO through Aurora Veil. Protect is the only way to survive this turn.

    Reasoning trace (206 words)
    Garchomp's Ground typing makes it immune to Electro Shot, so that move is useless here. Draco Meteor would hit Garchomp neutrally since Dragon doesn't resist or get hit super effectively by its own Ground subtype.
    
    Meanwhile Garchomp's Earthquake hits Archaludon's Steel typing for 2x damage, and at only 47 HP Archaludon likely can't survive that given Garchomp's higher speed. I'm also noting Aurora Veil is actually on the opponent's side, which halves damage Garchomp takes, so Draco Meteor's impact against Garchomp's remaining HP would be reduced accordingly.
    
    Garchomp's speed range of 109-169 outpaces Archaludon's 105, so it moves first every turn. Protect only delays the inevitable since Garchomp will just attack again next turn and kill it. The real question is whether going for Dracometeor now could KO Garchomp before it gets another EQ off, even though Archaludon would take the hit first.
    
    Checking the math: Garchomp at 72% HP has roughly 132-155 HP remaining, and Dracometeor through screens only does about 120-141 damage, so it's not a guaranteed kill, and the SpA drop makes it worse if it doesn't finish the job. Given Garchomp outspeeds and EQ kills Archaludon regardless, Protect is the safer play here, buying a turn and hoping the opponent switches.
    
    
  11. Turn 10
    GPT-6 Luna Decisions used Earthquake1,540 tok · 0.6 s · $0.0002

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

    Claude Haiku 5.5 used Protect3,371 tok · 6.7 s · $0.0007

    Garchomp is faster than Archaludon and its Earthquake is super effective, so it will KO Archaludon at 47 HP before Archaludon can attack. Any attack wastes the turn. Protect is the only option that keeps Archaludon alive, even though its success chance is lower after the Protect used last turn.

    Reasoning trace (101 words)
    With Archaludon at 47 HP and Garchomp at 72%, I'm checking the type matchup for Earthquake - Archaludon is Steel/Dragon, so it takes double damage from Ground since Steel resists but is weak to Ground while Dragon is neutral, meaning Earthquake should hit hard here.
    
    Since Garchomp outspeeds Archaludon, Earthquake will likely knock it out before it can act, so Protect is the only way to survive this turn, though consecutive Protects have a reduced success chance. Attacking with Draco Meteor instead probably doesn't KO Garchomp given its HP and SpD, so Archaludon is effectively doomed unless it protects now.
    
    
  12. Turn 11
    GPT-6 Luna Decisions used Earthquake1,512 tok · 0.5 s · $0.0002

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

    Claude Haiku 5.5 used Protect3,386 tok · 7.3 s · $0.0008

    Garchomp is always faster (109+ vs 105), and at 47 HP my Archaludon would likely be knocked out by Earthquake before it can attack. Protect is the only option that keeps it alive this turn, even with the risk of a failed consecutive Protect.

    Reasoning trace (95 words)
    I'm checking type matchups: Archaludon at 47 HP against Garchomp at 72%, with Draco Meteor hitting Garchomp super effectively and Flash Cannon also landing 2x since Steel is strong against Ground.
    
    But Garchomp outspeeds Archaludon, so an incoming Earthquake (2x on Steel) likely knocks Archaludon out first unless it can Protect through it.
    
    Protect has already been used on turns 9 and 10, so it might fail this time (~33% chance per consecutive-use mechanics), but since Archaludon can't out-damage or outspeed Garchomp, Protect is still the only viable option to attempt survival this turn.
    
    
  13. Turn 12
    GPT-6 Luna Decisions used Earthquake1,470 tok · 0.5 s · $0.0001

    99% MOVE: earthquake, 1% MOVE: swordsdance, 0% MOVE: stoneedge

    Claude Haiku 5.5 used Protect4,282 tok · 13.5 s · $0.0012

    Garchomp is faster than Archaludon (its minimum Speed of 109 beats our 105), and its Earthquake would KO our 47 HP Archaludon before we can attack. Any attack now just loses the Pokémon without dealing damage. Protect is the only move that can prevent the KO, though its success chance is low after three straight uses.

    Reasoning trace (175 words)
    Archaludon's at 47 HP while Garchomp's at 72%, and I'm checking the type matchup since Garchomp's earthquake hits Archaludon's Steel/Dragon typing for super effective damage, meaning Ground is a 2x weakness here.
    
    Protect has already been used three turns running, so its success rate has dropped to roughly 1/3 by now and I can't count on it again. Garchomp outspeeds Archaludon, so if I attack directly I'll likely eat an earthquake first and get KO'd at this HP total — my real choice is between a risky protect or firing off Dracometeor and hoping to survive.
    
    So attacking just loses Archaludon outright since Garchomp is clearly faster and one-shots it with Earthquake. The only way to avoid that is if Garchomp protects instead, but that's a gamble on its own.
    
    Garchomp's Earthquake definitely hits Archaludon since Steel isn't Ground-immune, and Garchomp's speed clearly outpaces Archaludon's, so attacking first isn't an option anyway. Protect still gives some chance to survive even as the odds shrink, while attacking offers nothing, so Protect remains the better call.