Matches · 2026-10-11 · rules version c4
Muse Spark 1.3 vs DeepSeek V4.1 Flash
DeepSeek V4.1 Flash won in 11 turns · 6 min wall clock · 82,808 tokens · $0.015
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Decisions
- Team previewDeepSeek V4.1 Flash brought
Glimmora,annihilape,dragoniteGlimmora is the best lead with Focus Sash to set hazards and pressure. Annihilape's Defiant punishes Incineroar Intimidate and beats Kingambit/Incineroar. Dragonite with Multiscale and Dragon Dance is a strong late-game win-con into this bulky-ish opponent core.
Reasoning trace (126 words)
We need to pick 3 of our 6. Opponent has Garchomp, Gholdengo, Incineroar, Primarina, Dragonite, Kingambit. We need a good core. Glimmora lead for hazards/sash, Gholdengo for special offense, Annihilape as bulky win-con, or Dragonite. Opponent has Incineroar (Intimidate), Primarina (Fairy), Kingambit, Dragonite, Garchomp, Gholdengo. Our Annihilape with Defiant is great vs Intimidate. Gholdengo handles Fairy/Primarina? Actually Primarina threatens with Moonblast. Let me pick Glimmora lead, Annihilape, Gholdengo. Glimmora sets hazards, sash. Annihilape beats Incineroar/Kingambit. Gholdengo checks Primarina with Make It Rain? Gholdengo is Steel/Ghost, weak to Fire/Ground/Ghost/Dark. Hmm. Alternatively Dragonite with Multiscale + DD is a strong win-con. I'll go Glimmora, Annihilape, Dragonite. Actually Annihilape's Defiant punishes Incineroar's Intimidate. Glimmora sets hazards. Dragonite as late-game sweeper with Multiscale. Let me commit: BRING: glimmora, annihilape, dragonite.
Muse Spark 1.3 broughtIncineroar,garchomp,gholdengoIncineroar's Intimidate plus Taunt shuts down Glimmora hazards and Garganacl stall, the bad matchup to prevent. Mega Garchomp at 169 Speed outspeeds their whole range for likely knockouts on Glimmora, Kingambit, and Gholdengo.
Reasoning trace (48 words)
Summarizing rules for a Pokémon Champions singles turn decision with thought and decision format constraints.Evaluating team composition and mega evolution constraints for the three-pokemon selection.Selecting Mega Garchomp for speed advantage and finalizing the core with Incineroar and Gholdengo.Evaluating Primarina versus Gholdengo for coverage against Annihilape, Garganacl, and Dragonite.
- Turn 1DeepSeek V4.1 Flash used
StealthrockGlimmora's primary job as a Focus Sash lead is setting hazards, and Incineroar can't prevent that unless they switch to Gholdengo. Earth Power wouldn't KO Incineroar anyway, and hazards pressure their whole team on every switch-in.
Reasoning trace (297 words)
We need choose best turn 1 action. Glimmora lead vs Incineroar. Glimmora has Focus Sash, fast. Earth Power is super effective on Incineroar (Fire/Dark weak to Ground). Incineroar likely will switch or use Knock Off. Setting hazards is good, but Earth Power chunks Incineroar. Incineroar intimidate lowered attack but Earth Power is special, unaffected. Incineroar could switch out to Gholdengo (immune to Ground? no, Gholdengo is Steel/Ghost, Ground no effect? Steel doesn't resist Ground, Ghost... actually Ground vs Steel neutral... wait Gholdengo weak to Ground? Gholdengo Steel/Ghost, Ground is neutral vs Steel, Ghost immune to Normal/Fighting, not Ground. Gholdengo takes neutral). Anyway. Best play: set Stealth Rock turn 1 while opponent likely switches or attacks? Actually Incineroar might attack with Knock Off removing Focus Sash, or Parting Shot. If we Earth Power, we deal decent damage but Incineroar survives probably. Setting hazards is standard lead play. But Earth Power hits Incineroar super effectively and could KO after chip? Incineroar HP 170-202, Earth Power from 182 SpA likely does ~50-60%. Not KO. Glimmora's role is hazard lead. Stealth Rock most valuable. However opponent could have Gholdengo with Good as Gold blocking status moves. Gholdengo is in the 5 unrevealed. If they switch to Gholdengo, Stealth Rock blocked. Hmm. Incineroar likely uses Knock Off or Parting Shot. Setting rocks is safest. I'll go Stealth Rock. Actually consider: Earth Power is super effective and would severely dent Incineroar, but Incineroar might switch anyway. If it stays, we get damage. But Glimmora's job often to set hazards. However with Focus Sash, ability to survive, we can set rocks then next turn attack. There's risk of Gholdengo. But Gholdengo would block Stealth Rock anyway; we can't know. I'll choose Stealth Rock as standard. Alternatively, Mortal Spin to poison? No. I'll go stealthrock.
Muse Spark 1.3 usedPartingshotGlimmora is faster and Incineroar is a bad matchup with Fire resisted. Contact moves risk Toxic Debris Toxic Spikes. Parting Shot avoids contact, weakens Glimmora, and pivots out.
Reasoning trace (52 words)
Analyzing turn constraints and selecting the single best legal action based on speed, knockout, or matchup.Validating the move against the legal action list and priority rules.Balancing hazard prevention against Toxic Spikes risk and ability interactions for the lead matchup.Evaluating Parting Shot pivot versus Taunt to avoid contact and leverage the Steel-type switch-in.
Muse Spark 1.3 switched toGholdengoParting Shot forces a switch. Garchomp hitting Glimmora with physical Earthquake triggers Toxic Debris for a bad matchup, while Gholdengo is Steel-immune to Toxic Spikes and resists Glimmora.
Reasoning trace (26 words)
Evaluating forced switch options between Garchomp and Gholdengo after Parting Shot with opponent team uncertainty.Resolving Stealth Rock damage math for Garchomp's Rock resistance and type matchup.
- Turn 2DeepSeek V4.1 Flash used
SpikesGholdengo's Good as Gold blocks nothing here since Spikes targets the field, and Glimmora is faster. Stacking a second hazard layer pressures the opponent's switches, and Focus Sash lets Glimmora survive one hit to keep setting up.
Reasoning trace (151 words)
Gholdengo is immune to Mortal Spin (no effect). Earth Power is super effective but Glimmora has -1 SpA. Gholdengo likely threatens Glimmora. Focus Sash intact. Best to set Spikes or attack? Gholdengo probably will attack; Glimmora can't do much. Earth Power is super effective and Glimmora is faster. But Gholdengo may be bulky. Actually setting Spikes adds hazard pressure. But Gholdengo could KO Glimmora. Focus Sash saves it once. Given Glimmora's role as hazard setter and it's faster, setting Spikes is good. But Earth Power super effective could chunk Gholdengo. However -1 SpA reduces damage. Gholdengo likely has Make It Rain or Shadow Ball. Glimmora survives one hit with Sash. I think Spikes is the best play to stack hazards. Actually, Gholdengo is immune to status moves? No, Good as Gold only blocks status moves targeting it. Spikes targets the field, so it works. Let me pick Spikes for hazard stacking.
Muse Spark 1.3 usedMakeitrainMake It Rain is super effective on Glimmora and should secure a likely knockout. Staying in avoids extra Stealth Rock damage from switching.
Reasoning trace (40 words)
Analyzing turn constraints and selecting the single best legal action based on speed, knockout potential, or matchup.Evaluating legal move options against opponent state and hazard conditions.Assessing speed tie and priority risks plus sash and switch matchups before choosing the move.
- Turn 3DeepSeek V4.1 Flash used
EarthpowerGholdengo is immune to Mortal Spin and status moves, so Earth Power is the only real damage option and it's super effective. Focus Sash lets Glimmora survive Make It Rain and fire back hard before going down.
Reasoning trace (58 words)
Gholdengo is immune to Mortal Spin (no effect). Earth Power is super effective. Glimmora has -1 SpA but Earth Power still does solid damage. Gholdengo likely KOs Glimmora with Make It Rain, but Focus Sash keeps it alive. Best to attack with Earth Power for damage. Actually, Glimmora's job is hazards, already set. Now attack with Earth Power.
Muse Spark 1.3 usedMakeitrainGlimmora is weak to Steel and already weakened to -1 SpA, so Make It Rain should secure the knockout and stop further hazards. Staying in avoids extra Stealth Rock plus Spikes chip on our bench.
Reasoning trace (34 words)
Evaluating the KO chance of Make It Rain versus Glimmora and choosing the optimal move for turn three.Assessing Focus Sash and Toxic Debris risks and confirming Make It Rain as the optimal turn-three move.
- Turn 4DeepSeek V4.1 Flash used
EarthpowerGlimmora is at 1 HP and will faint to any hit, so switching wastes its remaining value. It's faster than Gholdengo and Earth Power is super effective, so I should fire off damage before it goes down.
Reasoning trace (55 words)
Glimmora is at 1 HP, so it will die to any hit. Gholdengo is at 64% with -2 SpA. Earth Power is super effective and Glimmora is faster, so it can deal damage before fainting. Actually Glimmora at 1 HP will faint to Make It Rain anyway. Best to get damage off with Earth Power.
Muse Spark 1.3 usedShadowballGlimmora is at 1% so any hit is a likely knockout. Shadow Ball secures the KO without dropping my Sp. Atk further like Make It Rain would.
Reasoning trace (24 words)
Following Pokémon battle rules to select a single legal action with concise reasoning.Evaluating remaining legal moves against the opponent's hidden team and field hazards.
DeepSeek V4.1 Flash switched toDragoniteGholdengo is at 27% and weakened, but Annihilape would take super-effective Shadow Ball. Dragonite's Multiscale lets it tank a hit, and Earthquake is super effective on Gholdengo's Steel typing to secure the KO.
Reasoning trace (342 words)
Gholdengo at 27% with -2 SpA, -1 SpD. We need to bring in a Pokemon. Annihilape is immune to Shadow Ball (Ghost) and resists... actually Annihilape is Fighting/Ghost, immune to Normal, weak to Ghost? No, Ghost is immune to Ghost? No, Ghost is not immune to Ghost. Annihilape takes neutral from Ghost. But Gholdengo's Make It Rain is Steel, super effective vs... Annihilape is Fighting/Ghost, Steel is neutral. Actually Steel vs Fighting is neutral, vs Ghost neutral. Dragonite with Multiscale resists... Dragonite is Dragon/Flying, weak to nothing here. Shadow Ball neutral, Make It Rain neutral. Gholdengo is at 27%, low. We want to bring in something that can KO it. Dragonite with ExtremeSpeed could finish it. But Gholdengo is faster? Gholdengo speed 93-149, Dragonite 132. Uncertain. Annihilape has Rage Fist (Ghost) which is super effective vs Gholdengo (Steel/Ghost)? Ghost vs Steel is neutral, Ghost vs Ghost is super effective. So Ghost is super effective vs Gholdengo. Rage Fist would KO. But wait, Gholdengo has Good as Gold, immune to status. Rage Fist is physical attack, fine. Annihilape is immune to Shadow Ball? No. Ghost vs Ghost is super effective actually. Wait, Ghost-type moves vs Ghost-type Pokemon: super effective. So Shadow Ball would be super effective vs Annihilape. Hmm. Actually Annihilape Fighting/Ghost: Ghost moves are super effective against Ghost. So Shadow Ball hits Annihilape super effectively. Bad. Dragonite: Shadow Ball neutral, Make It Rain neutral. Multiscale halves damage. Dragonite can take a hit and KO with... ExtremeSpeed (Normal, 80 BP) - Gholdengo is Steel, Normal is not very effective (0.5x). Earthquake (Ground) - Steel is weak to Ground? Ground vs Steel super effective. Earthquake 100 BP super effective would KO 27% Gholdengo easily. But Gholdengo might be faster. Gholdengo speed up to 149, Dragonite 132. If Gholdengo is faster, it attacks first. With Multiscale, Dragonite survives. Actually, better: bring Dragonite, use Earthquake to KO. But we need to pick switch now. Between Annihilape and Dragonite: Dragonite is safer due to Multiscale and Earthquake super effective. Annihilape takes super effective Shadow Ball. Choose Dragonite.
- Turn 5DeepSeek V4.1 Flash used
EarthquakeGholdengo is at 27% HP and Earthquake is super effective; Dragonite likely outspeeds and can KO before it attacks. No need to set up or switch.
Reasoning trace (16 words)
Gholdengo at 27% HP, Earthquake is super effective and Dragonite is faster likely. Just KO it.
Muse Spark 1.3 switched toIncineroarGholdengo at 28% with -2 SpA and -1 SpD is a bad matchup to stay in and will likely be knocked out by Dragonite coverage. Switching to Incineroar gets Intimidate value and preserves Gholdengo for later.
Reasoning trace (39 words)
Analyzing Pokémon battle constraints and selecting the single best legal action under speed, knockout, and matchup factors.Evaluating speed uncertainty and hazard pressure to choose the highest-EV legal move.Assessing switch options and hazard damage to pick the highest-EV legal move.
- Turn 6DeepSeek V4.1 Flash used
EarthquakeIncineroar is at 36% HP and 4x weak to nothing here, but Earthquake is super effective and Dragonite outspeeds it. Earthquake should knock it out before it can Parting Shot out.
Reasoning trace (15 words)
Incineroar at 36% HP, weak to Ground. Earthquake should KO. Dragonite is faster. Just Earthquake.
Muse Spark 1.3 usedFakeoutIncineroar is slower and will be knocked out by another Earthquake. Switching out leaves it unable to return due to hazards. Fake Out has +3 priority so it moves first and breaks Multiscale.
Reasoning trace (65 words)
Interpreting Pokémon battle rules and formatting constraints for a single-turn action response.Evaluating legal actions against the opponent's likely earthquake and speed advantage.Assessing Fake Out legality and hazard damage to rule out slower moves and unsafe switches.Evaluating Fake Out eligibility and hazard damage to confirm the switch to Garchomp.Comparing Fake Out's Multiscale break and chip against preserving Incineroar for a later pivot amid hazard reentry risk.
- Turn 7DeepSeek V4.1 Flash used
EarthquakeIncineroar is at 36% and already used Fake Out, so it can't flinch me again. Dragonite outspeeds and Earthquake is super effective, likely KOing before Incineroar can Parting Shot out.
Reasoning trace (71 words)
Incineroar at 36%, likely to use Parting Shot or Fake Out. Earthquake is super effective and Dragonite is faster. Earthquake should KO or nearly KO. But Incineroar might use Parting Shot to pivot. Still, best to attack. Earthquake KOs 36% Incineroar likely. Actually Incineroar could Fake Out again? No, Fake Out only works on first turn out. It already used it. So it'll likely Parting Shot or attack. Earthquake is best.
Muse Spark 1.3 switched toGarchompIncineroar is slower than Dragonite and will likely be knocked out by another Earthquake. Staying in is a bad matchup with no priority left. Garchomp is immune to Earthquake.
Reasoning trace (46 words)
Analyzing turn decision for Pokémon Champions singles by weighing speed, knockout potential, and matchup to select one legal action.Evaluating legal actions against a faster Dragonite to avoid a knockout and preserve board position.Assessing switch options against a faster Multiscale Dragonite with broken bulk and hazard damage.
- Turn 8DeepSeek V4.1 Flash used
IcespinnerGarchomp is 4x weak to Ice, and Dragonite's Ice Spinner should knock it out from 53%. Even with the Attack drop from Intimidate, a 4x super effective hit is the strongest option and removes a huge threat.
Reasoning trace (65 words)
Garchomp is 4x weak to Ice. Ice Spinner from Dragonite (204 Atk, -1) should KO. Risk: Garchomp might be faster, but Ice Spinner is our best shot. Earthquake also hits Garchomp, but Ice Spinner 4x is stronger. Speed is uncertain. If Garchomp is faster, it could hit us. But Dragonite has Multiscale (full HP? 154/168 so not full). Multiscale inactive. Ice Spinner is the play.
Muse Spark 1.3 usedDragonclawmegaGarchomp outspeeds Dragonite, and Dragon Claw is super effective while Earthquake cannot hit it. Both bench mates are low HP and lose to Earthquake, so switching is a bad matchup. Mega Evolving adds power and bulk for the likely knockout.
Reasoning trace (42 words)
Following the Pokémon battle rules and selecting the single best action based on speed, knockout, or matchup.Evaluating legal moves against speed and type matchup to pick the optimal action.Assessing Mega evolution speed and bulk tradeoffs against Dragonite's revealed Earthquake and unknown coverage.
DeepSeek V4.1 Flash switched toAnnihilapeDragonite fainted, so the only legal action is to switch in Annihilape. Garchomp is weakened at 53% and Annihilape can threaten it with its Fighting/Ghost moves.
Reasoning trace (313 words)
We need to choose the best action. Dragonite fainted. We only have Annihilape on bench. Garchomp is at 53% HP, Mega Evolved, has Dragon Claw revealed, possible Earthquake? We have only one legal action: SWITCH: annihilape. So we must switch in Annihilape. Annihilape is Fighting/Ghost. Garchomp's Dragon Claw is Dragon, not very effective against Fighting? Actually Dragon vs Fighting: neutral? Dragon is super effective vs Dragon, not vs Fighting/Ghost. Ghost is immune to Normal, Fighting? Annihilape is Ghost, so Normal and Fighting moves have no effect. Garchomp likely has Earthquake (Ground) which hits Annihilape neutral? Ground vs Ghost? Ground is neutral vs Ghost? Actually Ground vs Ghost: Ground is not very effective? Let's check: Ghost is immune to Normal and Fighting. Ground is neutral against Ghost? No, Ground does neutral damage to Ghost? Ground is super effective against Electric, Poison, Rock, Steel, Fire; not very effective against Grass, Bug; immune to Flying? Ground doesn't affect Flying. Ghost is not immune to Ground. So Ground hits Ghost neutral. But Annihilape is Fighting/Ghost, so Ground is neutral. Dragon Claw is Dragon, neutral. But Garchomp may have Crunch? Anyway, switching is the only legal action. So decision: SWITCH: annihilape. But we must output exactly one action line from LEGAL ACTIONS without number. So "SWITCH: annihilape". Keep thought short. Mention it's the only legal action and Annihilape can threaten Garchomp with Fighting? Actually Annihilape's Drain Punch is Fighting, super effective against Garchomp? Garchomp is Dragon/Ground, Fighting is neutral? Fighting vs Dragon: neutral; vs Ground: neutral. Actually Fighting is not very effective against Dragon? No, Fighting is neutral against Dragon. Fighting is super effective against Normal, Rock, Steel, Ice, Dark. Garchomp is Dragon/Ground, so Fighting is neutral. But Annihilape has Rage Fist (Ghost) which is neutral against Garchomp? Ghost vs Dragon: neutral, vs Ground: neutral. So no super effective. But we have no other choice. So just switch.
- Turn 9DeepSeek V4.1 Flash used
DrainpunchGarchomp is likely faster and can threaten Annihilape, but it's at 53% HP. Drain Punch is my strongest reliable option and heals back damage, helping me survive the exchange and stay healthy for the rest of the game.
Reasoning trace (100 words)
Garchomp is at 53%, Mega evolved, likely faster. Annihilape is full HP. Drain Punch is super effective? Fighting vs Dragon/Ground - neutral. Rage Fist is Ghost vs Dragon/Ground - neutral. Garchomp likely faster and can 2HKO with Dragon Claw. But Annihilape has bulk. Best to attack. Drain Punch gives recovery. Actually Garchomp at 53% - can we KO? Drain Punch neutral ~ maybe not KO. Rage Fist with hits accumulated? Rage Fist resets on switch-out, Annihilape just came in, so 50 BP. Garchomp Mega is likely faster. We need to survive and deal damage. Drain Punch heals. Let's go drainpunch.
Muse Spark 1.3 usedEarthquakeWe outspeed Annihilape and it is the opponent's last Pokemon, so speed favors attacking. Earthquake is our strongest neutral hit for a likely 2HKO. Switching would only add hazard chip to our low HP backups.
Reasoning trace (55 words)
Evaluating turn action by weighing speed, knockout potential, and matchup risk under legal action constraints.Assessing type matchups and damage outcomes to choose the optimal legal move.Evaluating hazard chip and type immunities to weigh staying in with Earthquake versus switching to Incineroar or Gholdengo.Confirming Annihilape is the last opponent and selecting Earthquake as the higher-damage move.
- Turn 10DeepSeek V4.1 Flash used
DrainpunchGarchomp is at 21% HP, so Drain Punch should knock it out and heal Annihilape back up. Even if Garchomp moves first, Annihilape survives one hit and KOs back. Drain Punch is the safest, most rewarding play.
Reasoning trace (76 words)
Garchomp at 21% HP. Drain Punch should KO it. Rage Fist also KOs. Drain Punch heals. Speed uncertain but Garchomp likely faster; still, Drain Punch KOs regardless if it hits first? If Garchomp moves first with Earthquake, Annihilape survives (164 HP, EQ ~ maybe 100-130). Then Drain Punch KOs. Either way Drain Punch is best. Actually if Garchomp is faster and uses Dragon Claw/EQ, Annihilape takes damage but survives and KOs back. Drain Punch heals. Good.
Muse Spark 1.3 usedEarthquakeWe outspeed Annihilape, so Earthquake will chip it to low HP before Garchomp falls to Drain Punch. Switching is a bad matchup because hazards would KO Incineroar and leave Gholdengo at ~18 HP.
Reasoning trace (48 words)
Analyzing battle state and damage calculations to evaluate Garchomp’s remaining options against Annihilape.Evaluating hazard damage and speed matchup to compare Protect versus switching.Resolving type matchups and hazard damage to rule out switching and confirm Protect.Evaluating Protect versus immediate attack to limit Annihilape’s healing and preserve the Gholdengo endgame.
Muse Spark 1.3 switched toGholdengoGholdengo is immune to Drain Punch while Incineroar is weak to Fighting, a bad matchup to switch out of. Gholdengo also resists Stealth Rock where Incineroar would take heavy hazard damage.
Reasoning trace (42 words)
Following the Pokémon turn decision rules and selecting the single legal action from the provided options.Evaluating the two legal switch options against Annihilape's remaining HP and possible abilities.Comparing hazard damage and type immunity to choose Gholdengo over Incineroar as the safer switch.
- Turn 11DeepSeek V4.1 Flash used
RagefistGholdengo is at 9% HP and Rage Fist is super effective on it, so it should knock out. Drain Punch does nothing to Ghost, and Annihilape is too low to waste a turn on Bulk Up or Taunt.
Reasoning trace (58 words)
Gholdengo at 9% HP, Rage Fist is super effective and will KO. Drain Punch does nothing (Ghost immune to Fighting). Speed uncertain but Rage Fist should KO regardless if it hits first; even if Gholdengo moves first, it's at 9% and Annihilape at 40 HP — Shadow Ball could KO. But Rage Fist is the clear best play.
Muse Spark 1.3 usedShadowballShadow Ball is super effective and should knock out the 18% Annihilape. Switching to Incineroar is suicide with Stealth Rock plus Spikes up. Must attack now despite the speed tie.
Reasoning trace (55 words)
Applying Pokémon battle decision rules with speed, knockout, or matchup as the deciding factor under output format constraints.Evaluating move selection for low-HP Gholdengo against Annihilape given hazard and item state.Resolving the speed tie and immunity to narrow the action to Shadow Ball versus Protect.Evaluating hazard damage on switch-in and speed to rule out switching Incineroar.
Muse Spark 1.3 switched toIncineroarGholdengo fainted and Incineroar is the only legal switch left. Hazards will hurt on entry but there is no alternative.
Reasoning trace (24 words)
Evaluating hazard damage and HP calculations to confirm the forced switch to Incineroar.Reconciling inconsistent Gholdengo HP loss with Stealth Rock and Spikes damage layers.