Matches · 2026-10-10 · rules version c4
DeepSeek V4.1 Flash vs Drex v1.5
DeepSeek V4.1 Flash won in 6 turns · 2 min wall clock · 35,953 tokens · $0.005
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Decisions
- Team previewDrex v1.5 brought
Garchomp,dragapult,kommooLead: 37% BRING: garchomp, 36% BRING: dragapult, 12% BRING: hydreigon Pick 2: 41% BRING: dragapult, 24% BRING: kommoo, 21% BRING: hydreigon Pick 3: 38% BRING: kommoo, 34% BRING: hydreigon, 17% BRING: gliscor
DeepSeek V4.1 Flash broughtGlimmora,dragonite,kingambitOpponent is heavily dragon/ground based. Glimmora leads to set hazards with Focus Sash, then Dragonite's Ice Spinner covers Garchomp/Gliscor while Kingambit's Sucker Punch handles Dragapult and revenge kills. Gholdengo is also strong but Kingambit's priority is more valuable here.
Reasoning trace (179 words)
We need to bring 3 of 6. Opponent has Garchomp, Dragapult, Kommo-o, Hydreigon, Gliscor, Milotic. All dragons/ground-ish. We want to counter. Glimmora sets hazards, fast. Gholdengo strong vs fairies/dragons with makeitrain. Dragonite with multiscale + DD. Opponent likely brings Garchomp, Dragapult, and Hydreigon or Gliscor. Ice spinner on Dragonite hits Garchomp/Gliscor/Dragapult? Dragapult not weak to ice. Best lead: Glimmora for hazards, then Dragonite, Gholdengo, or Kingambit. Actually vs Garchomp, Kingambit struggles (ground). Glimmora's earth power hits Garchomp? Glimmora Rock/Poison - weak to ground. Garchomp ground hits it. Gholdengo with makeitrain hits Garchomp hard? Make it rain steel vs ground is neutral. Shadow ball neutral on Garchomp. Gholdengo resists dragon. Let's bring: glimmora (hazards + focus sash), dragonite (ice spinner/ES), gholdengo (special attacker, resists dragon/steel). Or Kingambit for sucker punch revenge. Dragonite's ice spinner kills Garchomp, Gliscor. Sucker punch Kingambit strong vs Dragapult. I'll bring glimmora, dragonite, kingambit. Actually Gholdengo better vs fairy/dragon. Hmm. Team preview BRING order: first leads. Glimmora lead sets hazards + possible toxic debris. Then Dragonite DD. Then Kingambit sucker punch. Decision: BRING: glimmora, dragonite, kingambit.
- Turn 1Drex v1.5 used
Earthquake68% MOVE: earthquake, 11% MOVE: stealthrock, 6% SWITCH: dragapult
DeepSeek V4.1 Flash usedStealthrockGarchomp threatens Glimmora with Earthquake, but Focus Sash guarantees survival for one turn, so I can safely set hazards. Stealth Rock is the priority hazard to chip the opponent's switches.
Reasoning trace (92 words)
Glimmora vs Garchomp lead. Garchomp likely has Earthquake which threatens Glimmora. But Glimmora has Focus Sash, so it survives one hit. Best play: set Stealth Rock or Spikes. Garchomp is faster possibly. Setting hazards is good. But Garchomp could be a threat. Focus Sash guarantees survival, so set Stealth Rock. Actually, Garchomp likely carries Earthquake which is super effective against Glimmora (Rock/Poison). Focus Sash saves it. Setting Stealth Rock is the standard lead play. Alternatively, Earth Power could hit Garchomp but Garchomp is Dragon/Ground, Earth Power neutral. Not great. Best: Stealth Rock.
- Turn 2Drex v1.5 used
Earthquake40% MOVE: earthquake, 23% SWITCH: dragapult, 12% SWITCH: kommoo
DeepSeek V4.1 Flash usedSpikesGlimmora is at 1 HP with its Sash gone, so it dies to any hit regardless. Before it goes down, laying Spikes adds permanent chip damage on top of the Stealth Rock and Toxic Spikes already up, maximizing hazard value.
Reasoning trace (115 words)
Glimmora at 1 HP, Garchomp likely kills it. But Glimmora can set another hazard layer (Spikes) before dying, or switch out to preserve... but it's at 1 HP, sash consumed, so it dies to anything. Best to set Spikes for extra chip, since it will die anyway. Actually switching preserves nothing valuable—Glimmora at 1 HP is nearly useless. Setting Spikes adds value. But wait, Garchomp might switch out due to Toxic Spikes. Either way, setting Spikes is free value since Glimmora dies to any hit. Actually if Garchomp switches, Glimmora survives and we get Spikes anyway. Best move: Spikes. Alternatively Earth Power could damage Garchomp. But Glimmora is slower possibly. Setting Spikes is safest value.
DeepSeek V4.1 Flash switched toDragoniteGarchomp's Earthquake threatens Kingambit with a super-effective hit and it's slower, while Dragonite is immune to Ground and Multiscale blunts any coverage. Switching Dragonite in is the safest way to handle Garchomp and preserve Kingambit.
Reasoning trace (385 words)
We need answer only. Need decide switch. Glimmora fainted, must switch. Opponent Garchomp at 80%, hazards heavily on their side. We have Dragonite and Kingambit. Need pick best. Garchomp likely has Earthquake, maybe Dragon moves, Stone Edge, Fire Blast? Dragonite with Multiscale and Lumberry, immune to Ground, but Garchomp may have Dragon Claw/Outrage or Stone Edge. Kingambit weak to Ground, slower, but Sucker Punch can hit. However Garchomp likely faster and Earthquake kills Kingambit? Kingambit 207 HP, Def 140; Garchomp Life Orb Earthquake likely 2HKO? Actually Kingambit 4x? Steel weak to Ground? Dark/Steel: Ground neutral? Steel weak to Ground? Steel is weak to Ground? No, Steel resists? Wait type chart: Ground is super effective against Steel? Yes Ground is super effective against Steel, Fire, Electric, Poison, Rock. Steel is weak to Ground? Actually Steel takes neutral from Ground? Let's recall: Steel weaknesses: Fire, Fighting, Ground. Yes Steel weak to Ground. Kingambit Dark/Steel: Ground 2x? Dark neutral, Steel weak => 2x. So Earthquake super effective. Garchomp likely outspeeds Kingambit (Spe 109-169 vs 70). So Kingambit dies to EQ before Sucker Punch? Sucker Punch has priority, so if Kingambit uses Sucker Punch, it goes first. But Garchomp may not attack? It likely attacks. Sucker Punch BP 70 + Blackglasses + Supreme Overlord maybe 0 fallen? Actually no fainted allies? Glimmora fainted, so Supreme Overlord 1 ally fainted = 1.1x. Could do decent but not KO 80% Garchomp. Then Garchomp EQ kills. Dragonite: immune to EQ, Multiscale halves damage, can Dragon Dance or Ice Spinner. Garchomp may have Stone Edge or Dragon Claw. Dragonite is likely better. Also hazards on opponent side will chip Garchomp on switch? It's already active. We need switch in Dragonite. Could Dragonite Ice Spinner KO? Garchomp 80% HP, Dragonite Atk 204, Ice Spinner 80 BP 4x effective. Likely KO. But Garchomp faster? Garchomp speed 109-169, Dragonite 132. If Garchomp max speed 169, faster. But Dragonite has Multiscale. If we switch in, Garchomp attacks. If it uses Dragon Claw/Outrage, Multiscale reduces. Then next turn we can Ice Spinner. But if Garchomp uses Stone Edge, 2x? Rock vs Dragon/Flying 2x? Rock super effective against Flying and Ice? Rock vs Dragon neutral, vs Flying 2x => 2x. Multiscale halves. Might survive. Dragonite is best. Need output decision exactly one action line. SWITCH: dragonite. Ensure no extra.
- Turn 3Drex v1.5 used
Stoneedge31% MOVE: stoneedge, 26% MOVE: dragontail, 18% SWITCH: dragapult
DeepSeek V4.1 Flash usedIcespinnerGarchomp is at 80% and 4x weak to Ice Spinner, which should knock it out. Even if Garchomp is faster, Multiscale halves its Earthquake, so Dragonite survives and KOs back.
Reasoning trace (44 words)
Garchomp at 80%, Dragonite has Multiscale intact. Ice Spinner is 4x super effective and should KO Garchomp. Speed is uncertain but Ice Spinner KOs regardless if we're faster; if slower, Garchomp's EQ could hurt but Multiscale halves it. Ice Spinner is the clear KO.
Drex v1.5 switched toKommo-o50% SWITCH: kommoo, 50% SWITCH: dragapult
- Turn 4Drex v1.5 switched to
Dragapult46% SWITCH: dragapult, 43% MOVE: dragontail, 6% MOVE: earthquake
DeepSeek V4.1 Flash usedIcespinnerKommo-o is Dragon/Fighting, so Ice Spinner is super effective and Dragonite's best damage output. Dragonite is too low to survive a strong hit anyway, and Kingambit would be weak to Kommo-o's Fighting moves, so staying in and hitting hard is best.
Reasoning trace (383 words)
Dragonite at 41% with Multiscale gone (not full HP). Kommo-o is Dragon/Fighting, Ice Spinner is super effective. But Kommo-o could be faster and hit hard. Dragonite's Ice Spinner 4x? No, Ice vs Dragon/Fighting is 2x. Kommo-o likely has Clangorous Soul or physical moves. Dragonite at 69 HP could get KO'd. But Ice Spinner is super effective and Dragonite has 204 Atk. Actually Kommo-o is tox'd and at 81%. Ice Spinner should do significant damage. But if Kommo-o is faster and uses a strong move, Dragonite dies. Dragonite's speed 132 vs Kommo-o 94-150. Extreme Speed has priority +2, guaranteed to go first, but Normal type - Kommo-o resists? Fighting doesn't resist Normal. Normal vs Dragon/Fighting is neutral. 80 BP priority. Ice Spinner is 2x super effective, 80 BP -> effectively 160. Better damage. But risk of being outsped. Hmm, Kommo-o could be a setup sweeper with Clangorous Soul. If it sets up, we're in trouble. Ice Spinner KOs? Let's estimate: Dragonite Atk 204, Ice Spinner 80 BP, 2x = 160 effective. Kommo-o Def 130-194, HP 150-182. Likely does 60-80%. Not guaranteed KO. Extreme Speed: 80 BP neutral, priority. Does ~30-40%. Actually, given Dragonite is low, maybe switch to Kingambit? Kingambit resists Dragon, immune to... Kommo-o Fighting moves hit Kingambit super effectively (Fighting 2x vs Dark/Steel). Bad matchup. So stay in and attack. Ice Spinner is best damage. But if Kommo-o is faster and KOs... Dragonite at 69 HP. Kommo-o's attacks: Close Combat, Drain Punch, etc. would KO. Extreme Speed guarantees going first. But less damage. If Ice Spinner doesn't KO and Kommo-o KOs back, we lose Dragonite anyway. Actually with priority Extreme Speed, we get damage in guaranteed. But Ice Spinner might KO if Kommo-o is weakened. Kommo-o at 81% minus hazards already applied. Let me think: Kommo-o likely runs Clangorous Soul + Boomburst/Clanging Scales special, or physical. If it's a setup mon, it might use Clangorous Soul this turn. Then Ice Spinner hits it. I think Ice Spinner is the play - super effective, best chance to KO or heavily damage. Dragonite is likely to die anyway, so maximize damage. Actually, wait - could Dragonite survive? Multiscale is inactive (not full HP). Kommo-o's special attacks... if it's Clangorous Soul set, it might not attack this turn. I'll go Ice Spinner for max damage.
Drex v1.5 switched toKommo-o100% SWITCH: kommoo
- Turn 5Drex v1.5 used
Dragontail69% MOVE: dragontail, 19% MOVE: earthquake, 6% MOVE: focusblast
DeepSeek V4.1 Flash usedIcespinnerKommo-o is Dragon/Fighting, so Ice Spinner is 2x super effective and my strongest hit — it should KO the 63% Kommo-o. ExtremeSpeed's priority is tempting, but it's neutral and won't KO, leaving Dragonite exposed. Switching to Kingambit is terrible since it's 4x weak to Kommo-o's Fighting STAB.
Reasoning trace (935 words)
Dragonite at 41% HP, Kommo-o at 63% with toxic. Ice Spinner is super effective on Kommo-o (Dragon/Fighting). But Kommo-o could be faster. ExtremeSpeed has priority +2, guaranteed to go first. Ice Spinner is 4x super effective on Kommo-o (Dragon/Fighting weak to Ice? Dragon weak to Ice 2x, Fighting neutral, so 2x). Actually Kommo-o is Dragon/Fighting, Ice is 2x super effective. ExtremeSpeed is Normal, Kommo-o resists? Fighting doesn't resist Normal. Normal is neutral on Dragon/Fighting. Ice Spinner 2x super effective is better damage. But speed uncertain. ExtremeSpeed guarantees going first. However Ice Spinner does more damage. Kommo-o at 63% - Ice Spinner likely KOs. Let me think: Dragonite 204 Atk, Ice Spinner 80 BP 2x = strong. Kommo-o HP ~166, at 63% = ~105 HP. Ice Spinner should KO. But if Kommo-o is faster and hits Dragonite with a Fighting move, Dragonite at 69 HP could die. Dragonite is Dragon/Flying, weak to... Fighting neutral, but Kommo-o could have Clanging Scales (Dragon) which is super effective on Dragonite. ExtremeSpeed priority guarantees we move first and likely KOs? ExtremeSpeed 80 BP neutral vs Kommo-o ~105 HP. 204 Atk vs ~150 Def. Probably not a KO. Ice Spinner is the better play if we outspeed. But risk. Actually with multiscale gone (not full HP), Dragonite is fragile. Hmm, but Kommo-o is at 63% and toxic. Ice Spinner 2x should KO. If Kommo-o is faster, we lose Dragonite but Kingambit can clean up. Actually let's just go Ice Spinner for the KO. Actually, safer: ExtremeSpeed priority ensures we hit first. But does it KO? Probably not. Ice Spinner KOs but risks being outsped. Kommo-o base speed 85, Dragonite base speed 80. So Kommo-o is naturally faster! Dragonite 132 speed stat, Kommo-o range 94-150. Kommo-o likely faster. So Ice Spinner risks being outsped. But ExtremeSpeed priority +2 goes first regardless. Does ExtremeSpeed KO? 80 BP neutral. Kommo-o has high defense (130-194). Probably not KO. Hmm. If we don't KO, Kommo-o hits back. Dragonite at 69 HP. Actually, let's consider: Kommo-o is Dragon/Fighting. If it has a Dragon move, it hits Dragonite super effectively. If Fighting move, neutral. Dragonite at 69 HP with no multiscale. Best play might be to switch to Kingambit? Kingambit resists Dragon? No, Dark/Steel - Steel resists Dragon. Kingambit is immune to... no. Kingambit resists Dragon (Steel), resists Normal, immune to Poison. Fighting is 4x weak to Kingambit though! Kommo-o is Fighting type, likely has Fighting moves. Bad switch. So stay in. Ice Spinner for KO attempt. Given Kommo-o is likely faster, but Ice Spinner 2x should KO. Let me estimate: Dragonite Atk 204, Ice Spinner 80 BP, 2x = 160 effective. Kommo-o Def ~150, HP ~166 at 63% = 105. Damage roughly: (204/150)*80*2*0.4 ≈ 87... hmm might not KO. Actually let me use proper formula. Level 50: damage = ((2*50/5+2)*BP*Atk/Def)/50 + 2, times modifiers. = ((22)*80*204/150)/50 + 2 = (22*80*1.36)/50+2 = (2393.6)/50+2 = 47.9+2 = 49.9, times 2 (super effective) = ~100. Plus STAB? No STAB for Ice. So ~100 damage. Kommo-o at 105 HP. Close, might not KO. Hmm, borderline. With multiscale gone on Kommo-o? No. ExtremeSpeed: 80 BP neutral, STAB? Dragonite is Dragon/Flying, no Normal STAB. Damage ~50. Not KO. So Ice Spinner ~100 vs 105 HP. Very close, might not KO. Risky. Actually Kommo-o might have lower defense investment. Uncertain. Given the risk, maybe Dragon Dance? No, too slow. Hmm, what about the fact that Kommo-o is toxic'd and at 63%. If we just survive one hit... but Dragonite at 69 HP likely dies to a Dragon move. Let me reconsider. Kommo-o's likely moves: Clanging Scales/Clangorous Soul, Close Combat, etc. If it has Clanging Scales (Dragon special), Dragonite takes super effective. Actually, I think the best play is Ice Spinner - it's our strongest hit and 2x super effective. Even if it doesn't KO, we might get lucky. But if Kommo-o outspeeds and KOs us, we lose. Alternatively, ExtremeSpeed guarantees priority. If Ice Spinner doesn't KO and we get outsped, we lose Dragonite anyway. ExtremeSpeed at least guarantees damage. Hmm, but actually the question is what maximizes win chance. If Ice Spinner KOs, great. If not, we lose Dragonite but Kommo-o is at low HP and toxic'd, Kingambit can finish. I'll go with Ice Spinner. It's the strongest option and super effective. Wait, but if Kommo-o is faster and KOs Dragonite, we don't even get Ice Spinner off. ExtremeSpeed guarantees we deal damage. But ExtremeSpeed won't KO, so Kommo-o survives and KOs us next turn anyway (or we switch). Actually with ExtremeSpeed, we deal ~50, Kommo-o goes to ~55 HP, then Kommo-o attacks and KOs Dragonite. Then Kingambit comes in. Kingambit vs Kommo-o: Kingambit 4x weak to Fighting. Bad. Hmm. So either way Dragonite likely dies. The question is whether we can KO Kommo-o. If Ice Spinner KOs, we win the exchange. Let me go with Ice Spinner. Actually, let me reconsider the damage more carefully. Kommo-o's defense range 130-194. If it's offensive Kommo-o, defense might be lower ~130-150. HP 150-182. Dragonite Atk 204 (this is high, likely invested). Ice Spinner 80 BP. Damage = ((2*L/5+2)*BP*A/D)/50+2 = ((22)*80*204/D)/50+2 If D=140: (22*80*204/140)/50+2 = (22*80*1.457)/50+2 = 2564/50+2 = 51.3+2 = 53.3, x2 = 106.6 Kommo-o HP at 63%: if HP=166, 104.6. So ~107 > 105, KOs! If D=160: (22*80*204/160)/50+2 = (22*80*1.275)/50+2 = 2244/50+2 = 44.9+2=46.9, x2=93.8. Doesn't KO. Borderline. But with toxic damage, Kommo-o is at 63% already. I'll commit to Ice Spinner. It's the highest damage play and super effective. Actually, one more consideration: Kommo-o might Mega Evolve? No, opponent hasn't mega evolved. Kommo-o doesn't have a mega in this format necessarily. Final: Ice Spinner.
DeepSeek V4.1 Flash switched toKingambitKommo-o is at 1% HP and badly poisoned, so it will faint to toxic damage regardless. My only legal action is switching in Kingambit, which is safe and preserves momentum.
Reasoning trace (65 words)
Kommo-o at 1% HP, will die to toxic at end of turn anyway. But I only have Kingambit available. Just switch in Kingambit. Actually Kommo-o is at 1% and tox - it will faint to poison. But I must make an action. Switch to Kingambit is the only legal action. Wait, is there any risk? Kommo-o could attack. But it's the only option. Switch Kingambit.
- Turn 6Drex v1.5 used
Focusblast62% MOVE: focusblast, 34% MOVE: earthquake, 3% MOVE: dragontail
DeepSeek V4.1 Flash usedSuckerpunchKommo-o is at 1% HP and will faint to anything or to Toxic. Sucker Punch has priority and strikes before the faster Kommo-o can act, and at 1% HP the resisted damage still KOs.
Reasoning trace (178 words)
Kommo-o is at 1% HP, toxic will kill it. Any move hits it. Sucker Punch has priority and is not very effective but 1% HP means anything KOs. Actually Sucker Punch fails if target isn't attacking, and Kommo-o might attack. Iron Head is safe and hits. Actually simplest: any move KOs. Sucker Punch priority ensures we go first. But if Kommo-o uses a status move, Sucker Punch fails. Use Iron Head - guaranteed hit, but Kommo-o is faster (94-150 vs 70). Kommo-o at 1% will faint to toxic anyway at end of turn... but if it moves first it could attack. Iron Head is safe. Actually Sucker Punch priority goes first before its attack, KOs it. Best to use Sucker Punch. But risk it fails. Iron Head also fine - even if Kommo-o moves first, then we hit. But Kommo-o is slower... no, faster. If Kommo-o attacks with Dragon Tail, it could KO? Unlikely at 1%... it moves first. Sucker Punch is safest to strike first. But not very effective - still KOs 1% HP. Use Sucker Punch.