Matches · 2026-10-11 · rules version c4

DeepSeek V4.1 Flash vs Chimps at the Zoo

Player 1 · winner
DeepSeek V4.1 Flash's team
autopilot 0%
Player 2
DeepSeek V4.1 Flash's team

DeepSeek V4.1 Flash won in 10 turns · 3 min wall clock · 29,792 tokens · $0.008

The replay player loads from play.pokemonshowdown.com. The full battle log is below.

Decisions

  1. Team preview
    Chimps at the Zoo brought Annihilape,garganacl,glimmora
    DeepSeek V4.1 Flash brought Glimmora,gholdengo,annihilape4,298 tok · 28.7 s · $0.0013

    Glimmora is the best lead to set hazards immediately, Gholdengo blocks Defog and beats opposing Glimmora, and Annihilape hard-counters Kingambit and Garganacl with Drain Punch while providing bulk. This core covers the main threats.

    Reasoning trace (1,478 words)
    We need choose 3. Need best team preview. Opponent has similar team. We need pick 3. Our team: glimmora, dragonite, gholdengo, kingambit, garganacl, annihilape. Opponent likely similar. Need bring 3.
    
    We want strong leads. Glimmora with focus sash, toxic debris, hazards. Gholdengo good vs many. Dragonite multiscale + DD. Kingambit strong. Annihilape bulky. Garganacl.
    
    Opponent has glimmora, dragonite, gholdengo, kingambit, garganacl, annihilape. Mirror.
    
    We need pick 3 that cover. Glimmora lead sets hazards, but opponent glimmora may also. Gholdengo blocks defog/spin? Actually Gholdengo blocks rapid spin? Good as gold blocks status moves, not rapid spin. Mortal spin is damaging? Mortal Spin is Poison physical, 30 BP, but it's a move that poisons and clears hazards? Actually Mortal Spin: user spins, removes hazards, poisons target. Gholdengo's Good as Gold blocks status moves, but Mortal Spin is damaging, so not blocked. But Gholdengo can block Defog? Defog is status, blocked. So Gholdengo is good hazard control.
    
    We need bring 3. Common core: Glimmora lead, Gholdengo, Dragonite? Or Kingambit? Let's think.
    
    Opponent likely brings Glimmora, Gholdengo, Dragonite or Kingambit. Our Glimmora can set hazards. Gholdengo can pressure. Dragonite with Multiscale and DD can sweep if hazards gone. Kingambit with Sucker Punch strong.
    
    Annihilape is strong vs Kingambit? Annihilape fighting type, but Kingambit dark/steel, fighting neutral? Actually Dark weak to Fighting? Dark is weak to Fighting, Steel resists Fighting? Steel resists Fighting? No, Steel resists Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy. Fighting is super effective vs Dark, Steel, Ice, Normal, Rock. So Fighting is super effective vs Dark and Steel? Wait Fighting is super effective against Normal, Rock, Steel, Ice, Dark. Yes, Fighting is super effective against Steel and Dark. So Annihilape's Drain Punch is 4x? Kingambit is Dark/Steel, both weak to Fighting? Dark weak to Fighting, Steel weak to Fighting? Actually Steel is weak to Fighting, Ground, Fire. Yes, Steel is weak to Fighting. So Kingambit is 4x weak to Fighting. So Annihilape hard counters Kingambit. Also Annihilape has Defiant to punish Intimidate? Not relevant.
    
    Gholdengo is Ghost/Steel, weak to Ghost, Dark, Ground, Fire. Annihilape's Rage Fist is Ghost, super effective vs Gholdengo? Ghost vs Steel? Ghost is neutral vs Steel? Ghost is super effective vs Ghost and Psychic. Steel resists Ghost? No, Steel does not resist Ghost. Actually Steel resists Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy. Ghost is not resisted by Steel. So Ghost is neutral vs Steel, super effective vs Ghost. So Gholdengo takes neutral from Ghost? Wait Gholdengo is Steel/Ghost. Ghost vs Ghost is super effective, but Steel resists Ghost? No, Steel does not resist Ghost. So Ghost is super effective vs Gholdengo? Actually Ghost is super effective against Ghost and Psychic. Steel does not resist Ghost. So Ghost is 2x vs Gholdengo? Let's check: Gholdengo typing Steel/Ghost. Ghost move: vs Steel = 0.5? No, Steel resists Ghost? I recall Steel resists Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy. It does NOT resist Ghost or Dark. So Ghost is neutral vs Steel, super effective vs Ghost => 2x. So Annihilape's Rage Fist is super effective vs Gholdengo. But Gholdengo is faster? Gholdengo speed 149 vs Annihilape 110. Gholdengo can Shadow Ball, which is super effective vs Annihilape? Ghost vs Ghost/Fighting: Ghost is super effective vs Ghost, neutral vs Fighting? Fighting is neutral to Ghost? Actually Ghost is neutral vs Fighting. So Shadow Ball is 2x vs Annihilape? Annihilape is Fighting/Ghost. Ghost vs Ghost = 2x, Ghost vs Fighting = 1x, so 2x. So Gholdengo can threaten Annihilape.
    
    Dragonite: Multiscale, can DD. Ice Spinner for Glimmora? Glimmora is Rock/Poison, Ice is neutral? Ice vs Rock = 1x? Ice vs Rock is 1x? Actually Ice is not very effective vs Rock? Ice vs Rock: 1x? Wait Rock resists Ice? No, Rock is weak to Ice? Rock is weak to Water, Grass, Fighting, Ground, Steel. Ice is neutral vs Rock. Ice vs Poison = 1x. So Ice Spinner neutral. Earthquake vs Glimmora: Ground vs Rock = 2x, Ground vs Poison = 2x? Poison is weak to Ground? Poison is weak to Ground and Psychic. So Ground is 2x vs Rock, 2x vs Poison => 4x? Actually Rock/Poison: Ground is 2x vs Rock, 2x vs Poison => 4x. So Earthquake destroys Glimmora. Dragonite has Earthquake. So Dragonite can beat Glimmora.
    
    Kingambit: Sucker Punch, Kowtow Cleave. Weak to Fighting. Annihilape beats it.
    
    Garganacl: Salt Cure, Iron Defense, Body Press. Very bulky. Can beat Dragonite? Salt Cure does damage. But Dragonite can Earthquake? Garganacl is Rock, weak to Ground? Rock is weak to Ground? Rock is weak to Water, Grass, Fighting, Ground, Steel. So Ground is 2x vs Rock. Dragonite's Earthquake is 2x vs Garganacl. But Garganacl has high defense.
    
    We need pick 3. I think best core: Glimmora (lead, hazards), Gholdengo (special attacker, blocks defog), Annihilape (beats Kingambit, Gholdengo? Actually Gholdengo beats Annihilape). Or Dragonite instead of Annihilape? Dragonite can DD and sweep. But opponent likely has Kingambit, which Dragonite can't easily beat? Dragonite's Earthquake is neutral vs Kingambit? Ground vs Steel = 2x? Ground is super effective vs Steel? Yes, Ground is super effective vs Steel, Fire, Electric, Poison, Rock. So Ground vs Kingambit (Dark/Steel) is 2x? Dark is neutral to Ground, Steel is 2x => 2x. So Dragonite's Earthquake is 2x vs Kingambit. But Kingambit has Sucker Punch, which is Dark, super effective vs Dragonite? Dark vs Dragon = 1x? Dark is neutral vs Dragon. Dark vs Flying = 1x. So Sucker Punch is neutral. But Kingambit can Sucker Punch before Dragonite moves if Dragonite attacks. Dragonite is faster (132 vs 70). So Dragonite can Earthquake first. But Kingambit might Sucker Punch if Dragonite uses DD? Actually Sucker Punch only works if target is attacking. If Dragonite uses DD, Sucker Punch fails. So Dragonite can DD then EQ. But Kingambit might switch.
    
    Annihilape is a hard counter to Kingambit. Also Annihilape can Bulk Up and be very bulky. But Gholdengo beats Annihilape. So if opponent brings Gholdengo, Annihilape is in trouble. But we can bring Gholdengo to counter their Gholdengo? Gholdengo vs Gholdengo is speed tie? Both 149 speed. Our Gholdengo has Wise Glasses, opponent might have different item. Shadow Ball vs Gholdengo is 2x? Ghost vs Steel = 1x, Ghost vs Ghost = 2x => 2x. So Gholdengo can threaten Gholdengo.
    
    Maybe bring Glimmora, Gholdengo, Dragonite. This is a classic core. Glimmora sets hazards, Gholdengo blocks defog, Dragonite sweeps. But opponent has Garganacl which can be annoying. Dragonite's Earthquake is 2x vs Garganacl? Ground vs Rock = 2x. So Dragonite can beat Garganacl. But Garganacl has Iron Defense and Body Press, and Salt Cure. Dragonite can DD then EQ. But Garganacl is slow.
    
    Alternatively, bring Glimmora, Annihilape, Gholdengo. Annihilape beats Kingambit and Garganacl? Annihilape's Drain Punch is 2x vs Garganacl? Fighting vs Rock = 2x. So Annihilape beats Garganacl. Gholdengo beats Glimmora? Gholdengo's Make It Rain is Steel, super effective vs Glimmora? Steel vs Rock = 2x, Steel vs Poison = 1x? Poison is neutral to Steel? Actually Steel is neutral vs Poison? Poison is weak to Ground and Psychic. Steel is not very effective vs Poison? Wait Steel vs Poison: Poison resists Steel? No, Poison does not resist Steel. Steel is neutral vs Poison. So Steel vs Rock/Poison = 2x * 1x = 2x. So Gholdengo's Make It Rain is 2x vs Glimmora. Also Gholdengo is immune to Poison? Steel is immune to Poison. So Gholdengo hard counters Glimmora. So if opponent leads Glimmora, our Gholdengo can come in and threaten.
    
    But we need a lead. Glimmora is a good lead to set hazards. If opponent leads Glimmora, we can set hazards too. But if we lead Glimmora and they lead Gholdengo, Gholdengo can Make It Rain and KO? Glimmora has Focus Sash, so it survives one hit. Then we can set hazards or Mortal Spin. But Gholdengo is faster? Gholdengo speed 149, Glimmora speed 151. Our Glimmora is faster (151 vs 149). So Glimmora can set Stealth Rock or Spikes before Gholdengo moves. Then Gholdengo attacks, Glimmora survives with Sash, then can Mortal Spin to remove hazards? Actually Mortal Spin removes hazards on our side. But we want to set hazards. So lead Glimmora is good.
    
    What about opponent's Dragonite? If they lead Dragonite, our Glimmora can set hazards, then Dragonite might DD. But Glimmora can use Mortal Spin to poison? Not great.
    
    I think the best bring is Glimmora, Gholdengo, Annihilape. This covers: Glimmora sets hazards, Gholdengo blocks defog and beats Glimmora, Annihilape beats Kingambit and Garganacl. Dragonite is also good, but Annihilape provides a strong answer to Kingambit which is a huge threat. Also Annihilape can Bulk Up and become very bulky, and with Sitrus Berry it has recovery. Gholdengo can handle Glimmora and Dragonite? Gholdengo's Make It Rain is Steel, vs Dragonite: Steel vs Dragon = 1x, Steel vs Flying = 1x? Actually Steel
  2. Turn 1
    Chimps at the Zoo used Drainpunch
    DeepSeek V4.1 Flash used Stealthrock3,887 tok · 58.8 s · $0.0012

    Glimmora's Focus Sash guarantees it survives one hit, so setting Stealth Rock is safe and progresses my hazard game. Annihilape may Taunt, but if it does, I still have Gholdengo to block status later; Earth Power doesn't KO and wastes Glimmora's utility.

    Reasoning trace (1,562 words)
    We need answer. Need decide best turn. We are Glimmora vs opposing Annihilape lead. Need choose action. We have focus sash. Opponent Annihilape likely can threaten with Drain Punch/Rage Fist? Glimmora Rock/Poison weak to Ground? Annihilape Fighting/Ghost. Our moves: Earth Power hits Annihilape? Ground vs Fighting/Ghost: Ground neutral? Fighting weak? Ghost immune? Ground hits Ghost? Ground is neutral vs Ghost? Actually Ground vs Ghost: no effect? Wait type chart: Ground attacks: vs Ghost? Ground is ineffective? Let's recall: Ground vs Flying immune, vs Ghost? Ground hits Ghost? In Gen 1? No, Ground is neutral against Ghost? Check: Normal/Fighting immune to Ghost. Ground vs Ghost: Ground is not very effective? No, Ground vs Ghost = 1? Let's verify: Ghost is immune to Normal and Fighting. Ground hits Ghost? Earthquake hits Gengar? Yes Ground is super effective? Wait Gengar Poison/Ghost, Earthquake is super effective? Gengar is weak to Ground? Actually Gengar is weak to Psychic, Ghost, Dark? Ground? Gengar levitates historically, but if grounded, Earthquake hits Gengar neutral? Let's recall type chart: Ground attacking: super vs Fire, Electric, Poison, Rock, Steel; not very vs Bug, Grass; no effect vs Flying. Ghost not listed. So neutral vs Ghost. Annihilape Fighting/Ghost: Ground neutral. Earth Power special 90, likely good damage. But Annihilape may be faster? Speed range 99-156, our 151. If max speed Annihilape 156? Annihilape base speed 90, max at level 50 with positive nature 156? Our Glimmora base speed 86? Wait Glimmora base speed 86, max 151 with positive nature? Stats given 151. Annihilape base speed 90, max 156. So opposing could be faster if invested. But likely Annihilape may be bulky? We need best action.
    
    We are lead Glimmora. Common strategy: set hazards with Glimmora. Opponent Annihilape. If we use Stealth Rock or Spikes, Annihilape can attack. Focus Sash ensures survive one hit if full. Toxic Debris sets Toxic Spikes if hit by physical. Annihilape likely physical. If we set hazards, then get hit, Toxic Debris sets TSpikes. But Annihilape may use Taunt? It has Taunt in our own set? Opponent Annihilape could have Taunt, Bulk Up, Drain Punch, Rage Fist. If we try hazards, Taunt blocks. But not revealed. Could switch to Gholdengo to block? Gholdengo Good as Gold blocks status moves, immune to Fighting? Gholdengo Steel/Ghost: Fighting? Ghost immune to Fighting? Actually Ghost immune to Fighting, Steel weak to Fighting? Steel/Ghost: Fighting is neutral? Fighting vs Ghost = 0, vs Steel = 2, so 0? In dual, immunity overrides? Ghost immunity to Fighting means 0. So Gholdengo immune to Fighting. Annihilape's Ghost moves? Rage Fist Ghost hits Gholdengo super effective? Ghost vs Steel neutral? Ghost vs Ghost super effective? Gholdengo Steel/Ghost: Ghost vs Steel = 1/2? Ghost vs Ghost = 2, net 1? Actually Ghost vs Steel: 0.5, Ghost vs Ghost: 2, product 1. So neutral. Gholdengo can handle Annihilape maybe with Shadow Ball? But Annihilape has Ghost/Fighting, Gholdengo immune to Fighting, neutral to Ghost. Gholdengo can Nasty Plot or Make It Rain? Make It Rain Steel vs Fighting/Ghost: Steel vs Fighting = 1, vs Ghost = 1, neutral. Shadow Ball Ghost vs Ghost = 2, vs Fighting = 1, super effective. So Gholdengo is good switch.
    
    But turn 1: Should we set hazards or switch? Glimmora's main role is hazard lead. Opponent Annihilape may be a setup sweeper. If we set Stealth Rock, we get chip. If Annihilape uses Bulk Up, we can set hazards. If it attacks, Focus Sash survives, Toxic Debris sets TSpikes. Then we can switch or attack. But if Annihilape is faster and uses Taunt, we waste turn. However, Annihilape commonly runs Bulk Up, Drain Punch, Rage Fist, Taunt? Our own Annihilape has Taunt. Opponent might have Taunt. If we set hazards and get Taunted, bad. But we don't know.
    
    Alternatively, Earth Power can deal significant damage to Annihilape. Let's estimate: Glimmora SpA 182, Earth Power 90. Annihilape SpD base 90? Stats range SpD 99-156. If no investment, maybe 110. Damage maybe 30-40%. Not KO. Annihilape can Drain Punch to recover. But Glimmora is Rock/Poison, weak to Ground? Annihilape has no Ground moves likely. Drain Punch Fighting vs Rock/Poison: Fighting vs Rock = 2, vs Poison = 0.5? Rock/Poison: Fighting vs Rock 2x, vs Poison 0.5x, net 1x? Actually 2*0.5=1. So neutral. Rage Fist Ghost vs Rock/Poison: Ghost vs Rock = 1, vs Poison = 1, neutral. So Annihilape's STABs are neutral on Glimmora. But Annihilape can Bulk Up and become dangerous.
    
    Glimmora's Focus Sash means it can survive any one hit. So setting hazards is safe. If we set Stealth Rock, then if Annihilape attacks, we survive with 1 HP, Toxic Debris sets TSpikes. Then next turn we can Mortal Spin to clear? Or switch. But if Annihilape uses Taunt, we can't set hazards. But Taunt is common on Annihilape? Our Annihilape has Taunt. Opponent's Annihilape might be similar. If we predict Taunt, we could switch to Gholdengo to block Taunt with Good as Gold? Actually Good as Gold blocks status moves targeting Gholdengo, but Taunt targets Glimmora, so switching to Gholdengo would make Taunt fail? Taunt is a status move targeting a foe. If we switch to Gholdengo, Taunt targets Gholdengo, but Good as Gold makes Gholdengo immune to status moves. So Taunt would fail. That's a good play if we predict Taunt. But if we predict attack, setting hazards is better.
    
    What is the best action? In competitive, Glimmora lead usually sets Stealth Rock or Spikes turn 1. Opponent Annihilape is a setup sweeper. If we set Stealth Rock, we get chip on their switches. If they Bulk Up, we can set Spikes next turn. But if they Taunt, we lose. However, Annihilape often runs Taunt to stop hazards? Actually Annihilape's common set in VGC? This is singles. Annihilape in singles often runs Bulk Up, Drain Punch, Rage Fist, Taunt. Yes, Taunt is common to stop status. So opponent might Taunt. If we set hazards, we get Taunted. But we have Focus Sash, so we survive. Then we can switch to Gholdengo. But we wasted turn. If we switch to Gholdengo turn 1, we block Taunt and gain momentum. Gholdengo is immune to Fighting, resists? Annihilape's Ghost moves neutral. Gholdengo can Nasty Plot or Shadow Ball. But Annihilape might use Bulk Up on switch, then we have to deal with +1. Gholdengo can Nasty Plot too. But Gholdengo is slower? Gholdengo speed 149, Annihilape max 156. If Annihilape is max speed, it outspeeds Gholdengo. But Annihilape likely bulky, not max speed. Gholdengo can take a hit.
    
    Alternatively, we could use Earth Power to damage Annihilape. If Annihilape uses Taunt, we still deal damage. If it Bulk Ups, we deal damage. If it attacks, we deal damage and survive. Earth Power is safe and does decent damage. But Glimmora's main job is hazards. However, if we don't set hazards now, we might not get another chance. But we can set later.
    
    Let's think about the opponent's likely move. They see Glimmora. They know Glimmora often sets hazards. They might Taunt to prevent. Or they might attack to break Focus Sash? If they attack, we survive and set Toxic Debris. They might not want to trigger Toxic Debris? Actually Toxic Debris sets Toxic Spikes on their side, which is bad for them. So they might avoid physical attacks? But Annihilape is physical. If they attack, they get poisoned? No, Toxic Debris sets Toxic Spikes on opposing side, not poison Annihilape immediately. But it sets hazards for their team. They might use Taunt to stop hazards, or Bulk Up to set up. If they Bulk Up, they don't trigger Toxic Debris. So they might Bulk Up. If they Bulk Up, we can set hazards. If they Taunt, we can't. So if we predict Taunt, switch to Gholdengo. If we predict Bulk Up, set hazards. If we predict attack, set hazards.
    
    What is the best move? In a tournament, you want to maximize. Glimmora's Focus Sash means it can always set at least one hazard unless Taunted. But if Taunted, we lose that. Gholdengo switch blocks Taunt. But if they Bulk Up, we switch to Gholdengo and they get +1. Then Gholdengo can Nasty Plot to +2? Actually Gholdengo can Nasty Plot, but Annihilape might attack. Gholdengo is immune to Fighting, so Drain Punch does nothing. Rage Fist is Ghost, neutral. So Gholdengo can set up Nasty Plot safely? Annihilape's Rage Fist gets stronger each time it's hit. If Gholdengo uses Nasty Plot, Annihilape might use Bulk Up again or Rage Fist. Gholdengo can then Shadow Ball. But Annihilape might have Taunt? If we switch to Gholdengo, Taunt fails due to Good as Gold. So Gholdengo is a great answer to Annihilape.
    
    But is it worth switching turn 1? If we switch, we lose Glimmora's hazard setting opportunity. But we can bring Glimmora back later. However, Glimmora is frail and might not get another chance. But we have Focus Sash, so it can set hazards later if needed. But if we switch, we preserve Glimmora's Focus Sash. That's valuable.
    
    Let's consider the opponent's team: glimmora, dragonite, gholdengo, kingambit, garganacl. They have their own Glimmora? Wait opponent's revealed bench: no other Pokémon revealed yet. The opponent brought 3 of 6: glimmora, dragonite, gholdengo, kingambit, garganacl. So they have a Glimmora too? Actually the list is from team preview: glimmora, dragonite, gholdengo, kingambit, garganacl. That's 5? Wait "2 more
  3. Turn 2
    Chimps at the Zoo used Ragefist
    DeepSeek V4.1 Flash used Spikes1,745 tok · 1.3 s · $0.0007

    Glimmora's Focus Sash is already broken at 51% HP, so it likely dies to Drain Punch this turn. As a suicide lead, the best value is stacking another hazard layer before going down, supporting Gholdengo and Annihilape in the back.

    Reasoning trace (155 words)
    Glimmora at 51% with Focus Sash already broken (not full HP). Annihilape likely faster or slower. Earth Power is super effective? Ground vs Fighting/Ghost - neutral. Actually Ground hits Annihilape neutrally. Glimmora's best play: set another hazard layer (Spikes) since it's a suicide lead. But Annihilape Drain Punch will KO? 82 HP, Drain Punch from Annihilape likely KOs. Focus Sash broken.
    
    Actually Glimmora should set Spikes to stack hazards before dying. Or switch to Gholdengo to block? Gholdengo is immune to Fighting? No, Ghost immune to Fighting. Gholdengo Steel/Ghost - immune to Fighting. Good switch. But Annihilape has Ghost moves (Rage Fist) which hit Gholdengo super effectively.
    
    Best: set Spikes layer to maximize hazards. Glimmora will likely die but that's fine as a lead. Actually with Focus Sash broken, it dies to Drain Punch. Setting Spikes gives value.
    
    Alternatively Earth Power for damage. But hazards stacking is better for the team.
    
    I'll go with Spikes.
  4. Turn 3
    Chimps at the Zoo switched to Garganacl
    DeepSeek V4.1 Flash switched to Gholdengo1,744 tok · 3.1 s · $0.0005

    Glimmora's hazards are set and it's at 28 HP, so it can't take another Rage Fist. Gholdengo walls Annihilape's moves: Ghost typing is immune to Drain Punch, and Steel resists Rage Fist.

    Reasoning trace (91 words)
    Glimmora is at 28 HP, low. Opposing Annihilape has Rage Fist boosted (hit twice). Rage Fist will likely KO. Glimmora's job is done - hazards set. Best to switch to Gholdengo, which blocks... actually Gholdengo is immune to nothing here. Annihilape deals Ghost/Fighting. Gholdengo resists fighting? Steel/Ghost - Ghost immune to Fighting, Steel resists Ghost... Gholdengo is immune to Drain Punch (Fighting) via Ghost typing? No, Gholdengo is Ghost type, so Fighting is immune. And Ghost moves - Steel resists Ghost. So Gholdengo walls Annihilape's moves! Great switch.
    
    Switch to Gholdengo.
  5. Turn 4
    Chimps at the Zoo used Irondefense
    DeepSeek V4.1 Flash used Makeitrain1,813 tok · 3.5 s · $0.0003

    Gholdengo outspeeds Garganacl and Make It Rain is super effective STAB boosted by Wise Glasses. Shadow Ball would be halved by Purifying Salt, so Steel is the clear choice to chunk the wall immediately.

    Reasoning trace (72 words)
    Gholdengo outspeeds Garganacl. Make It Rain is super effective and Garganacl likely has Purifying Salt (halves Ghost) but Steel is fine. Garganacl is Rock type, weak to Steel. Make It Rain should do big damage. But Garganacl could be a special wall with high SpD. Still, super effective STAB with Wise Glasses is best.
    
    Actually Garganacl's Purifying Salt halves Ghost damage, so Shadow Ball is bad. Make It Rain is the play.
    Chimps at the Zoo switched to Glimmora
  6. Turn 5
    Chimps at the Zoo used Mortalspin
    DeepSeek V4.1 Flash used Makeitrain3,449 tok · 25.3 s · $0.0009

    Opposing Glimmora is already at 75% HP, and Make It Rain is super effective with Gholdengo's huge SpA even at -2. Even if Glimmora outspeeds with Earth Power, Gholdengo survives one hit and KOs back, so this is the cleanest play.

    Reasoning trace (844 words)
    Gholdengo at -2 SpA. Opposing Glimmora likely faster or slower. Make It Rain is super effective but at -2 SpA it's weakened. However Glimmora is Rock/Poison, weak to Steel. Even at -2, Make It Rain should do significant damage. But Glimmora could have Earth Power which is super effective on Gholdengo (Steel). Actually Gholdengo is Steel/Ghost, Earth Power hits Steel super effectively.
    
    Gholdengo's SpA is 185, -2 means halved to ~92. Make It Rain 120 BP super effective. Glimmora has low SpD. Should still KO or do heavy damage.
    
    Alternatively switch to Annihilape to avoid Earth Power. But Annihilape is Fighting/Ghost, Glimmora's Rock/Poison moves... Mortal Spin is Poison, not very effective. Earth Power neutral on Annihilape? Ground vs Fighting/Ghost - neutral. Actually Annihilape could take hits.
    
    But best play: Make It Rain to KO Glimmora. Let me estimate. Gholdengo SpA 185 at -2 = 92.5. Make It Rain 120 BP, STAB 1.5, super effective 2x, wiseglasses 1.1. Glimmora SpD ~90-146, HP 158-190.
    
    Damage roughly: level 50, ((2*50/5+2)*120*92/146)/50+2 = (22*120*92/146)/50+2 = (242880/146)/50+2 = 1663/50+2 = 33+2=35. Times STAB 1.5 = 53, times 2 = 106, times 1.1 = 116. Against HP 158-190, that's not a KO. Hmm.
    
    Actually let me recompute. Formula: ((2*L/5+2)*Power*A/D)/50+2. 2*50/5+2 = 22. A=92, D=146 (max). 22*120*92/146 = 22*120=2640, *92=242880, /146=1663.5. /50=33.27+2=35.27. STAB 1.5 = 52.9. SE 2x = 105.8. Wiseglasses 1.1 = 116.4. So ~116 damage. Glimmora HP 158-190. Not a KO.
    
    If Glimmora SpD is lower (90): 22*120*92/90 = 242880/90=2698.7/50=53.97+2=55.97. *1.5=83.9*2=167.9*1.1=184.7. That could KO.
    
    So it's borderline. Glimmora likely has some SpD investment. Hmm.
    
    Alternatively, Nasty Plot to restore SpA. But Glimmora could attack. Gholdengo is immune to status moves (Good as Gold), so Glimmora can't use Toxic Spikes/Stealth Rock on it. Glimmora's attacks: Mortal Spin (Poison, 30 BP physical), Earth Power (Ground special), Power Gem (Rock special), Sludge Wave (Poison special), Dazzling Gleam.
    
    Earth Power is super effective on Gholdengo (Steel). Gholdengo HP 164, SpD 111. Glimmora SpA 135-200. Earth Power 90 BP. Damage: 22*90*167/111/50+2 = 22*90=1980*167=330660/111=2979/50=59.6+2=61.6. *2 (SE) = 123. So ~123 damage, not quite KO but close. With higher SpA could KO.
    
    So Gholdengo is at risk. But Gholdengo is faster? Speed 149 vs 95-151. Uncertain.
    
    Best play might be to switch to Annihilape to absorb, or use Make It Rain to try KO. Actually, if Glimmora is faster and uses Earth Power, Gholdengo might faint. But if Gholdengo KOs Glimmora first, great.
    
    Hmm, but Make It Rain at -2 might not KO. Risky.
    
    Actually, let me think about switching. Annihilape is immune to... nothing relevant. Glimmora's Rock/Poison moves: Power Gem (Rock) neutral on Annihilape, Sludge Wave (Poison) neutral, Earth Power neutral, Mortal Spin (Poison) neutral. Annihilape has good bulk 217 HP.
    
    But switching loses momentum. Actually Gholdengo at -2 SpA is weakened. Nasty Plot restores +2 (net 0). But then Glimmora attacks.
    
    Hmm. Actually the key: Gholdengo is immune to status, so Glimmora can't set hazards. Glimmora's main threat is Earth Power.
    
    Let me consider: Make It Rain is super effective and Gholdengo likely outspeeds or not. If Gholdengo is faster, it KOs? Not guaranteed.
    
    Actually, I think the best play is Make It Rain. Even if it doesn't KO, it does heavy damage. But if Glimmora survives and KOs Gholdengo with Earth Power, that's bad.
    
    Alternatively switch to Annihilape, which can take Earth Power and set up Bulk Up. Annihilape vs Glimmora: Glimmora's Rock moves hit Annihilape neutrally, Poison neutral. Annihilape can Drain Punch... Glimmora is Rock/Poison, Drain Punch Fighting is super effective! So Annihilape threatens Glimmora.
    
    Actually switching to Annihilape is safe and threatens. But Glimmora might set hazards (Toxic Debris on physical hit, or Stealth Rock). Annihilape's Drain Punch would trigger Toxic Debris setting Toxic Spikes on our side. Hmm.
    
    Let me think about what's optimal. Gholdengo at -2 SpA. Make It Rain would drop it further to -4. That's bad if it doesn't KO.
    
    I think switching to Annihilape is reasonable, but let me reconsider Make It Rain KO chance.
    
    Actually, Glimmora's HP is 75% of ~158-190 = ~118-142. Wait, the state says 75.0% HP. So actual HP is 75% of max. If max is 158-190, current is 118-142. Make It Rain does ~116-185. So it likely KOs! Because Glimmora is already at 75%.
    
    Yes! Glimmora is at 75% HP. So Make It Rain at ~116-185 damage vs 118-142 current HP. Likely KOs, especially with average SpD.
    
    So Make It Rain is the play. It's super effective and Glimmora is weakened.
    
    But wait, if Glimmora is faster and uses Earth Power, Gholdengo might faint first. Gholdengo 164 HP, Earth Power ~123. Not a KO. So Gholdengo survives one Earth Power and KOs back.
    
    Actually Earth Power could be up to: SpA 200: 22*90*200/111/50+2 = 22*90=1980*200=396000/111=3567/50=71.3+2=73.3*2=146.7. That's close to 164 but not KO. So Gholdengo survives.
    
    So Make It Rain is the best play. Let me go with that.
    
    Actually, wait - is Glimmora's item Focus Sash? If it has Focus Sash at full HP it would survive. But it's at 75%, so Focus Sash is broken. Good.
    
    Make It Rain it is.
    Chimps at the Zoo switched to Annihilape
  7. Turn 6
    Chimps at the Zoo used Bulkup
    DeepSeek V4.1 Flash used Shadowball2,362 tok · 4.6 s · $0.0008

    Gholdengo is immune to Annihilape's Drain Punch and only takes neutral Rage Fist, so it wins the exchange. Shadow Ball is super effective and chips Annihilape while it can't heal off Drain Punch; at -4 SpA it's still the best damage option over a weak Nasty Plot turn.

    Reasoning trace (326 words)
    Gholdengo at -4 SpA. Shadow Ball is super effective on Annihilape (Ghost). But at -4 SpA, Shadow Ball damage is heavily reduced. Annihilape likely has Rage Fist stacking? Not yet. Annihilape's Drain Punch is 4x? No, Ghost/Steel resists Fighting? Steel is weak to Fighting - actually Ghost/Steel: Fighting is neutral vs Ghost, super effective vs Steel? Fighting hits Steel super effectively, Ghost neutral... so Fighting is 2x on Gholdengo? Fighting vs Steel = 2x, vs Ghost = 0x. Combined = 1x? Actually immunity overrides: Ghost immune to Fighting. So Gholdengo is immune to Drain Punch. Rage Fist is Ghost, hits Gholdengo neutral.
    
    Gholdengo at -4 SpA. Shadow Ball super effective (2x) even at -4 might still do decent damage. Also Ghost vs Ghost neutral both ways. Annihilape can boost.
    
    Actually best: switch? Gholdengo is immune to Drain Punch, and Rage Fist is the only threat. But Annihilape is at 81% and could set up Bulk Up. Actually we need to deal damage. Shadow Ball is super effective. At -4 SpA, damage halved twice = /4. That's weak.
    
    Nasty Plot would reset to -2. Hmm. Maybe Recover to stay healthy and let opponent waste turns? But Annihilape could Bulk Up.
    
    Best play: Shadow Ball super effective chips Annihilape, and Gholdengo is immune to Drain Punch so Annihilape can't heal much. Actually Rage Fist gets stronger each hit taken. Gholdengo's own attacks build Rage Fist power.
    
    Given -4 SpA, maybe switch to Annihilape (ours) to threaten? Our Annihilape has Bulk Up, Rage Fist, Drain Punch, Taunt. Opposing Annihilape Ghost/Fighting. Drain Punch from ours is neutral, Rage Fist neutral. Hmm.
    
    Actually our Gholdengo is immune to their Drain Punch, and their only Ghost move is Rage Fist. Gholdengo resists? Ghost vs Steel neutral, vs Ghost neutral = 1x. Rage Fist at 50 BP is weak initially.
    
    I think Shadow Ball is the best play - super effective damage while immune to their Fighting STAB.
    
    Let me go with shadowball.
  8. Turn 7
    Chimps at the Zoo used Drainpunch
    DeepSeek V4.1 Flash used Shadowball2,471 tok · 9.8 s · $0.0005

    Gholdengo is immune to Annihilape's Drain Punch (Fighting vs Ghost), so the only real threat is neutral Rage Fist. Shadow Ball is super effective and keeps pressure on the 51% Annihilape, though my -4 SpA weakens it. Nasty Plot is also safe here, but chipping now is better than letting Annihilape keep setting up.

    Reasoning trace (353 words)
    Gholdengo at -4 SpA. Shadow Ball is super effective on Annihilape at 51%. Even at -4, Shadow Ball should do decent damage. Annihilape has +1 Atk/+1 Def, and could KO Gholdengo with Rage Fist/Drain Punch? Gholdengo is Steel/Ghost, Rage Fist is Ghost - super effective? No, Ghost vs Steel/Ghost: Ghost is neutral vs Steel, super effective vs Ghost... actually Ghost vs Ghost is super effective, vs Steel neutral. So Rage Fist hits neutrally? Ghost vs Steel = neutral, Ghost vs Ghost = super effective. Dual type: 1x * 2x = 2x? No, type effectiveness multiplies: Ghost vs Steel/Ghost = 0.5? Let me think. Ghost attacking Steel: 0.5x (Steel resists Ghost). Ghost attacking Ghost: 2x. Combined: 0.5 * 2 = 1x neutral. Drain Punch Fighting vs Steel/Ghost: Fighting vs Steel 2x, Fighting vs Ghost 0x (immune). So Drain Punch is 0x - immune! Gholdengo is immune to Fighting.
    
    So Annihilape's Drain Punch does nothing. Rage Fist is neutral. Gholdengo can stay in.
    
    Shadow Ball super effective, should chip Annihilape. At -4 SpA though. Let's estimate: 185 SpA at -4 = 185 * 0.33 = ~61 effective. Shadow Ball 80 BP * 1.5 STAB * 2 SE = 240. vs Annihilape SpD ~110. Damage maybe ~30-40%. Annihilape at 51%, might not KO.
    
    Alternatively Nasty Plot to reset. But Annihilape could keep bulking. Actually Gholdengo is immune to Drain Punch, so Annihilape only has Rage Fist (neutral) and Bulk Up. Gholdengo can Nasty Plot safely? But Annihilape could Rage Fist which grows stronger. 
    
    Best: Shadow Ball to chip. Or Nasty Plot to recover SpA. Since Annihilape can't hit Gholdengo hard (Drain Punch immune, Rage Fist neutral), Nasty Plot is safe and sets up. But Annihilape keeps bulking up too.
    
    Actually with -4 SpA, Shadow Ball is weak. Nasty Plot brings to -2. Hmm.
    
    I think Shadow Ball is fine to keep pressure. But Annihilape at 51% with +1 Def. Let me just go Shadow Ball for super effective damage.
    
    Actually, consider: Annihilape Rage Fist power increases each time it's hit. If we keep hitting it, Rage Fist gets stronger. But it's neutral.
    
    I'll go Shadow Ball.
  9. Turn 8
    Chimps at the Zoo used Taunt
    DeepSeek V4.1 Flash switched to Annihilape4,343 tok · 32.9 s · $0.0013

    Gholdengo is immune to Drain Punch and Bulk Up, so Annihilape's only threat is Rage Fist, which is now boosted by the two Shadow Balls it took and is super effective on Gholdengo's Ghost typing. At -4 SpA, Shadow Ball won't KO the 45% Annihilape, so staying in risks a KO. Switching to our own Annihilape absorbs the hit and threatens back.

    Reasoning trace (1,439 words)
    Gholdengo at -4 SpA. Shadow Ball is super effective on Annihilape. Annihilape at 45% HP with +1 Atk/+1 Def. Shadow Ball at -4 SpA might not KO. Let me think.
    
    Actually Gholdengo is immune to Drain Punch (Ghost immune to Fighting). Annihilape's Rage Fist is Ghost, hits Gholdengo normally. Rage Fist BP increases with hits taken.
    
    At -4 SpA, Shadow Ball damage is heavily reduced. But Annihilape is at 45%. Let me estimate: Shadow Ball 80 BP, super effective 2x, STAB 1.5x, -4 SpA means 0.33x multiplier. Base SpA 185 vs SpD ~110-156.
    
    Damage roughly: 80 * 2 (SE) * 1.5 (STAB) * 1.1 (wiseglasses) = 264 effective. With -4 SpA (0.33x) = 87. Against SpD ~130, HP 200... roughly 87/130 * 0.5 * 200 ≈ 67 damage. That's about 33% of Annihilape's HP. Not a KO.
    
    Hmm, but Annihilape's Rage Fist could be dangerous. Actually Gholdengo is immune to Drain Punch, so Annihilape's only damaging move that hits is Rage Fist. Rage Fist at +1 Atk.
    
    Actually, maybe switching to Annihilape (our own) is good? Our Annihilape is immune to Drain Punch too (Ghost) and resists Rage Fist? No, Ghost is weak to Ghost. Hmm.
    
    Actually our Annihilape is Fighting/Ghost. Rage Fist is Ghost - super effective against our Annihilape? No, Ghost vs Ghost is super effective. So bad.
    
    Let me reconsider. Gholdengo at -4 SpA. Nasty Plot would bring it to -2. Then next turn another Nasty Plot to 0. That's slow.
    
    Actually, maybe Recover to stay healthy while Annihilape can't hit us with Drain Punch. But Rage Fist hits.
    
    Hmm, what's the best play? Shadow Ball is super effective and Annihilape is at 45%. Even at -4, it might do ~30-35%. Two Shadow Balls could KO. But Annihilape's Rage Fist gets stronger each hit.
    
    Actually wait - Annihilape used Bulk Up, so it has +1 Def. That reduces Shadow Ball damage further.
    
    Let me think about switching. Glimmora at 17.5% is nearly dead. Our Annihilape is full HP.
    
    Actually, the key: Gholdengo is immune to Drain Punch. Annihilape's Rage Fist is its main threat. Rage Fist base 50, +50 per hit taken. Annihilape has taken hits: Shadow Ball turn 6, Shadow Ball turn 7, plus hazards. Actually Rage Fist counts hits taken by the user. Annihilape took 2 Shadow Balls. So Rage Fist is at 50+100=150 BP now. At +1 Atk that's dangerous.
    
    Hmm, so Rage Fist 150 BP Ghost vs Gholdengo. Gholdengo is Steel/Ghost, Ghost is neutral vs Steel? Ghost vs Steel is neutral (Steel resists... no). Actually Ghost vs Steel: Steel resists Ghost? No. Steel is weak to Fighting, Ground, Fire. Ghost is neutral against Steel. Ghost vs Ghost is super effective. So Gholdengo (Steel/Ghost) takes Ghost damage - Ghost vs Ghost is 2x, but Steel... Steel doesn't resist Ghost. So Ghost is 2x against Gholdengo? Wait, Gholdengo is Steel/Ghost. Ghost-type moves: vs Steel = 1x, vs Ghost = 2x. Combined = 2x. So Rage Fist is super effective on Gholdengo!
    
    Hmm wait, that's important. Rage Fist 150 BP at +1 Atk, super effective on Gholdengo. That could KO.
    
    Actually let me reconsider. Gholdengo HP 164, Def 115. Rage Fist 150 BP, +1 Atk (183*1.5=274), 2x SE. That's a lot. Could definitely KO.
    
    So we need to be careful. Options: Recover won't help if we get KO'd. Switch to Annihilape? Our Annihilape is Fighting/Ghost, Rage Fist 2x SE too. Bad.
    
    Switch to Glimmora? Glimmora is Rock/Poison, Ghost neutral. But Glimmora at 17.5% would die to anything.
    
    Hmm. Actually, can we KO Annihilape first? Shadow Ball at -4 SpA... probably not enough.
    
    Wait, let me reconsider the speed. Gholdengo 149 speed. Annihilape 99-156. If Annihilape is faster, it KOs us. If we're faster, we might KO it first.
    
    Actually, let me recompute Shadow Ball damage more carefully. Gholdengo SpA 185, -4 stages = 185 * 0.33 = 61 effective SpA. Hmm, that's really low.
    
    Shadow Ball: 80 BP * 1.5 STAB * 2 SE * 1.1 wiseglasses = 264. With SpA 61 vs SpD ~130: 264 * 61/130 = 124. Then * 0.5 (level factor) * ... hmm let me use standard formula.
    
    Damage = ((2*50/5 + 2) * BP * Atk/Def)/50 + 2, then * modifiers.
    = ((20+2) * 264 * 61/130)/50 + 2
    = (22 * 264 * 0.469)/50 + 2
    = (22 * 123.8)/50 + 2
    = 2724/50 + 2 = 54.5 + 2 = 56.5
    
    Then random 0.85-1.0. So ~48-57 damage. Annihilape HP ~200, at 45% = 90 HP. So Shadow Ball does ~50, not a KO. Two more turns needed.
    
    Hmm. So we can't KO. And Rage Fist might KO us.
    
    Actually wait, does Annihilape have Rage Fist at high BP? It's been hit twice by Shadow Ball. Rage Fist BP = 50 + 50*(times hit). If hit twice, 150 BP. But actually the counter caps at 350 (6 hits).
    
    Rage Fist 150 BP, +1 Atk, 2x SE on Gholdengo:
    Atk 183*1.5 = 274. Def 115.
    Damage = ((22) * 150 * 274/115)/50 + 2
    = (22 * 150 * 2.38)/50 + 2
    = (22 * 357)/50 + 2
    = 7854/50 + 2 = 157 + 2 = 159
    
    That's a KO on Gholdengo (164 HP). Even with 0.85 roll, 135. Hmm, borderline but likely KO.
    
    So we should switch or... Actually, can we do something? Nasty Plot doesn't help defensively. Recover heals 82, but if we take 159 we die.
    
    Hmm, but wait - does Annihilape actually have Rage Fist? Yes, revealed. And it's the only move that hits Gholdengo (Drain Punch immune, Bulk Up is status which Gholdengo is immune to via Good as Gold).
    
    So Annihilape will use Rage Fist. We need to survive or switch.
    
    Switch options: Glimmora (17.5%, would die), Annihilape (100%, but 2x weak to Rage Fist).
    
    Hmm, our Annihilape: Fighting/Ghost. Rage Fist Ghost 2x SE. HP 217, Def 102. Rage Fist 159 damage... 217 HP, so survives with ~58. Actually 159 vs 217 = survives. But then next turn?
    
    Actually wait, our Annihilape has Defiant. If Annihilape's stats get lowered... no.
    
    Hmm, actually switching to our Annihilape: it takes Rage Fist, survives, then can Drain Punch (immune? no, Annihilape is Ghost so Drain Punch immune too). Our Annihilape's Rage Fist would be super effective on their Annihilape (Ghost vs Ghost 2x).
    
    Hmm, this is getting complex. Let me think about what's optimal.
    
    Actually, maybe the best play is to switch to our Annihilape. It resists... no it's weak to Rage Fist. But it has high HP.
    
    Alternatively, stay in and Shadow Ball, hoping to outspeed and 2HKO? No, we can't 2HKO in one turn.
    
    Wait, actually let me reconsider. Maybe Annihilape's Rage Fist isn't that strong. Let me reconsider the hit counter. Rage Fist increases by 50 BP each time the user is hit. Annihilape was hit by Shadow Ball turn 6 and turn 7. That's 2 hits. So 150 BP. Plus Stealth Rock and Spikes don't count as hits.
    
    Hmm, but actually the counter might reset or... no.
    
    Actually, let me reconsider whether Gholdengo outspeeds. Gholdengo 149. Annihilape max 156. If Annihilape is max speed, it outspeeds. If not, Gholdengo outspeeds.
    
    Given Annihilape used Bulk Up, it might be a bulky set with less speed. But we can't be sure.
    
    Hmm. Let me think about the safest play. If we switch to our Annihilape, we take a Rage Fist (2x SE) but survive. Then we can threaten with our own moves.
    
    Actually, our Annihilape has Bulk Up, Rage Fist, Drain Punch, Taunt. Against their Annihilape: Drain Punch is immune (they're Ghost). Rage Fist is 2x SE on them. So we could Rage Fist them.
    
    But their Annihilape has +1 Def, and our Rage Fist BP depends on hits we've taken (0 hits = 50 BP). 50 BP Ghost 2x on their Annihilape with +1 Def... probably not a KO.
    
    Hmm. This is tricky. Let me think about what the "best" answer is.
    
    Actually, maybe the answer is simpler. Gholdengo is immune to Drain Punch and Bulk Up. The only threat is Rage Fist. If we can KO Annihilape before it KOs us...
    
    Actually, wait. Let me reconsider. Maybe I'm overestimating Rage Fist. Let me reconsider: is Rage Fist really 150 BP? The move description says "BP:50" in the revealed moves. That's the base. The actual BP depends on hits.
    
    Hmm, but the AI might not have taken that many hits... Actually it took 2 Shadow Balls. So 150.
    
    OK here's another thought: what if we use Recover? We heal to full (164). Then Rage Fist does ~159. We survive with 5 HP. Then next turn we Recover again... but we'd be at
  10. Turn 9
    Chimps at the Zoo used Taunt
    DeepSeek V4.1 Flash used Ragefist1,893 tok · 4.1 s · $0.0003

    Opposing Annihilape is Ghost-type, so my Drain Punch is immune and useless. Rage Fist is super effective and my best damage option; even at 50 BP it should threaten the 45% HP target, and I likely outspeed.

    Reasoning trace (88 words)
    Opposing Annihilape at 45% with +1 Atk/+1 Def. My Annihilape is faster likely (110 vs 99-156). Rage Fist is super effective on Ghost-type Annihilape. Drain Punch is immune (Ghost typing). Rage Fist is the play.
    
    Rage Fist BP 50 base, but +50 per hit taken. My Annihilape has taken hits? It came in turn 8, took Taunt only. So Rage Fist is 50 BP. Still super effective.
    
    Actually, opposing Annihilape is Ghost type, so Drain Punch (Fighting) is immune. Rage Fist is Ghost, super effective. Go Rage Fist.
  11. Turn 10
    Chimps at the Zoo used Bulkup
    DeepSeek V4.1 Flash used Ragefist1,787 tok · 1.9 s · $0.0002

    Opposing Annihilape is at only 14% HP and Rage Fist is super effective, so it should knock out even through its +1 Defense. Drain Punch does nothing to a Ghost-type, and switching wastes the chance to remove a boosted threat.

    Reasoning trace (31 words)
    Opposing Annihilape at 14% HP, +1 Atk/+1 Def. Rage Fist is super effective and should KO. Speed uncertain but Rage Fist likely KOs. Drain Punch is immune (Ghost). So Rage Fist.