Matches · 2026-10-11 · rules version c4
Muse Spark 1.3 vs Gemma 4 31B
Muse Spark 1.3 won in 6 turns · 4 min wall clock · 46,107 tokens · $0.004
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Decisions
- Team previewGemma 4 31B brought
Incineroar,gholdengo,kingambitThe opponent's team features heavy hitters like Garchomp and Dragonite, and a dangerous Primarina. Incineroar provides essential disruption with Intimidate and Fake Out, Gholdengo counters Primarina and Gholdengo, and Kingambit offers crucial priority with Sucker Punch to clean up.
Reasoning trace (667 words)
The opponent has Garchomp, Gholdengo, Incineroar, Primarina, Dragonite, and Kingambit. My team has Incineroar, Gholdengo, Kingambit, Palafin, Garchomp, and Annihilape. I need a strong core. Incineroar is essential for Intimidate and Fake Out. Gholdengo provides strong special offense and status immunity. Kingambit is a powerful late-game cleaner. Palafin is a massive physical threat if it can switch out. Garchomp (Mega) is a huge wallbreaker. Opponent's likely threats: Garchomp (Earthquake), Gholdengo (Make it Rain), Primarina (Moonblast/Hydro Pump), Dragonite (Extreme Speed/Outrage). A strong lead is Incineroar to disrupt. Gholdengo handles Primarina and Dragonite well. Kingambit handles Gholdengo and is a general powerhouse. Alternatively, Mega Garchomp is a huge threat. Let's go with Incineroar, Gholdengo, and Kingambit for a very stable core, or Incineroar, Palafin, and Gholdengo. Actually, Mega Garchomp is too strong to pass up. Wait, the format is "bring 6, pick 3". Opponent's team: Garchomp, Gholdengo, Incineroar, Primarina, Dragonite, Kingambit. My team: Incineroar, Gholdengo, Kingambit, Palafin, Garchomp, Annihilape. If I bring Incineroar, Gholdengo, and Kingambit, I have a very strong defensive and offensive core. If I bring Incineroar, Palafin, and Garchomp, I have massive physical pressure. If I bring Incineroar, Gholdengo, and Garchomp, I have a balanced team. Looking at the opponent's team, Primarina is a key threat to Incineroar and Garchomp. Gholdengo is a key threat to Kingambit and Garchomp. Incineroar leads to Fake Out. Gholdengo handles Primarina. Kingambit handles Gholdengo. Let's go with Incineroar, Gholdengo, and Kingambit. This is a classic, high-synergy core. Wait, Mega Garchomp is available. Mega Garchomp is usually better than Kingambit in raw power. But Kingambit's Sucker Punch is invaluable. Let's consider the opponent's Garchomp. Incineroar can Intimidate it. Opponent's Gholdengo. Kingambit or Gholdengo can handle it. Opponent's Primarina. Gholdengo is the best answer. I'll bring Incineroar, Gholdengo, and Kingambit. Wait, Palafin is also incredibly strong. But it requires switching. Incineroar's Parting Shot helps with that. However, in a 3v3, switching is riskier. Let's stick to Incineroar, Gholdengo, and Kingambit. Actually, Mega Garchomp is a beast. Let's try Incineroar, Gholdengo, and Garchomp. No, Kingambit is safer. Let's re-evaluate. Opponent: Garchomp, Gholdengo, Incineroar, Primarina, Dragonite, Kingambit. My team: Incineroar, Gholdengo, Kingambit, Palafin, Garchomp, Annihilape. If I bring Incineroar, Gholdengo, and Kingambit: - Incineroar: Intimidate, Fake Out, Parting Shot. - Gholdengo: Make it Rain, Shadow Ball. - Kingambit: Sucker Punch, Kowtow Cleave. This covers almost everything. One more check: Mega Garchomp. If I bring Garchomp, I have a massive threat that forces switches. But Kingambit's priority is better for cleaning. I will go with Incineroar, Gholdengo, and Kingambit. Wait, looking at the opponent's team again. Primarina is a big problem for Incineroar and Garchomp. Gholdengo is the only one who resists its STABs (Water/Fairy). If I bring Incineroar, Gholdengo, and Kingambit, I have a solid answer to everything. Final decision: Incineroar, Gholdengo, Kingambit. Wait, let me double check if Palafin is better. Palafin's Jet Punch is amazing. But in 3v3, you can't always get the switch. Incineroar, Gholdengo, Kingambit is the safest and most consistent. Actually, let's consider Mega Garchomp instead of Kingambit. Mega Garchomp is faster and hits harder. But Kingambit's Sucker Punch is a game-changer. I'll stick with Incineroar, Gholdengo, Kingambit. Wait, I see Garchompite. Mega Garchomp is usually a top-tier pick. Let's try Incineroar, Gholdengo, Garchomp. No, Kingambit is too good. Let's go with Incineroar, Gholdengo, Kingambit. Wait, I should check if there's any specific synergy I'm missing. Opponent's Dragonite: Gholdengo's Shadow Ball or Kingambit's Sucker Punch. Opponent's Garchomp: Incineroar's Intimidate. Opponent's Gholdengo: Kingambit's Kowtow Cleave. Opponent's Primarina: Gholdengo's Make it Rain. Opponent's Incineroar: Gholdengo's Make it Rain. Opponent's Kingambit: Gholdengo's Make it Rain. This team is very strong. One last thought: Annihilape? Rage Fist is scary, but it's less consistent than the others. I'll go with Incineroar, Gholdengo, Kingambit. Wait, let me check the speed tiers. Gholdengo: 106 Kingambit: 72 Incineroar: 82 Opponent's Garchomp: up to 169. Opponent's Gholdengo: up to 149. Opponent's Dragonite: up to 145. I need priority. Kingambit's Sucker Punch is essential. Final choice: Incineroar, Gholdengo, Kingambit.
Muse Spark 1.3 broughtIncineroar,primarina,garchompIncineroar lead is safest for Fake Out scout and walls opposing Gholdengo. Primarina resists Palafin Jet Punch and hits Annihilape/Garchomp super-effectively. Mega Garchomp at 169 speed outspeeds their whole team for likely knockouts.
Reasoning trace (68 words)
Evaluating speed, knockout potential, and matchup to select the single best legal action under the format rules.Parsing team rosters and format constraints to choose the initial three Pokémon and lead order.Evaluating type matchups and speed tiers to finalize the three-Pokémon selection and lead.Shifting from the Garchomp mirror to Primarina for better coverage against Palafin and Annihilape.Evaluating Mega Garchomp versus Gholdengo for speed control and Ground coverage against Kingambit.
- Turn 1Gemma 4 31B used
FakeoutIn an Incineroar mirror match, Fake Out is the standard lead play to guarantee a flinch and disrupt the opponent's first turn.
Reasoning trace (31 words)
The mirror match lead with Incineroar. Fake Out is the standard play on Turn 1 to guarantee a flinch and break the opponent's momentum or scout their switch. Deciding factor: priority.
Muse Spark 1.3 switched toGarchompOur Incineroar is minimum Speed so it will lose a Fake Out war and get flinched out of Parting Shot or Taunt. Switching avoids that bad speed matchup entirely. Garchomp outspeeds all Incineroar and threatens a knockout with Earthquake.
Reasoning trace (71 words)
Following the Pokémon battle rules to select a single legal action based on speed, knockout, or matchup.Evaluating speed tie risk and selecting a legal move from the available options.Assessing Fake Out priority versus Parting Shot and Taunt interactions in the speed matchup.Evaluating switching mechanics and type matchups to avoid Fake Out flinch and choose the safer pivot.Analyzing speed tiers and Taunt versus Fake Out to resolve the Incineroar mirror matchup risk.
- Turn 2Gemma 4 31B used
PartingshotGarchomp is much faster and likely carries Earthquake, making Incineroar a liability. Parting Shot allows me to lower Garchomp's stats and pivot to a safer teammate.
Reasoning trace (49 words)
Garchomp is significantly faster than Incineroar and likely carries Earthquake, which is a massive threat. Parting Shot allows me to lower Garchomp's offensive stats and pivot to a safer teammate (likely Gholdengo or Kingambit, though Gholdengo is better for special attacks). Deciding factor: bad matchup to switch out of.
Muse Spark 1.3 usedEarthquakeGarchomp outspeeds Incineroar and Earthquake is super effective for a likely knockout on the weakened 87% target. Mega Evolving now would drop Speed and risk losing to Palafin or opposing Garchomp later, so stay base.
Reasoning trace (37 words)
Evaluating turn constraints and selecting the single legal action under Pokémon Champions rules.Comparing mega versus base earthquake damage against intimidated incineroar while weighing swordsdance and protect options.Evaluating mega evolution timing against speed loss and potential opponent switches.
Gemma 4 31B switched toGholdengoBoth Gholdengo and Kingambit are weak to Garchomp's Earthquake. Gholdengo is the better switch-in as it provides more immediate offensive pressure with Shadow Ball and is generally more versatile in this matchup.
Reasoning trace (299 words)
The opponent has Garchomp active, who just knocked out my Incineroar with Earthquake. Garchomp is a physical attacker and is likely to use Earthquake or Dragon Claw/Outrage. Gholdengo is a Steel/Ghost type, meaning it is weak to Ground (Earthquake), while Kingambit is Steel/Dark, also weak to Ground. However, Gholdengo's Special Attack and speed are better for dealing damage, but it's fragile to Ground. Kingambit is bulkier but also weak to Ground. Wait, Gholdengo is Steel/Ghost, so it's weak to Ground. Kingambit is Steel/Dark, also weak to Ground. Actually, Gholdengo is a better switch-in if I can hit it hard, but Garchomp's Earthquake will devastate both. However, Gholdengo can potentially threaten Garchomp with Shadow Ball or Make It Rain (though Garchomp resists Steel). Actually, Gholdengo is the better choice here to avoid a complete sweep if Kingambit goes down, and Gholdengo's speed is higher. But wait, Garchomp is likely faster than both. The deciding factor is the bad matchup; both are weak to Ground, but Gholdengo is generally more versatile. Actually, Gholdengo is not weak to Ground? No, Steel is weak to Ground. Ghost is neutral. So Gholdengo is weak to Ground. Kingambit is also weak to Ground. Gholdengo is the better play to maintain pressure. Wait, Gholdengo's typing is Steel/Ghost. Steel is weak to Ground. Kingambit's typing is Steel/Dark. Steel is weak to Ground. Both are weak to Earthquake. Gholdengo is faster than Kingambit. Garchomp is likely faster than both. If I switch to Gholdengo, I can use Shadow Ball. If I switch to Kingambit, I'm just taking a hit. Gholdengo is the better option to potentially chip away or pivot. Actually, looking at the bench, Gholdengo is the only one that isn't purely physical. Deciding factor: bad matchup (both weak to Ground), but Gholdengo offers better offensive pressure.
- Turn 3Gemma 4 31B used
ShadowballGarchomp is faster than Gholdengo and has Earthquake, which is super effective. Garchomp resists Make It Rain, so Shadow Ball is the only viable attacking move to deal neutral damage before Gholdengo likely faints.
Reasoning trace (421 words)
Gholdengo is slower than Garchomp (106 vs 109-169). Garchomp likely has Earthquake, which is super effective against Gholdengo. Make It Rain is a powerful Steel move, but Garchomp resists Steel. Shadow Ball is neutral. Nasty Plot is risky since Garchomp moves first. Switching to Kingambit is a bad matchup (Garchomp's Earthquake is super effective). Wait, Garchomp resists Steel (Steel is not resisted by Dragon/Ground, but Ground resists Steel). Dragon/Ground: Steel is resisted by Ground. So Make It Rain is resisted. Shadow Ball is the only attacking option that isn't resisted. However, Garchomp will likely KO or heavily damage Gholdengo with Earthquake before it can move. Wait, Gholdengo is Steel/Ghost. Earthquake is super effective. Garchomp is faster. Gholdengo will likely be OHKO'd or 2HKO'd. Kingambit is also weak to Earthquake. Is there any other option? Gholdengo's Make It Rain is resisted. Shadow Ball is neutral. If I switch to Kingambit, it takes a huge hit from Earthquake. Actually, Garchomp's speed is 109-169. Gholdengo is 106. Garchomp definitely moves first. Shadow Ball is the best offensive move, but Gholdengo will likely faint. However, Kingambit is also weak to Ground. Let's re-evaluate: Garchomp resists Steel. Shadow Ball is neutral. Garchomp is faster. If I stay in, I take Earthquake. If I switch to Kingambit, I take Earthquake. Wait, Gholdengo is the only one who can potentially survive a hit or do decent damage. But Shadow Ball isn't a OHKO. Actually, looking at the stats, Garchomp's Earthquake will likely OHKO Gholdengo. Kingambit is also weak to Ground. Is there any other move? Make It Rain is resisted. Shadow Ball is neutral. Wait, Garchomp is Dragon/Ground. Steel is resisted by Ground. Ghost is neutral. If I switch to Kingambit, it's also weak to Ground. The best play here is to try and deal damage with Shadow Ball or risk a Nasty Plot, but since Garchomp is faster and has Earthquake, Gholdengo is likely going down. Shadow Ball is the most reliable damage. Wait, is there any chance Garchomp doesn't have Earthquake? It already used it on Turn 2. Decision: Shadow Ball is the only move that isn't resisted, though Gholdengo will likely faint. Wait, let me check the speed again. Gholdengo 106, Garchomp 109-169. Garchomp is faster. If I switch to Kingambit, it's also weak to Earthquake. I'll go with Shadow Ball to chip it down. Actually, Make It Rain is resisted, but Shadow Ball is neutral. Wait, if I switch to Kingambit, I'm just switching from one Earthquake-weak Pokemon to another. I'll use Shadow Ball.
Muse Spark 1.3 usedEarthquakemegaGarchomp outspeeds Gholdengo and Earthquake is super effective for a likely knockout. Mega Evolving boosts power to secure the KO while still moving first.
Reasoning trace (41 words)
Applying Pokémon battle rules to select a single legal action under output format constraints.Evaluating Mega Earthquake versus Dragon Claw against Good as Gold while accounting for speed and item uncertainty.Assessing Air Balloon risk and Mega Garchomp speed retention before choosing Earthquake.
Gemma 4 31B switched toKingambitGholdengo has fainted, and Kingambit is the only remaining Pokémon on the team. Switching is the only legal and necessary move.
Reasoning trace (39 words)
The opponent has Mega Garchomp active, which is a massive threat. My Gholdengo just fainted. My only remaining Pokémon is Kingambit. I must switch to Kingambit. Deciding factor: Only one legal action available (switching to the last remaining Pokémon).
- Turn 4Gemma 4 31B used
SuckerpunchMega Garchomp is significantly faster and will likely use Earthquake to deal massive damage. Sucker Punch is the only way to attack first and leverage Supreme Overlord and Black Glasses for a potential knockout or heavy chip.
Reasoning trace (84 words)
Opposing Mega Garchomp is much faster than Kingambit and likely carries Earthquake, which is super effective. Sucker Punch is the only way to deal damage before being hit, but it's risky if the opponent switches or uses a status move. However, Kingambit has Supreme Overlord and Black Glasses, making Sucker Punch hit very hard. Deciding factor: Speed/Priority. Kingambit is too slow to move normally and will likely be OHKO'd or severely damaged by Earthquake. Sucker Punch is the best bet to chip or KO.
Muse Spark 1.3 usedEarthquakeMega Garchomp is faster than Kingambit, and Earthquake is super effective with STAB. This should secure a knockout before Kingambit can threaten back.
Reasoning trace (29 words)
Analyzing Pokémon battle rules and selecting the single best turn action under speed, knockout, and matchup constraints.Evaluating legal moves against the active opponent while respecting speed and knockout constraints.
- Turn 5Gemma 4 31B used
SuckerpunchGarchomp is faster and will KO Kingambit with Earthquake. Sucker Punch is the only way to move first and secure the knockout.
Reasoning trace (39 words)
Kingambit is at 13% HP and Garchomp is at 27% HP. Garchomp is much faster and has Earthquake, which will definitely KO Kingambit. Sucker Punch is the only way to move first and secure the knockout. Deciding factor: priority.
Muse Spark 1.3 switched toIncineroarKingambit’s Sucker Punch has priority and already did ~70% last turn, so it will knock out Garchomp before Earthquake lands. Attacking into it is a guaranteed loss. Switching to Incineroar dodges the likely knockout.
Reasoning trace (59 words)
Analyzing turn constraints and selecting the single best legal action based on speed, knockout potential, or matchup.Evaluating legal moves against remaining HP and priority to determine the knockout outcome.Assessing priority interaction and damage to rule out a damaging move and justify a protective or switching action.Evaluating priority and likely knockout to justify switching to Incineroar over attacking or protecting.
- Turn 6Muse Spark 1.3 used
FlareblitzKingambit is at 13% and Flare Blitz is super effective, so it will knock out their last Pokemon. Sucker Punch will hit first but is resisted and weakened by Intimidate, so Incineroar survives easily.
Reasoning trace (29 words)
Evaluating Incineroar vs Kingambit matchup and ruling out Fake Out due to first-turn restriction.Assessing Sucker Punch priority and damage against Incineroar to confirm Flare Blitz is the safe KO.
Gemma 4 31B usedSuckerpunchKingambit is at critical HP and has no teammates left to switch to. Since any attack from Incineroar will result in a knockout, Sucker Punch is the only option that provides priority to deal some damage before fainting.
Reasoning trace (281 words)
Kingambit is at critical HP (13%) and has -1 Attack. Opposing Incineroar is at 100% HP. Kingambit cannot possibly KO Incineroar this turn, and any attack from Incineroar (likely Flare Blitz or Knock Off) will result in a knockout. Since Kingambit is effectively a dead slot and cannot win this duel, and there are no other Pokémon on my bench to switch to, I must make a move. However, the prompt says "YOUR BENCH" lists Incineroar and Gholdengo as FAINTED. Kingambit is the only one left. Wait, looking at the bench: - incineroar (FAINTED) - gholdengo (FAINTED) - kingambit (ACTIVE) I have no one to switch to. Deciding factor: Kingambit is about to faint; Sucker Punch is the only priority move, but Incineroar might use a status move or switch. However, since I have no other options and Kingambit is doomed, I'll try Sucker Punch to get some chip damage if it works, or just accept the loss. Actually, Swords Dance is useless here. Kowtowcleave/Iron Head are not very effective. Sucker Punch is the best bet for any potential impact. Wait, looking at the opponent's bench: Garchomp is at 27%. If I can somehow survive or if Incineroar switches back to Garchomp, Sucker Punch might be useful. But against Incineroar, it's weak. Actually, the most logical move for a doomed Pokémon is to try and do damage. Sucker Punch has priority. Wait, I just noticed the opponent has a Mega Garchomp (mentioned in Turn 3). Let's re-evaluate: Kingambit is at 13% HP. Incineroar is likely to use Flare Blitz or Knock Off. Both will OHKO. Sucker Punch is the only way to move first. Deciding factor: No switch options, imminent knockout.