Matches · 2026-10-11 · rules version c4

MiMo V2.6 Flash vs Chimps at the Zoo

Player 1
MiMo V2.6 Flash's team
autopilot 0%
Player 2 · winner
MiMo V2.6 Flash's team

Chimps at the Zoo won in 14 turns · 10 min wall clock · 45,184 tokens · $0.007

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

Decisions

  1. Team preview
    Chimps at the Zoo brought Kingambit,gholdengo,rotomwash
    MiMo V2.6 Flash brought Torkoal,venusaur,gholdengo2,199 tok · 8.7 s · $0.0002

    Mirror match with the same six Pokémon. Sun offense is the core: Torkoal leads to set Drought and fire a strong Eruption, Venusaur abuses Chlorophyll for speed and coverage, and Gholdengo rounds it out with reliable STAB and recovery to handle opposing Steel/Ghost types.

    Reasoning trace (73 words)
    At team preview, I need to choose 3 Pokémon. Classic sun team: Torkoal lead (drought + eruption), Venusaur (chlorophyll), Gholdengo as a versatile attacker. Alternatively Garchomp over Gholdengo.
    
    Let me think about matchup. Opponent has same6 Pokémon (mirror team!). So it's a mirror matchup. 
    
    Best bring: Torkoal lead to set sun + eruption, Venusaur to abuse chlorophyll, and Gholdengo for good coverage. Or Garchomp for focus sash.
    
    I'll go with Torkoal, Venusaur, Gholdengo.
    Chimps at the Zoo brought Volcarona,primarina,dragonite
  2. Turn 1
    Chimps at the Zoo switched to Rotom
    MiMo V2.6 Flash used Eruption1,702 tok · 19.3 s · $0.0003

    Kingambit is slower and Eruption at full HP in sun is super effective — likely a knockout before it can retaliate. Even if it has Sucker Punch, Torkoal's high Defense should let it survive one hit and fire back.

    Reasoning trace (118 words)
    Kingambit is Dark/Steel — Fire is 4x super effective? No, Fire is 2x on Steel, Dark takes neutral from Fire. So2x. Kingambit likely Sucker Punch (priority) — could hit Torkoal. Torkoal's Eruption at full HP in sun would do massive damage. Kingambit at ~180 HP, Fire 2x... Eruption 150 BP sun-boosted in sun (1.5x) = huge. Probably a KO.
    
    But Kingambit has Sucker Punch priority. Torkoal has 177 HP, Kingambit attack up to 205, Sucker Punch 70 BP STAB... Torkoal defense 176, high. Sucker Punch maybe 40-60%. Torkoal survives and Eruption KOs. Also could be Supreme Overlord etc.
    
    Risk: if Kingambit uses Kowtow Cleave or Iron Head... still Torkoal likely survives one hit and Eruption KO. Let's Eruption.
  3. Turn 2
    Chimps at the Zoo used Voltswitch
    MiMo V2.6 Flash switched to Venusaur7,641 tok · 76.6 s · $0.0015

    Rotom-Wash threatens Torkoal with Electric or Water moves, while Venusaur resists both and benefits from the sun with Chlorophyll speed and Solar Beam pressure. Switching out preserves Torkoal's Eruption power for later.

    Reasoning trace (223 words)
    Rotom-Wash at 52%, sunny day. Eruption not very effective on Rotom. Rotom likely has Hydro Pump or Scald (weakened by sun) but also Thunderbolt/Volt Switch which would hurt Torkoal. Venusaur in sun with chlorophyll... but no Mega? Venusaurite available but "Mega Evolution available: No" — that's for Torkoal. Venusaur can't be sent mid-turn as mega? Actually venusaurite is on venusaur, mega available presumably.
    
    Switching to Venusaur seems good: sunny day, solarbeam ready, and water moves are weakened. Rotom likely Volt Switch/Electric moves though — Venusaur resists electric? Grass/Poison resists electric (0.5x). Yes! Venusaur resists Water, Electric, Grass. Good switch.
    
    But Rotom could have Ice beam/Focus Blast... Still, Venusaur is a decent switch. Or Gholdengo, which resists electric? Steel resists electric, Ghost too — Gholdengo takes neutral? Electric vs Steel = 0.5, so resisted. Water vs Steel = 0.5. Gholdengo resists both too. But Rotom levitate... Gholdengo doesn't care.
    
    Torkoal could just Stealth Rock. But taking a hit risks eruption power loss. Actually sun-boosted Eruption on Rotom at 52%... resisted (Fire vs Water = 0.5, but sun boosts 1.5) — roughly neutral, maybe ~40-50% damage. Could KO? Rotom at 52%, hard to say.
    
    Switching Venusaur in sun (chlorophyll if no mega... chlorophyll only activates in sun regardless of mega). Actually ability is chlorophyll (revealed), so in sun Venusaur outspeeds. Good.
    
    I'll switch to Venusaur.
    Chimps at the Zoo switched to Kingambit
  4. Turn 3
    Chimps at the Zoo switched to Rotom
    MiMo V2.6 Flash used Sleeppowder2,444 tok · 34.8 s · $0.0004

    Kingambit is a bad matchup for Venusaur: Sludge Bomb is immune, Solar Beam is resisted, and it may carry Sucker Punch. I keep Chlorophyll by not Mega Evolving so Venusaur outspeeds, and Sleep Powder removes the threat if it lands.

    Reasoning trace (349 words)
    Kingambit is a bad matchup: Steel/Dark, Sucker Punch priority, Sludge Bomb immune, Solar Beam not very effective. Switch to Gholdengo? Gholdengo is Steel/Ghost — takes Dark moves super effectively... actually Kingambit's Dark moves hit Gholdengo super effectively (Steel/Ghost weak to Dark). Hmm.
    
    Torkoal: Fire, resists Steel, but Kingambit Sucker Punch does neutral... Dark vs Fire = neutral. Torkoal has low speed but high defense. Kingambit could K.O. Torkoal? Torkoal at 177 HP full. Kingambit at 100%.
    
    Options: Sleep Powder (75%) with speed uncertainty — Kingambit might be slower. If Venusaur Mega Evolves, speed stays 100 (mega Venusaur speed 100... actually base 80 = 100 at level 50 roughly). With sun, chlorophyll is lost after mega? Mega Venusaur ability = Thick Fat, loses chlorophyll. So no speed doubling after mega. Actually the stat display shows chlorophyll active now with SPE 100.
    
    Best: use Sleep Powder now (before mega, keeping chlorophyll speed doubling? Speed calc happens... Mega evolution changes stats; chlorophyll lost). Sleep Powder with current speed 100 doubled = 200 in sun. Wait, effect says chlorophyll active, so speed doubled already. Speed shows 100 but is that pre- or post-modifier? Listed SPE 100, plus chlorophyll doubles.
    
    If we mega evolve, we lose chlorophyll and speed drops effectively. So don't mega. Sleep Powder with speed advantage (chlorophyll) — we'd move first unless Kingambit has Sucker Punch (priority). If Kingambit uses Sucker Punch, it hits first, maybe not KO Venusaur at 153 HP.
    
    If we sleep Kingambit, we can set up Growth. Sleep Powder 75% accuracy. Alternative: switch to Torkoal? Torkoal is passive.
    
    Actually a Growth +2/+2 in sun would make Solar Beam nuke... but Kingambit threatens with Sucker Punch / Kowtow Cleave.
    
    Safest: sleeppowder. If it lands, Kingambit sleeps and we can Growth or Solar Beam. Sucker Punch fails if target uses status move... actually Sucker Punch fails if target isn't attacking. Growth + Sucker Punch: Growth is status, Sucker Punch fails! So Growth is safe-ish against Sucker Punch, but Kowtow Cleave would hit.
    
    I'll go sleeppowder without mega (keep chlorophyll for speed). Then next turn growth/solarbeam.
    
    Decision: sleeppowder (no mega).
  5. Turn 4
    Chimps at the Zoo used Voltswitch
    MiMo V2.6 Flash used Solarbeammega1,986 tok · 9.9 s · $0.0003

    Rotom-Wash is asleep at 52% HP, and Solar Beam fires instantly in sun with STAB and super effective damage—likely a knockout before it can wake up. Mega Evolving first boosts Venusaur's SpA and bulk, making this the safest kill attempt.

    Reasoning trace (108 words)
    Rotom-Wash is asleep. Solar beam in sun with no charge is a strong option. Rotom at 52%. Venusaur should Mega Evolve for better stats. Solar beam super effective.
    
    But if Rotom is asleep, it might wake this turn. Growth +2 SpA in sun then Solar Beam next turn could sweep. But Solar Beam alone might KO at 52%? Venusaur with167 SpA (mega ~179?), solar beam 120 BP super effective vs Rotom's SpD... likely a good chance to KO. Actually Solar Beam STAB 120 BP,2x effectiveness vs 52% HP — probably KO.
    
    Take solarbeam [MEGA]. If Rotom wakes and uses Hydro Pump... Venusaur should survive. Go for the KO.
    Chimps at the Zoo switched to Kingambit
  6. Turn 5
    Chimps at the Zoo used Kowtowcleave
    MiMo V2.6 Flash used Sleeppowder2,321 tok · 29.0 s · $0.0003

    Kingambit threatens Venusaur with priority Sucker Punch, but it's slow and Sleep Powder would remove it entirely if it lands. Sludgebomb is immune and Solar Beam resisted, so the 75%-accuracy sleep is the highest-upside play while Venusaur can likely survive one hit.

    Reasoning trace (319 words)
    Kingambit is Dark/Steel: immune to Poison (sludgebomb no effect), Solar Beam not very effective. Sleep Powder 75% accuracy — if it hits, Kingambit sleeps. Kingambit threatens Sucker Punch (Dark, super effective on Venusaur? Venusaur is Grass/Poison — Dark is neutral). Sucker Punch priority. Kowtow Cleave super effective on... Dark vs Grass/Poison — neutral. Actually Kingambit's moves: Sucker Punch (Dark, neutral), Kowtow Cleave (Dark, neutral), Iron Head (Steel, neutral), Night Slash, etc. Against Venusaur, Dark is neutral, Steel is neutral. So Venusaur takes decent damage but can survive likely.
    
    Sleep Powder is the best option — puts Kingambit to sleep, huge swing. But 75% accuracy and Kingambit might move first with Sucker Punch (priority). If Venusaur survives and sleep hits, great.
    
    Growth in sun gives +2 SpA... but sludgebomb immune, solarbeam resisted. Growth then... not great.
    
    Switching to Torkoal or Gholdengo: Gholdengo resists Dark? No — Ghost/Steel takes neutral from Dark (Ghost weak to Dark actually — Ghost is weak to Dark, Steel resists, so neutral). Gholdengo would take Kowtow Cleave neutrally, could survive. But Kingambit can also Sucker Punch... Ghost immune to Sucker Punch? No, Sucker Punch works on Ghosts? Sucker Punch requires target to be attacking; it does hit Ghosts. Actually Sucker Punch is Dark-type, Ghost weak to Dark — Gholdengo takes super effective? Ghost/Steel: Dark → Ghost weak (2x), Steel resists (0.5x) = neutral.
    
    Best: Sleep Powder. If it lands, Kingambit asleep lets Venusaur set up Growth or attack. 75% accuracy risk vs. neutral attacks. Alternatively switch Gholdengo to take hit and then threaten Make It Rain/Shadow Ball.
    
    I think Sleep Powder is standard play. Even if Venusaur takes a Sucker Punch, sleeping Kingambit (no longer a threat) is worth it. But if Sucker Punch KOs Venusaur... Venusaur at 81.8% (153/187). Kingambit Supreme Overlord with 1 fainted =10% boost. Sucker Punch 70 BP * STAB * boost... at high Atk could do ~50%. Probably survives.
    
    Take sleeppowder.
  7. Turn 6
    Chimps at the Zoo used Kowtowcleave
    MiMo V2.6 Flash used Growth1,881 tok · 22.0 s · $0.0001

    Kingambit is asleep, giving us a free turn to set up. Sludgebomb is immune (Steel), Solarbeam needs charging without sun, so Growth to boost Sp. Atk is the clear choice before attacking.

    Reasoning trace (69 words)
    Kingambit is asleep. Growth in no sun raises SpA by 1. Solarbeam charges without sun - it will charge this turn. Sludgebomb has no effect on Kingambit (Steel type immune to Poison). Sleep Powder redundant since already asleep.
    
    Best: growth to set up, then solarbeam. Kingambit asleep for at least 1-2 turns. Growth boosts SpA. Note solarbeam not very effective on Kingambit but sludgebomb immune. Growth is the play.
  8. Turn 7
    Chimps at the Zoo used Recover
    MiMo V2.6 Flash switched to Torkoal2,511 tok · 28.5 s · $0.0004

    Venusaur can't touch Gholdengo: Sludge Bomb is immune, Solar Beam would charge (no sun), and Sleep Powder fails due to Good as Gold. Switching to Torkoal sets Drought, resists Make It Rain, and threatens a sun-boosted Eruption next turn while preserving Venusaur's boosts.

    Reasoning trace (407 words)
    Sludgebomb has no effect on Gholdengo (Steel immune to Poison). Solar Beam is not very effective and needs charge without sun. Sleep Powder won't work (Good as Gold immune to status). Growth again... Venusaur at 74 HP, +1 already. Gholdengo likely kills Venusaur with Make It Rain/Shadow Ball.
    
    Best: switch to Torkoal? Torkoal has Drought - sets sun, enables Eruption. Gholdengo's Make It Rain is resisted by Fire? No, Steel move - Fire doesn't resist Steel... actually Fire resists Steel? Steel moves are resisted by Fire, Water, Electric... yes Fire resists Steel. Torkoal has good SpDef? No, 92 SpDef, 137 SpA. Hmm.
    
    Switching Venusaur out preserves it. Torkoal comes in, takes Make It Rain, resists it. Torkoal at 177 HP full. Then Eruption next turn with Drought.
    
    Alternatively switch Gholdengo (ours) in - Steel/Ghost resists Make It Rain and Shadow Ball... Shadow Ball is Ghost - Steel resists? No, Steel doesn't resist Ghost. Actually Steel doesn't resist Ghost. Our Gholdengo takes neutral Shadow Ball, resisted Make It Rain (Steel resisted by Steel). Good as Gold prevents status too. Hmm, but opponent Gholdengo might use Nasty Plot or Shadow Ball.
    
    Torkoal switch seems solid: sets sun, resists Make It Rain, and Eruption with sun is devastating. But Torkoal Eruption needs full HP. If it takes a hit, power drops.
    
    I'd say switch Torkoal. Or switch our Gholdengo to threaten with Shadow Ball (super effective vs Gholdengo? Ghost vs Steel/Ghost - Ghost hits Ghost super effective, Steel neutral → super effective overall). Our Gholdengo Shadow Ball would OHKO or heavily damage opponent Gholdengo.
    
    Speed: our Gholdengo 106 vs opponent 93-149. Speed tie uncertain. Opponent might outspeed and hit us with Shadow Ball.
    
    Venusaur can't do anything here - all attacks immune or resisted/charged. Best to switch. Switching to our Gholdengo gives offensive pressure but risk of being outsped and KO'd by Shadow Ball. Torkoal is safer with sun.
    
    Actually if opponent uses Nasty Plot, then their Gholdengo becomes +2 and threatens everything. Switching Torkoal in... Eruption in sun at full HP would demolish Gholdengo (150 BP STAB in sun with Drought). Opponent Gholdengo SpDef99-157, Torkoal SpA 137. Sun-boosted Eruption STAB... should do massive damage even at max SpDef.
    
    But Venusaur with +1 Solar Beam... needs charge. No good.
    
    I'll go switch torkoal - speed tie concerns and Venusaur can't touch Gholdengo. Actually wait - Venusaur's Solar Beam in sun is instant? Weather says "None". So it charges.
    
    Switch: torkoal.
  9. Turn 8
    Chimps at the Zoo used Shadowball
    MiMo V2.6 Flash used Eruption2,991 tok · 45.4 s · $0.0006

    Torkoal is at full HP, so Eruption at 150 BP in sun is super effective and will knock out Gholdengo even if it moves first and chips Torkoal — speed isn't a deciding issue since the damage survives the reduction. Kingambit is asleep behind it, so this is the cleanest path.

    Reasoning trace (600 words)
    Torkoal at full HP, Eruption 150 BP sun-boosted super effective vs Gholdengo. Gholdengo moves first though — it might use Shadow Ball which would damage Torkoal, weakening Eruption. But Eruption still likely KO even after some damage? Shadow Ball vs Torkoal: SpA ~170 vs SpD 92, 80 BP — could do around 50-60%. Eruption at ~45% HP would be ~67 BP sun boosted SE... Gholdengo SpD ~120ish. Might not KO.
    
    Alternatively switch to Gholdengo — but opponent's Gholdengo likely has Shadow Ball, hitting our Gholdengo. Still, switching preserves Torkoal for later Eruption.
    
    Best: switch to our Gholdengo? Or just eruption now while at full HP — opponent attacks first, reducing HP. If opponent uses Shadow Ball, it does maybe 60%, Eruption at 40% HP = 60 BP * 1.5 sun * 2 SE = ~180 effective... vs SpD 120: might do ~40-50%. Not KO.
    
    Hmm, but we don't know opponent's moves. Could go for eruption anyway as it's the strongest play; or switch Gholdengo to tank.
    
    Actually opponent's Gholdengo might set up Nasty Plot. Switching our Gholdengo in gives a mirror — we'd be at full HP, they might nasty plot. Then we'd need to handle it.
    
    The deciding factor: Gholdengo outspeeds Torkoal, so Eruption power likely reduced. But sun + SE still strong. I'll go with eruption since it does heavy damage regardless and Torkoal has full HP... Actually risky.
    
    Let me estimate: Torkoal HP 177, Shadow Ball 80 BP vs Def-focused Torkoal (SpD 92). Opponent SpA max203. 80 BP neutral: ~ (203*1.5*80/50/120... ) roughly 90-100 HP damage, ~55%. Eruption at 45% = 67 BP base, sun 1.5x, SE 2x = effective ~200. vs SpD min 99: damage = (2*50/50+2)*67*203/99... let me: modifier = 2*71/50+2 = 4.84? No, standard: ((2*50/50+2)*67*203/99)/50+2 ≈ (4*67*203/99)/50+2 ≈ (54422/99=549.7)/50+2 ≈ 13. Too high. Recalc: (2*level/5+2) = 22, *power=67 -> 1474, *Atk 203 / Def 99 = 3007, /50 = 60, +2 = 62. *STAB 1.5 = 93, *SE 2 = 186, *sun 1.5 = 279 → capped 75%? No wait, that exceeds. Hmm, min SpD 99 gives huge. Even mid SpD ~128: 62*1.5*2*1.5 = 279... that's cap75%? No — damage would be 279 but HP only ~175. So it KOs even at 45% HP? Wait,45% of 177 = 80 HP Eruption base... Eruption power = 150 * 80/177 ≈ 68. Recomputed above ~68 power. Damage ~279 at worst defense — overkill. At max SpD 157: 1474*68... let me redo with power 68: 22*68=1496, *203/157=1931, /50=38.6+2=40.6, *1.5 STAB=61, *2 SE=122, *1.5 sun=183 → over HP. Wait but level 50 formula: (2*L/5+2)*Power*A/D/50+2, L=50: 2*50/5+2=22. Yes. So even after Shadow Ball, Eruption KOs.
    
    But wait — Torkoal isn't STAB on... it is Fire STAB yes. So eruption KOs regardless. Opponent could Recover... but if it attacks first and takes ~183+, still dies. If it Recovers, we hit at full HP anyway. So eruption is the play.
    
    Actually could opponent OHKO Torkoal with Shadow Ball? Max damage: 22*80*203/92 = 3860/50=77+2=79, *1.5=119... no STAB? Gholdengo Shadow Ball STAB yes = 178, neutral. Torkoal 177 HP — possible KO at max rolls! Hmm. Range137-203 SpA. At 137: 22*80*137/92=2656/50=53+2=55*1.5 STAB=82.5, +SPD boost? no. So82-178. Sun doesn't affect Shadow Ball. Low roll lives at 177? 82-178 — likely KO from mid rolls.
    
    If Torkoal dies, we bring in Gholdengo and clean up. If Torkoal survives, Eruption KOs. Either way eruption is fine — the risk is opponent switches? Opponent only has sleeping Kingambit left. Kingambit SLP, would take huge damage.
    
    Alternatively, switch to Gholdengo to be safe — but then opponent's Gholdengo could NP and be threatening. Eruption seems best.
    
    Give eruption.
  10. Turn 9
    Chimps at the Zoo used Shadowball
    MiMo V2.6 Flash switched to Gholdengo1,832 tok · 30.6 s · $0.0002

    Torkoal at 35/177 HP means Eruption is nearly powerless, and the opposing Gholdengo outspeeds and will KO with Shadow Ball. Switching in my Gholdengo at full HP is the best play—it resists Shadow Ball (neutral Ghost damage) and threatens back with super effective Shadow Ball, giving me a favorable matchup against their weakened Gholdengo.

    Reasoning trace (81 words)
    Torkoal is at 35/177 HP. Eruption at this low HP will do minimal damage. Gholdengo is faster and will KO Torkoal with Shadow Ball. I should switch to Gholdengo to handle the opposing Gholdengo. Venusaur at 39.6% with sun active could also work but Gholdengo at full HP is safer. Gholdengo's Shadow Ball is super effective against opposing Gholdengo, and Gholdengo resists Steel moves too.
    
    Let me switch in Gholdengo to take the Shadow Ball and then pressure the opponent's Gholdengo.
    MiMo V2.6 Flash switched to Venusaur1,593 tok · 30.3 s · $0.0003

    Torkoal at 19.8% will faint to any attack, while Venusaur at ~40% takes neutral Shadow Ball and can threaten back or set up Growth, so it's the safer matchup.

    Reasoning trace (36 words)
    Torkoal at 19.8% dies to anything, venusaur at 39.6%... Venusaur mega has thick fat, resist? Shadow ball from Gholdengo super effective against... Venusaur is Grass/Poison, neutral to Ghost. Venusaur could survive. Torkoal would die. Switch venusaur.
  11. Turn 10
    Chimps at the Zoo switched to Kingambit
    MiMo V2.6 Flash used Growth3,066 tok · 81.8 s · $0.0007

    Sludge Bomb fails entirely on Gholdengo and Sleep Powder is blocked by Good as Gold, leaving only Growth and Solar Beam. Growth in sun doubles my Sp. Atk, which is needed to turn Solar Beam into a knockout at 57% HP, while raw Solar Beam is resisted and won't KO. Staying in is better than Torkoal, which dies to any attack.

    Reasoning trace (657 words)
    Gholdengo is immune to poison (Steel) — sludgebomb "no effect". Sleep Powder doesn't work due to Good as Gold. Solar Beam is not very effective but works in sun. Growth raises +2 SpA in sun but Gholdengo can kill us with Shadow Ball (we're at 74/187, ~40%).
    
    Shadow Ball vs Mega Venusaur: Gholdengo SpA 137-203 life orb... Venusaur SpD 142. At 74 HP, probably dies. But switching to Torkoal at 19.8% also dies to Shadow Ball likely.
    
    Actually, does Venusaur survive a Shadow Ball? Life orb 1.3x, base 80, SpA up to 203 vs SpD 142, def... Rough: 50/50 chance maybe. If we survive, Solar Beam KO? Gholdengo at 57%, Grass resisted (0.5x)... 120 BP * 2 sun... maybe.
    
    Better: Growth first? If faster, +2 SpA then Solar Beam. But if slower, we die.
    
    Likely the opponent's Gholdengo is offensive (life orb) and probably fast-ish. Speed range 93-149 vs our 100.
    
    Hmm. What's the best play? If we're faster: Growth (doubles SpA in sun) then Solar Beam next turn. But Gholdengo survives and hits Shadow Ball.
    
    If slower, we die before acting.
    
    Switching Torkoal in: Torkoal at 35/177, Shadow Ball likely OHKOs. But Drought keeps sun... doesn't help.
    
    Maybe sack Torkoal? Torkoal has eruption at low HP useless, willowisp could burn Gholdengo but Good as Gold blocks status? Good as Gold blocks status moves targeting it — yes, willowisp fails.
    
    Actually Good as Gold: "immunity to status moves" — yes willowisp fails.
    
    So options: Growth or Solar Beam on Venusaur. If we outspeed, Growth gives +2 Solar Beam. But Gholdengo likely KO us with Shadow Ball either way.
    
    Venusaur survives Shadow Ball? Calc: SpA 203 max, life orb, Shadow Ball 80 BP vs SpD 142, HP 74. Damage ≈ (2*50/50+2)*80*203/142/250... roughly (4)*80*1.43/250 ≈ 1.83 * level factor. Standard calc: at level 50, 203 SpA vs 142 SpD, 80 BP neutral: ~55-65% before life orb, ~72-84 with life orb. We have 39.6%. We die if opponent is max offensive. If less invested, maybe survive.
    
    Opponent speed also matters. If we're faster, Growth + Solar Beam would be nice if we survive the Shadow Ball.
    
    Growth is probably best: doubles SpA, then Solar Beam. But if we're slower we just wasted a turn and die anyway... same as Solar Beam failing to KO.
    
    Actually Solar Beam even at 120 BP in sun (1.5x weather boost? no, sun boosts... Solar Beam in gen 5+ doesn't get sun boost, just no charge) vs Steel resist 0.5x: 120*0.5 = 60 effective. At 57% HP, Gholdengo SpD up to 157, our SpA 191: damage maybe ~30-40%. Won't KO.
    
    Growth +2 doubles: Solar Beam would do ~60-80%, likely KO at 57%.
    
    So Growth first if we survive and outspeed... but the turn order matters. If opponent faster, Shadow Ball kills us regardless of our choice.
    
    Best: Growth. If faster, +2 and next turn KO with Solar Beam (if we survive Shadow Ball). If slower, we die either way — Growth vs Solar Beam same outcome.
    
    Hmm, but what if opponent switches to Kingambit (sleeping)? Growth +2 Solar Beam would be strong vs Kingambit (Dark/Steel, resists grass 0.5x... also). Actually Sludgebomb hits Kingambit super effective... wait Sludgebomb no effect on Gholdengo, but if opponent switches to Kingambit, Sludgebomb is 2x.
    
    Uncertain. Growth seems safest given Sun doubles.
    
    Actually consider: if opponent is faster and kills us, we're left with Torkoal at 35 HP vs Gholdengo 57% — loss. If we switch to Torkoal now, Torkoal dies to Shadow Ball too probably (35 HP, SpD 92, Gholdengo SpA up to 203, LO Shadow Ball would do ~70%+... Torkoal at 19.8% — definitely dies).
    
    So stay in with Venusaur. Growth vs Solar Beam: if we're slower, both lose. If faster, Growth gives KO next turn (assuming survive), Solar Beam doesn't KO. Growth.
    
    Wait — if faster and we Growth, opponent Shadow Balls, we survive at low HP, then Solar Beam KO next turn. Good. Growth it is.
  12. Turn 11
    Chimps at the Zoo used Suckerpunch
    MiMo V2.6 Flash used Solarbeam3,099 tok · 36.1 s · $0.0006

    Kingambit is asleep, giving a free turn; Sludge Bomb is immune (Steel) and switching Torkoal at 19.8% just loses it. Solarbeam fires immediately in the sun and racks up big super-resistant damage toward a KO before it can wake and hit Kowtow Cleave.

    Reasoning trace (496 words)
    Kingambit is asleep. Sludgebomb has no effect on Kingambit (Steel type immune to Poison). Solarbeam in sun fires immediately but not very effective (Steel resists Grass). Growth again gives +2 more (4 total in sun... actually growth in sun gives +2 each). But Kingambit asleep—wake up chance. Kingambit could wake up and KO Venusaur with Kowtow Cleave.
    
    Best: Solarbeam for damage despite resistance? At +2 SpA with STAB120 BP... Kingambit SpD 94-150. Damage: 191*2=382 SpA, STAB 1.5 = 573. Solarbeam 120 BP. Even resisted0.5: substantial. Could it KO at 100% HP? Kingambit HP up to 207. Rough estimate: 573 * 120/50 * ... damage≈ 0.5*120/50 *1.5*0.5* (382/(def-ish...)). Special def150: 382/150*1.5*120/50*0.5(resist)*0.5? Wait formula: (2*level/5+2)*BP*Atk/Def/50+2 * modifiers. At level 50: (2*50/5+2)=22 * 120 = 2640 * 382/(150*2? no, def stat) — SpD 150: 2640*382/150 = 6746 /50+2 = 137 * modifiers: STAB 1.5=205, resist 0.5=103. Sun doesn't affect Solarbeam. So ~100 damage, not a KO from 207. Hmm at min SpD 94: 2640*382/94=10776/50+2=217 *1.5=326 *0.5=163. Could KO if low HP Kingambit.
    
    Also Light Screen? Unknown. Kingambit might carry Sucker Punch but not revealed; only Kowtow Cleave revealed. It's asleep; wake chance each turn (33% after first turn? sleep mechanics gen9: can't wake turn it was... it was slept turn 9? Actually Venusaur used Growth turn 10 and slept Kingambit earlier? Turn 9 Venusaur came in, turn 10 Growth and Kingambit... wait recent turns: Turn 10 Kingambit came in, Venusaur used Growth. Kingambit shows SLP now — hmm, maybe slept turn 10 somehow? Log doesn't show sleep powder. Whatever — it's asleep now.
    
    Options: Growth again for more damage (would be +4 total, in sun +2). Then Solarbeam next turn would KO. But risk of waking and Kowtow Cleave KOing Venusaur (74 HP). Kowtow at +0 with Supreme Overlord 1 fallen: 85 BP *1.1 = 93.5. Venusaur Def 143, HP 74/187. Atk 139-205.22*93=2056*205/143=2943/50=59+2=61 *1.5 STAB = 91 *1.1 SO = 100. Min atk: 2056*139/143=1999/50=40+2=42*1.5=63*1.1=69. So Venusaur at 74 HP likely survives min hit, dies to max. Uncertain.
    
    Safer: Solarbeam now for chip damage. If it doesn't KO, Venusaur survives maybe and can Solarbeam again.
    
    Actually sleep counter: Kingambit just fell asleep (turn before?). If it can't wake this turn, Solarbeam is free damage. The status shows SLP without counter. Hard to know.
    
    Sludgebomb immune — exclude. Switch Torkoal at 19.8% dies to anything.
    
    Between Growth and Solarbeam: Solarbeam deals damage while asleep-certain KO potential; Growth risks sleeping turn wasted if wakes. If Kingambit wakes, Kowtow might KO Venusaur either way. Solarbeam does damage now; if survives hit, next turn same. Growth only helps if we survive.
    
    Actually with +2 already, Solarbeam at ~100-163 damage. If Kingambit is at 100% 175-207, likely not KO. Then Kingambit wakes, hits Venusaur, Venusaur maybe survives, Solarbeams again for KO. Same as Growth? Growth: +4, Solarbeam next turn: roughly double → definitely KO. But if we can KO over two turns anyway, Growth only if we survive.
    
    Solarbeam first ensures progress. I'll go Solarbeam.
  13. Turn 12
    Chimps at the Zoo used Kowtowcleave
    MiMo V2.6 Flash used Solarbeam2,235 tok · 28.0 s · $0.0003

    Kingambit is asleep but could wake this turn; Sludge Bomb is immune (Steel) and Solar Beam is only resisted but still our best neutral damage at +2. Torkoal is too low HP to safely switch in, so firing Solar Beam now to chip before it wakes is the safest play.

    Reasoning trace (214 words)
    Kingambit is asleep, likely will stay asleep or wake. Venusaur at +2 SpA with Sludgebomb... but Sludge Bomb has no effect on Kingambit (Steel type immune to Poison). Solar Beam is not very effective (Steel resists Grass). So best neutral damage is... Solar Beam at 120 BP * 0.5 = 60 effective, Sludge Bomb immune. Growth +2 then hit next turn?
    
    Kingambit is asleep, could wake this turn. If it wakes, Kowtow Cleave would hurt but Venusaur has +2... Kingambit at 39%, Venusaur at 40%.
    
    Options: Solar Beam (weak, 60 eff BP vs +2 boost = 120 eff), or Sludge Bomb immune. Growth to boost more then hit later? Risky if it wakes.
    
    Sleep counter: it was asleep turn 11 (couldn't move), so it's been asleep at least 1 turn. Could wake this turn.
    
    Best play: Solar Beam to chip damage, or Growth? With +2 already, Solar Beam does decent neutral damage. Kingambit at 39% - solar beam at +2 SpA with 191 spa... vs possible SpD 94-150. Could potentially KO even resisted.
    
    Actually let's just fire Solar Beam for damage - it's a safe roll, or Growth if we want more. Given Kingambit might wake and hit us, doing damage now is better. But we have Torkoal with Willowisp...
    
    I'll go Solar Beam.
    MiMo V2.6 Flash switched to Torkoal3,612 tok · 69.5 s · $0.0003

    Venusaur just fainted, so my only legal action is to send in Torkoal. Fire moves are super effective against Kingambit, but I have no choice here.

    Reasoning trace (36 words)
    The only legal action is SWITCH: torkoal. Even though Torkoal is already on the field conceptually... wait, no - Venusaur just fainted, so I need to switch in Torkoal. The only legal action is "SWITCH: torkoal".
  14. Turn 13
    Chimps at the Zoo switched to Gholdengo
    MiMo V2.6 Flash used Eruption2,194 tok · 13.7 s · $0.0004

    Torkoal is slow and Kingambit will move first, but Torkoal has very high Defense (176) and Kingambit's Kowtow Cleave isn't super effective against pure Fire. If Torkoal survives, Eruption in sun (STAB, super effective, sun-boosted) should knock out Kingambit at 39%. Eruption is the only play that can win this turn.

    Reasoning trace (277 words)
    Torkoal at 19.8% HP, Eruption still has some power. Kingambit at 39%, super effective fire move in sun. But Kingambit moves first and likely kills Torkoal with Kowtow Cleave.
    
    Best bet: Eruption - it's our only real damage option. Torkoal will probably faint anyway. Willowisp could burn but 85% accuracy and Torkoal likely dies first. Stealth rock is setup but Torkoal faints.
    
    Actually, Kingambit moves first (63-112 speed vs 40). So Torkoal will faint to Kowtow Cleave before moving. Unless... no priority moves here.
    
    Hmm, if Torkoal is going to faint anyway, what's the best use? Willowisp would burn Kingambit if we somehow survive, but we won't. Stealth rock sets up hazards for when something comes in - but Torkoal faints first anyway.
    
    Wait - if Torkoal faints regardless, we should pick whatever helps most after. But none of these matter if Torkoal moves second. Unless Kingambit doesn't kill Torkoal.
    
    Kowtow Cleave at 39% Kingambit with Supreme Overlord (1 fainted ally = 10% boost)... Torkoal has 176 Defense, 19.8% HP. Kingambit base Atk 135... At 39% HP it's not a big threat but Kowtow Cleave is STAB Dark, 85 BP, super effective? No, Torkoal is pure Fire. Not super effective. 
    
    Torkoal at 176 Def is bulky. Kingambit's Kowtow Cleave might not OHKO from 19.8%. If Torkoal survives, Eruption in sun with 150 BP STAB would do massive damage.
    
    Actually the deciding factor is whether Torkoal survives. It's at 19.8% with high defense. Kingambit's attack is 139-205. Kowtow Cleave 85 BP STAB... might or might not kill.
    
    If Torkoal survives, Eruption kills Kingambit in sun (super effective, STAB, sun boost). That's the play.
    
    Let me go with eruption.
  15. Turn 14
    Chimps at the Zoo used Shadowball
    MiMo V2.6 Flash used Eruption1,877 tok · 28.9 s · $0.0001

    Gholdengo is faster and will likely KO Torkoal with Shadow Ball before it moves, but Torkoal is my last Pokémon with nothing to gain from status or hazards. Eruption is super effective and my only path if Shadow Ball fails to knock me out.

    Reasoning trace (142 words)
    Gholdengo at 20% HP will move first and likely knock out Torkoal with Shadow Ball. But Eruption at 26% HP has reduced power. Actually, Gholdengo will KO Torkoal first since it's faster. So should we... our only remaining pokemon is Torkoal (Gholdengo fainted). Wait, our bench only shows gholdengo fainted — so Torkoal is our last? Actually team preview said bring 3. Venusaur fainted, Gholdengo fainted, Torkoal active. So Torkoal is last.
    
    Gholdengo at 20% will Shadow Ball and KO Torkoal probably. If we attack, we lose. Nothing we can do. Eruption is best chance if somehow Gholdengo doesn't KO.
    
    Torkoal SpD 92, Gholdengo SpA up to 203. Shadow Ball 80 BP * 1.3 lifeorb, STAB... likely KO at 46 HP. But Torkoal has sun? Shadow Ball not affected.
    
    We have no better option. Eruption does super effective damage. Just pick eruption.