Matches · 2026-10-10 · rules version c4
GLM 5.3 Flash vs Gemma 4 31B
Gemma 4 31B won in 5 turns · 64 s wall clock · 27,227 tokens · $0.002
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Decisions
- Team previewGLM 5.3 Flash brought
Garchomp,gholdengo,kingambitGarchomp leads with Focus Sash to guarantee Stealth Rock. Gholdengo blocks status and covers Fairy, Kingambit provides late-game power. This core covers the opponent's team well.
Reasoning trace (18 words)
Pick a solid core: Gholdengo, Kingambit, Sylveon? Garchomp lead with sash rocks is good. Bring garchomp, gholdengo, kingambit.
Gemma 4 31B broughtIncineroar,gholdengo,garchompThe opponent's team features heavy hitters like Garchomp and Dragonite. Incineroar provides essential utility with Intimidate and Fake Out, Gholdengo handles Sylveon and Kingambit, and Mega Garchomp offers overwhelming offensive pressure.
Reasoning trace (197 words)
The opponent has Garchomp, Kingambit, Gholdengo, Rotom-Wash, Sylveon, and Dragonite. My team has Incineroar, Gholdengo, Kingambit, Palafin, Garchomp (Mega), and Annihilape. I need a strong core to handle their threats. Garchomp (Mega) is a huge offensive threat, Gholdengo provides essential special offense and status immunity, and Incineroar provides utility (Intimidate, Fake Out, Parting Shot) to pivot. Alternatively, Palafin is a powerhouse if I can switch it out. Looking at the opponent's team, Garchomp and Dragonite are dangerous. Mega Garchomp can pressure almost everything. Gholdengo handles Sylveon and Kingambit. Incineroar handles Garchomp and Dragonite (to some extent) and provides support. Wait, Mega Garchomp is extremely strong. Let's bring Incineroar (lead for Fake Out/Intimidate), Gholdengo, and Mega Garchomp. Actually, Annihilape is great against Kingambit and Garchomp. But Incineroar, Gholdengo, and Mega Garchomp cover most bases. Let's refine: Incineroar (lead), Gholdengo, Garchomp. Wait, Palafin is often better than Garchomp in some matchups, but Mega Garchomp is a monster. Let's go with Incineroar, Gholdengo, and Garchomp. Wait, if they lead Garchomp, Incineroar is a good lead. If they lead Rotom-W, Incineroar is okay. Let's consider the opponent's likely leads: Garchomp or Rotom-W. Incineroar's Intimidate is valuable. Final choice: Incineroar, Gholdengo, Garchomp.
- Turn 1GLM 5.3 Flash used
EarthquakeGarchomp is faster and Earthquake hits Incineroar super effectively, likely dealing heavy damage even with Intimidate. Setting rocks is also fine, but early pressure plus Rough Skin chip is better while the Sash protects us.
Gemma 4 31B usedFakeoutOpposing Garchomp is much faster than Incineroar. Fake Out provides priority and a guaranteed flinch on Turn 1, allowing me to disrupt the opponent and potentially pivot safely next turn.
Reasoning trace (35 words)
Opposing Garchomp is much faster than Incineroar. Fake Out provides priority and a guaranteed flinch on Turn 1, allowing me to disrupt the opponent and potentially scout or pivot safely next turn. Deciding factor: priority.
- Turn 2GLM 5.3 Flash used
EarthquakeGarchomp outspeeds Incineroar and Earthquake is super effective, likely dealing heavy damage even through Intimidate. Staying in and attacking is the best value; switching wastes the Focus Sash lead.
Gemma 4 31B usedPartingshotOpposing Garchomp is faster and Incineroar cannot deal significant damage. Parting Shot further neuters its attack and allows a safe switch to a better matchup.
Reasoning trace (49 words)
Opposing Garchomp is at -1 Attack and is faster than Incineroar. Parting Shot allows me to further neuter its offensive pressure and bring in a counter (like Gholdengo or my own Garchomp) safely. Deciding factor: bad matchup to switch out of (Incineroar is outsped and cannot deal significant damage).
Gemma 4 31B switched toGarchompOpposing Garchomp is at -2 Attack, but Incineroar is low on HP and Gholdengo is weak to Earthquake. My Garchomp is the best switch-in to match speed and handle the threat.
Reasoning trace (115 words)
Opposing Garchomp is at -2 Attack and -1 SpA. Incineroar is low on HP and cannot deal significant damage. Gholdengo is a strong switch-in to Garchomp's Earthquake (though not immune, it's not weak to it) and can pressure it. However, my own Garchomp is a better match for speed and power, but Gholdengo's Shadow Ball is a strong neutral hit. Actually, Gholdengo is not weak to Ground, but it's not resistant. Wait, Gholdengo is Steel/Ghost; Earthquake is super effective against Steel. Wait, Garchomp is -2 Attack. Gholdengo is a bad matchup for Earthquake. My Garchomp is the best answer here to match speed and potentially OHKO or trade. Deciding factor: bad matchup (Incineroar/Gholdengo vs Earthquake).
- Turn 3GLM 5.3 Flash used
ScaleshotMy Garchomp is at -2 Attack, so Earthquake is weak. Scale Shot is super effective and hits 2-5 times, likely chunking or KOing the opposing Garchomp while boosting my Speed to win future speed ties.
Reasoning trace (25 words)
Opposing Garchomp likely faster or tie; my Chomp is -2 Atk, Earthquake weak. Scale Shot hits 2-5 times, super effective, boosts speed. Best: Scale Shot.
Gemma 4 31B usedDragonclawmegaOpposing Garchomp is at -2 Attack, making it harmless. Dragon Claw is super effective and will likely secure a knockout; Mega Evolving now maximizes damage and sets up for the rest of the match.
Reasoning trace (72 words)
The opponent's Garchomp has been hit by two Intimidates/Parting Shots, leaving it at -2 Attack. My Garchomp is at full HP and has a speed advantage or tie. Dragon Claw is super effective and will likely secure a knockout or leave it very low, especially since the opponent's Attack is severely crippled. Mega Evolving now provides a power boost and better stats for the rest of the game. Deciding factor: likely knockout.
GLM 5.3 Flash switched toGholdengoMega Garchomp is at 27% and will likely attack first or second. Gholdengo resists nothing but can threaten a KO with Make It Rain, while Kingambit is slower and takes super-effective Earthquake. Gholdengo's speed gives the best chance to finish the weakened Garchomp.
Reasoning trace (117 words)
Mega Garchomp at 27%, faster than Kingambit likely. Gholdengo resists Dragon? No—Steel/Ghost: Dragon neutral, immune to EQ? No, Ground hits Steel... Ghost doesn't affect Ground. Gholdengo takes neutral Dragon Claw, EQ hits Steel super? Ground vs Steel super effective. Kingambit resists Dragon Claw, immune to EQ? No, Dark/Steel takes EQ neutral... Steel weak to Ground, Dark neutral → super effective. Kingambit resists Dragon. Gholdengo faster (149) and can Make It Rain to KO 27% Garchomp. But Gholdengo takes EQ hard. Kingambit likely slower than Mega Garchomp. Gholdengo speed 149 vs Mega Garchomp max 158—risky. Still, Gholdengo can KO with Make It Rain (steel vs dragon neutral, life orb, 185 SPA vs 27% — likely KO). Choose Gholdengo.
- Turn 4GLM 5.3 Flash used
MakeitrainGholdengo's 185 SpA with Life Orb Make It Rain should KO the 27% Mega Garchomp, and we likely outspeed (149 vs max 158, but most Garchomps aren't max speed after Mega). Even if it survives, it's at low HP. Taking the KO now is better than letting it Dragon Claw first.
Reasoning trace (44 words)
Garchomp at 27%, Mega. Make It Rain likely KOs (185 SpA, Life Orb, 120 BP super effective? No—Garchomp is Dragon/Ground, Steel not SE). Neutral 120 BP Life Orb from 185 SpA vs 27% HP likely KOs. Speed: Gholdengo 149 likely faster. Make It Rain.
Gemma 4 31B usedEarthquakeMega Garchomp is faster than Gholdengo and Earthquake is super effective, likely resulting in a knockout before Gholdengo can attack.
Reasoning trace (32 words)
The opponent has Gholdengo active. My Mega Garchomp is at low HP (27%) but is faster. Earthquake is super effective against Gholdengo and is the strongest move available. Deciding factor: likely knockout.
GLM 5.3 Flash switched toKingambitGholdengo fainted, so I must send in Kingambit. It resists Dragon Claw and is immune to nothing, but at 27% HP the opposing Garchomp is fragile; Kingambit's Sucker Punch can pick it off next turn.
- Turn 5GLM 5.3 Flash used
KowtowcleaveMega Garchomp is at 27% and Kingambit has Supreme Overlord boost (+20% from two fallen allies), so Kowtow Cleave should knock it out. Even if Garchomp is faster, Dragon Claw won't KO full-health Kingambit, so no need for Sucker Punch.
Reasoning trace (27 words)
Garchomp at 27%, Kingambit with +20% (2 fallen). Kowtow Cleave likely KOs; Garchomp may outspeed and Dragon Claw won't KO Kingambit anyway. Kowtow Cleave is safe KO.
Gemma 4 31B usedEarthquakeMega Garchomp is faster than Kingambit and has a super effective Earthquake. Since Kingambit's Sucker Punch fails if the opponent attacks, Earthquake is the safest and most powerful play to secure a knockout.
Reasoning trace (342 words)
The opponent has Kingambit active. My Mega Garchomp is at 27% HP. Kingambit is slow, but likely has a powerful attack (Kowtow Cleave or Iron Head) and Supreme Overlord active. Mega Garchomp is faster and has Earthquake, which is super effective against Kingambit. Deciding factor: Likely knockout. Earthquake should deal massive damage to Kingambit, potentially knocking it out or leaving it in range for Gholdengo/Incineroar, while Mega Garchomp cannot survive a hit. Wait, let's check the damage. Mega Garchomp's ATK is 222. Kingambit's DEF is 126-189. Earthquake (100 BP) is super effective (2x). Damage = (2 * 222 * 100 * 2 / 189) approx 468? No, that's not how it works. Standard calc: 222 Atk vs 189 Def with 100 BP super effective is usually a 2HKO or OHKO. Actually, Kingambit is very bulky. But Mega Garchomp is at 50 HP. Any hit from Kingambit (Sucker Punch or Kowtow Cleave) will likely KO Garchomp. If I switch to Gholdengo, Kingambit might use Sucker Punch (which fails) or Kowtow Cleave (which Gholdengo resists/takes neutral). If I use Earthquake, I might KO it or leave it weakened. However, Kingambit often carries Sucker Punch. If I attack, Sucker Punch fails. If I switch, Sucker Punch fails. Wait, Sucker Punch only works if the opponent is attacking. Let's look at the board: My Garchomp: 50/185 HP. Opponent Kingambit: 100% HP. Garchomp is faster. Earthquake is the best move. Is there a risk? Sucker Punch is priority, but it only works if the opponent uses an attacking move. If I use Earthquake, Sucker Punch will fail. If I switch, Sucker Punch fails. If I use Earthquake, I deal huge damage. Let's double check Kingambit's bulk. 100 BP Ground vs Steel is 2x. Mega Garchomp Atk 222. Kingambit Def ~150. Damage: (2 * 222 * 100 * 2 / 150) is roughly 592? No, the formula is different. Roughly: 222/150 * 100 * 2 * 0.85 (random) = 250 damage. Kingambit HP is 175-207. Earthquake is very likely to OHKO or leave it very low. Decision: Earthquake.