Matches · 2026-10-11 · rules version c4

GPT-6 Luna vs MiMo V2.6 Flash

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

GPT-6 Luna won in 6 turns · 4 min wall clock · 31,320 tokens · $0.005

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Decisions

  1. Team preview
    MiMo V2.6 Flash brought Torkoal,venusaur,gholdengo2,140 tok · 3.3 s · $0.0003

    Sun offense needs Torkoal's Drought to lead so Venusaur-Mega can abuse Chlorophyll and Solar Beam. Gholdengo rounds out the trio as a special wallbreaker that handles opposing Dragonite, Primarina, and Kingambit better than the physical Garchomp would.

    Reasoning trace (38 words)
    Sun team: Torkoal leads for Drought, Venusaur Mega with Chlorophyll, Gholdengo as special attacker. Good core.
    
    Gholdengo over Garchomp? Garchomp has focus sash and rough skin, also good. But Gholdengo resists many things. I'll go Torkoal, Venusaur, Gholdengo.
    GPT-6 Luna brought Garchomp,dragonite,gholdengo2,393 tok · 10.4 s · $0.0004

    Garchomp is the strongest lead into Torkoal and threatens opposing Gholdengo and Kingambit with Earthquake. Dragonite gives emergency priority and a strong answer to opposing Garchomp, while Gholdengo resists Venusaur’s STAB attacks and adds special pressure.

    Reasoning trace (172 words)
    **Choosing the team for the match**
    
    I need to choose a team against the opponent's Torkoal and Venusaur. Options like Garchomp and Dragonite seem strong, especially since Garchomp can handle Torkoal well. I wonder if I should include Gholdengo and Rotom-W. Garchomp has Fire immunity, which is handy. Dragonite offers priority moves; it could set up nicely against Venusaur. Primarina looks great for countering dragons and holds a good matchup against Garchomp. I think overall, I might lean towards Garchomp, Dragonite, and Gholdengo as my main picks.**Structuring the team composition**
    
    I’m considering my options against the opponent's team. Primarina handles Rotom fairly well, although it lacks electric resistance. I think a solid core would be Garchomp, Primarina, and Dragonite. Garchomp's Earthquake is great against Gholdengo and Kingambit, but their Rotom has Levitate. Primarina can counter opposing Garchomp and hit Rotom neutrally. I'm leaning towards using Gholdengo instead of Primarina, since it can deal with Venusaur better and resist Kingambit’s fairy attacks. Garchomp as a lead seems to make the most sense here.
  2. Turn 1
    GPT-6 Luna used Earthquake1,547 tok · 5.4 s · $0.0002

    Garchomp outspeeds Torkoal, and Earthquake is super effective with Life Orb; it’s the strongest immediate pressure even if Torkoal’s bulk may let it survive.

    Reasoning trace (81 words)
    **Analyzing earthquake strategy**
    
    I need to assess if Earthquake will likely knock out Torkoal. It's bulky with decent defense, and if I use Life Orb Garchomp, I might be able to survive. Garchomp has an attack of 182, and when applying modifiers, I estimate damage could range between 120-142, which may not be enough for a KO. Still, Earthquake does high damage. The opponent might predict a switch and use Rotom-Wash, making Dragon Claw a safer choice. Speed is crucial here!
    MiMo V2.6 Flash switched to Venusaur1,871 tok · 11.3 s · $0.0001

    Garchomp outspeeds Torkoal and will likely fire off an Earthquake, which would both hurt Torkoal badly and ruin Eruption's power. Venusaur resists Ground and will outspeed Garchomp thanks to Chlorophyll in the sun, making it the safe switch into this bad matchup.

    Reasoning trace (241 words)
    Garchomp likely Earthquake, which would KO Torkoal or heavily damage. Torkoal is slow. Eruption is not very effective vs Garchomp... Actually Fire vs Dragon/Ground: Ground doesn't resist fire; Dragon resists fire → 0.5x. But sun boost. Still, Garchomp moves first and likely Earthquakes Torkoal, dropping HP, weakening eruption.
    
    Best: switch Venusaur in? Venusaur with chlorophyll... but wait Venusaur has chlorophyll ability, sun → speed doubles, outspeeds Garchomp. But sun is up. Venusaur mega available? Venusaurite item but mega evolution available: No for this battle? It says Mega Evolution available: No for Torkoal. Venusaur could take earthquake? Venusaur resists... Ground vs Grass/Poison: Grass resists Ground → 0.5x. So Venusaur takes it well. But maybe switch to Venusaur and set up.
    
    Alternatively Torkoal could just stealth rock or eruption. Given Garchomp outspeeds and hits hard, Torkoal probably takes an Earthquake. Eruption at full HP in sun still does decent damage even at 0.5x? Sun-boosted 150 BP... against200 SpDef maybe 30-40%. Not a knockout.
    
    Switching Venusaur seems good: resist incoming EQ, then outspeed in sun with sleep powder/solarbeam.
    
    Gholdengo is immune to... Ground? No, Steel/Ghost — not immune to Ground (wait, Steel is not immune to Ground; only levitate/electric/air balloon). Garchomp EQ would hit Gholdengo super effectively? Ground vs Steel = 2x? Actually Steel resists... Ground hits Steel super effectively? Ground is SE vs Fire, Electric, Rock, Poison, Steel. Yes, Ground SE vs Steel. Gholdengo would take big damage.
    
    So Venusaur switch is best.
  3. Turn 2
    GPT-6 Luna used Earthquake1,578 tok · 4.0 s · $0.0003

    Garchomp is faster than Venusaur, and Earthquake already dealt enough damage to leave it at 20% HP. Use the guaranteed-accuracy move to finish it before it can act.

    MiMo V2.6 Flash used Solarbeammega2,117 tok · 23.9 s · $0.0003

    Venusaur Mega outspeeds Garchomp thanks to Chlorophyll in the sun, so it moves first. Sludgebomb is resisted and won't KO, while Solar Beam fires at full power in sunlight and is Venusaur's best shot at knocking out Garchomp before it can Earthquake.

    Reasoning trace (213 words)
    Venusaur at 39/187, Garchomp at 90%. Venusaur Mega outspeeds Garchomp in sun (Chlorophyll). Sludgebomb won't KO (not very effective). Solarbeam in sun would be very effective (2x) from Mega Venusaur - should KO Garchomp at 90%? Mega Venusaur SpA ~167 (already listed, mega boosts stats). Solarbeam 120 BP, STAB 1.5, sun... no, sun boosts Solarbeam? Actually Solar Beam is weakened in non-sun; in sun it's full power 120. It's not boosted by sun, just doesn't charge. STAB 1.5x. Garchomp90% HP. Life orb Venusaur-less... Mega Venusaur has Thick Fat ability, not relevant.
    
    Damage: 120 BP * 1.5 STAB = 180 effective. Garchomp SpDef ~94-150. At level 50, Mega Venusaur SpA 167. Rough calc: (167*2/50+2)*180*... likely does ~70-100%. Might not KO at high SpDef. But solarbeam is best option; sludgebomb weaker and resisted. Could also switch to Torkoal to sack? Torkoal is100%, would take EQ well (def 176), then Eruption. But Venusaur Mega outspeeds in sun, and solarbeam is likely a KO or close. Even if not KO, Venusaur is dead anyway at 39 HP to EQ if it doesn't KO.
    
    Sleeppowder 75% accuracy - risky. Solarbeam [MEGA] is the play - outspeeds due to Chlorophyll in sun and likely KO.
    
    Wait, do we know sun persists? Weather: SunnyDay listed. Yes.
    
    Solarbeam [MEGA] it is.
    MiMo V2.6 Flash switched to Torkoal1,479 tok · 13.1 s · $0.0002

    Garchomp only revealed Earthquake, which my Gholdengo is weak to. Torkoal has huge physical Defense (176) and resists nothing but tanks EQ comfortably at full HP, and the sun lets it threaten back with Eruption afterward.

    Reasoning trace (42 words)
    Garchomp at 80% with Life Orb. Torkoal takes EQ well (177 HP, 176 Def). Sun is up so Torkoal can Eruption. Torkoal is tanky physically. Switch in Torkoal, then Eruption next turn. Gholdengo is weak to Earthquake.
    
    Torkoal is the safe switch.
  4. Turn 3
    GPT-6 Luna used Earthquake1,720 tok · 4.9 s · $0.0003

    Garchomp moves first, and Life Orb Earthquake is super effective with enough power to likely knock out Torkoal. Its Fire typing makes the matchup favorable.

    Reasoning trace (72 words)
    **Evaluating Torkoal vs. Garchomp**
    
    I need to determine if Torkoal is sturdy enough to handle Garchomp's attack. Garchomp using Life Orb's Earthquake makes it really powerful, potentially hitting hard due to Torkoal's high defense. With Garchomp at 182 attack and Torkoal’s defense being 211, I’m calculating if it can survive the hit. The damage seems to suggest a possible OHKO, though Torkoal is pretty defensive but I’m weighing that against Garchomp's strength!
    MiMo V2.6 Flash used Willowisp2,960 tok · 101.5 s · $0.0008

    Garchomp outspeeds Torkoal and will Earthquake, but Torkoal's massive physical bulk means it easily survives that hit, giving me a free turn to act. Burning Garchomp halves its Attack and cripples it for the rest of the game, and even if the opponent switches, a burn on Dragonite or Kingambit is excellent value.

    Reasoning trace (728 words)
    Garchomp will likely OHKO Torkoal with Earthquake. But Torkoal is at full HP with Eruption. Garchomp moves first though. Earthquake from Life Orb Garchomp vs Torkoal: Torkoal has 176 Def, 177 HP. Earthquake BP 100, Life Orb 1.3x. Likely does significant damage but Torkoal is bulky physically... Atk 135-200. Damage estimate: 200 Atk * 100 BP * 1.3 / (176*2/5+...) roughly. Physical: base damage = (2*50/50+2)*100*Atk/Def/50+2 = 4*100*Atk/Def/50+2. With Atk 170, Def 176: 4*100*170/176 = 386... /50 = 7.7 +2 = ~9.7, *1.3 STAB? Ground is not STAB for... wait Garchomp is Ground type, so STAB 1.5x: ~14.6, *1.3 Life Orb = ~19, * random = ~17-21%... hmm that seems low. Wait I messed up. Base power 100, not accounting STAB correctly.
    
    Damage = ((2*50/50+2)*100*Atk/Def)/50+2. = (4*100*Atk/Def)/50+2. Atk=170, Def=176: 400*0.966=386.4/50=7.7+2=9.7. STAB 1.5 = 14.6. Life orb 1.3 = 19. Random 0.85-1.0 = 16-19%. That's low but Torkoal is super physically bulky.
    
    Actually sun doesn't affect Earthquake. So Garchomp does ~16-19%. Torkoal survives easily and Eruption at full HP... but Garchomp only takes 80% of... Eruption is not very effective on Garchomp (Fire vs Dragon/Ground = 0.5x? Fire is not very effective vs Dragon, Ground neutral... actually Fire vs Dragon is 0.5x, vs Ground 1x, so 0.5x). Still at 150 BP in sun with 137 SpA... Torkoal's SpA is 137, sun boosted 1.5x. 
    
    Damage: (4*150*137/110ish)/50+2 ≈ 400*1.245/50... wait same formula: 4*150*137/110 = 747, /50 = 15+2=17, *1.5 sun = 25.5, *0.5 eff = 12.75, *0.85-1.0 = ~11-13%. Not enough.
    
    Hmm, so Eruption won't KO. Garchomp at 80% HP. But Garchomp may switch out. Torkoal slow, moves second.
    
    Actually if Garchomp stays, it takes life orb damage already at 80% (160 HP of ~183-215). Eruption ~13% would put it at ~67%.
    
    Willowisp could burn Garchomp, halving attack. But 85% accuracy and Garchomp might have Rough Skin... doesn't matter for willowisp (status, no contact).
    
    If Garchomp uses Earthquake, Torkoal takes ~16-19%, well within survivable. Burn would make subsequent Earthquakes ~8-10%.
    
    Best play: Willowisp to cripple Garchomp, or Stealth Rock for future. But if Garchomp switches out to a Ground-immune... willowisp would hit the switch-in.
    
    Actually consider: Garchomp likely has Rough Skin (common) and Life Orb. Burn halves attack, reduces Garchomp's threat significantly against our team. But if Garchomp switches to Dragonite or something, burn on Dragonite is bad too... burn on anything is good.
    
    But the risk: Garchomp might just KO with a super effective move? Only Earthquake revealed. What about Dragon Claw/Outrage? Not revealed.
    
    Hmm, Torkoal's role: set Stealth Rock, burn, then Eruption weakens as it takes hits.
    
    I think Willowisp is strong: burn Garchomp to cripple it, Torkoal survives the turn. Alternatively, Stealth Rock guarantees chip.
    
    Garchomp at 80% with Life Orb - it'll keep taking 10% per attack. If I burn it, its attacks do ~half. Torkoal will take maybe 2 hits before fainting, letting me set rocks next turn anyway.
    
    Actually wait — if Garchomp has Rough Skin and I use Rapid Spin, contact. Not relevant.
    
    Let me think about opponent switching. If opponent switches to something that resists fire (rotom-wash? Primarina?), Eruption is less useful. Willowisp on a switch-in like Dragonite/Kingambit is amazing.
    
    Decision: Willowisp seems best — burn cripples Garchomp heavily, and even on a switch it's great. But 85% accuracy risk...
    
    Alternative: Stealth Rock. Against a team with Dragonite (4x rock weak), rocks are valuable. Garchomp will attack Torkoal anyway; I can set rocks turn 1 and burn/erupt later.
    
    Actually, if I burn Garchomp first, I take less damage over the game. If I set rocks first, switch-ins get chipped.
    
    Torkoal will faint eventually to repeated Earthquakes (16-19% each means ~5-6 hits, plenty of time). So I have time.
    
    Priority: Burn the Garchomp to stop it from wrecking my team (esp. Gholdengo which Earthquake is neutral vs... Gholdengo is Steel/Ghost, Ground neutral? Steel resists? Ground hits Steel 1x? Actually Ground vs Steel is 1x... wait Ground is not very effective vs Steel? No — Ground is not very effective against... Flying, Bug, Grass; immune Poison, Electric. Ground vs Steel is 1x. Hmm, actually I recall Ground is not very effective vs Steel? No, that's wrong. Let me check: type chart — Ground is not very effective vs: Flying, Bug, Grass. So Ground vs Steel/Ghost: 1x for both? Ghost doesn't resist Ground. So neutral.
    
    Gholdengo takes ~neutral Earthquake, likely survives one.
    
    I'll go with willowisp.
  5. Turn 4
    GPT-6 Luna used Earthquake1,775 tok · 4.4 s · $0.0003

    Garchomp is faster and Earthquake is super effective; even with burn reducing its damage, Torkoal is low enough to likely be knocked out before it can act.

    Reasoning trace (80 words)
    **Choosing an attack strategy**
    
    I need to decide on using Earthquake (EQ). Torkoal at 9% health should be knocked out faster. The burn halves its attack, but the previous EQ left it at 2%, making it around 9%. EQ should finish the job despite the burn, right? The last EQ was super effective and dealt around 156 damage, reduced due to the burn. With Torkoal now at 9% health, it looks like a KO is likely. So, I'll choose EQ.
    MiMo V2.6 Flash used Eruption1,926 tok · 30.5 s · $0.0003

    Torkoal at 16 HP will faint to Garchomp's Earthquake before it can move, since Garchomp is faster. Letting Torkoal go down gives Gholdengo a free switch-in without taking damage, which is better than switching now and letting Gholdengo eat the Earthquake.

    Reasoning trace (264 words)
    Torkoal at 16 HP will faint to EQ. Garchomp burned, so switch to Gholdengo which is immune to EQ? Gholdengo is Steel/Ghost — Ground hits Steel super effectively, but Ghost... Ground is neutral on Ghost, super effective on Steel → 2x. So Gholdengo takes EQ.
    
    Torkoal will faint regardless (16 HP, EQ kills). Best to set up Stealth Rock before fainting? Torkoal moves last, so it faints before acting. So switching is better — but then we lose nothing? If we switch, Gholdengo comes in on EQ taking damage. If Torkoal stays, it faints and Gholdengo comes in free (free switch, no damage).
    
    Actually staying in lets Torkoal faint for free switch. Torkoal can't do anything before dying (slower). So best: set Stealth Rock? No, it won't move. So best is... actually staying in and fainting gives free switch-in. So we should just pick something — but any move fails since Torkoal dies first.
    
    Wait, will Torkoal die? 16 HP, burned Garchomp with Life Orb EQ. Yes, definitely.
    
    So optimal: let Torkoal faint = free switch. Legal actions include moves, but any move does nothing. However, if we switch to Gholdengo now, Gholdengo takes an EQ it could otherwise avoid by coming in after Torkoal faints. So staying in is better.
    
    But we must choose an action. Moves all fail but that's fine — staying in is best. Actually choosing eruption does nothing but ensures we stay in. So choose eruption (or any move).
    
    Hmm, but is there a chance Torkoal survives? 16 HP vs burned EQ — no.
    
    Decision: stay in, pick eruption.
    MiMo V2.6 Flash switched to Gholdengo1,416 tok · 6.5 s · $0.0002

    Torkoal fainted and my only remaining option is to bring in Gholdengo. The burned, Life-Orb-weakened Garchomp poses limited threat to Gholdengo's excellent defensive stats.

    Reasoning trace (14 words)
    Only action is switch Gholdengo. Garchomp is burned and weakened; Gholdengo can take hits.
  6. Turn 5
    GPT-6 Luna used Earthquake1,942 tok · 4.3 s · $0.0004

    Garchomp is faster and Earthquake is its strongest super-effective attack, giving the best chance to pressure Gholdengo before it retaliates. Burn weakens the hit, but switching would give up that speed advantage.

    MiMo V2.6 Flash used Nastyplot2,413 tok · 19.6 s · $0.0005

    Garchomp is burned and likely outspeeds, but its Life Orb'd Earthquake halved by burn shouldn't KO Gholdengo from full. Nasty Plot guarantees a knockout on the following turn even if Shadow Ball alone wouldn't, and it also punishes a switch-in from the opponent's remaining five.

    Reasoning trace (513 words)
    Garchomp at 48% HP, burned, life orb. It moves first likely (speed 109-169 vs 106). Shadow Ball at 80 BP with life orb 1.3x — should knock out Garchomp from 48%? Garchomp SpDef unboosted, Shadow Ball from Gholdengo SpA 203 with life orb. Probably ~50-60% damage. Yes, should KO.
    
    But Garchomp might outspeed and use Earthquake — Gholdengo has 194 HP, Earthquake from burned life orb Garchomp... burn halves attack, so it should be survivable? Burn halves physical attack; Garchomp Atk 135-200, halved ~67-100, with Life Orb 1.3x. Earthquake BP 100 vs Gholdengo Def 115. Could do maybe 40-55%. Survivable. Then Shadow Ball KO.
    
    Nasty Plot risks being KO'd? Gholdengo survives likely. But safest is Shadow Ball to secure the KO — Garchomp might switch though. It's at 48% and burned; opponent may switch to a resist (Rotom Wash or Primarina). Shadow Ball vs switch still does decent damage. Nasty Plot if they switch gives +2 but Garchomp would come back.
    
    Actually if opponent switches, Nasty Plot is better value. But if Garchomp stays and I get KO'd... I won't get KO'd. Hmm. Consider: Garchomp at 48% burned will likely be sacrificed or switched. Shadow Ball is a safe KO if stays, decent chip if switches. Nasty Plot fails if they stay and I take a hit for free — but I survive and then Shadow Ball +2 KO's.
    
    Nasty Plot seems risky-free since I survive EQ. But if they have another move like... EQ is the revealed move. Burn halves it. Let's Shadow Ball — speed tie uncertainty: if Garchomp outspeeds, I take EQ, survive, then Shadow Ball kills. Nasty Plot +2 Shadow Ball kills whatever comes in next. Actually Nasty Plot is better if I survive, but risk: maybe Garchomp does more than I think. Life orb + burn at 48%... Life orb recoil after EQ brings it to ~38%, burn to ~31%. Shadow Ball from 203 SpA with Life Orb vs SpDef 94-150: at worst SpDef 150 Garchomp, Shadow Ball 80 BP * 1.3 life orb... maybe ~45%. Might not KO at 48%.
    
    Hmm. Nasty Plot ensures KO next turn regardless. But I take an EQ. If SpDef high Garchomp, Shadow Ball doesn't KO — then Garchomp EQs again. Nasty Plot is safer: take one hit (survive since burn), then +2 Shadow Ball KOs surely.
    
    Wait, but if Shadow Ball doesn't KO now, Garchomp gets another EQ which could put me low. With Nasty Plot I still take exactly one EQ either way if I KO next turn. Nasty Plot line: take EQ (say 50%), then Shadow Ball +2 (nearly doubled) KOs. Shadow Ball line: take EQ, Shadow Ball maybe doesn't KO, take second EQ — worse.
    
    So Nasty Plot. But if opponent switches on Nasty Plot, I get +2 and smash the switch-in. Good.
    
    Risk with Nasty Plot: could Garchomp KO me? EQ from burned life orb Garchomp vs Gholdengo 194 HP, 115 Def — even at Atk 200 (halved to 100, *1.3 = 130 effective), EQ 100 BP does... rough estimate: ~55-70%. Survive. Good.
    
    Nasty Plot it is.
  7. Turn 6
    GPT-6 Luna used Earthquake1,810 tok · 2.7 s · $0.0003

    Garchomp is faster, and Earthquake is super effective; it should knock out the weakened Gholdengo before its +2 attack can matter.

    Reasoning trace (69 words)
    **Deciding on earthquake use**
    
    I need to think about whether to use Earthquake with Garchomp. It's faster than the opponent, and there's a 39% chance of hitting first. Earthquake is super effective and already did 61% damage. Given that the previous earthquake from Garchomp resulted in a burn, I suspect it could likely knock out the opponent. So, focusing on speed, I should prioritize using Earthquake for maximum effect!
    MiMo V2.6 Flash used Makeitrain2,233 tok · 48.2 s · $0.0003

    Gholdengo is slower than Garchomp and at 76 HP — Earthquake will KO it this turn regardless of what I choose. Make It Rain at +2 with Life Orb is my strongest option to punish any switch and potentially catch Garchomp if it somehow survives.

    Reasoning trace (388 words)
    Garchomp is at 32% and will likely outspeed and KO Gholdengo with Earthquake. Gholdengo at +2 with Life Orb: Make It Rain should KO Garchomp. But Garchomp moves first (speed 109-169 vs 106). So Garchomp will KO Gholdengo before it attacks.
    
    Wait, Garchomp at 32% with burn and Life Orb... Earthquake did 118 damage last turn (194-76). Gholdengo has 76 HP. Earthquake would KO.
    
    So Gholdengo will faint. Should I recover first? Recover heals 50% = 97 HP, bringing to 173. Then Garchomp's EQ does ~118, leaving ~55. Then I can attack next turn.
    
    But Garchomp might switch out too. Let me think about what's optimal.
    
    If I recover: Garchomp EQs for ~118, I go to ~55. Then I attack with Make It Rain and KO. But Garchomp gets another turn... no, after I recover, Garchomp attacks, then I attack next turn.
    
    Actually turn order: Garchomp moves first (faster), then Gholdengo. So if I recover, Garchomp EQs first (I go to ~55... wait no, I'm at 76, EQ does 118, I'd faint).
    
    Hmm, so recover doesn't help because Garchomp moves first and KOs me regardless.
    
    Wait - if I recover, Garchomp attacks first with EQ doing 118 damage to my 76 HP - I faint before recover executes.
    
    So I should just attack. Make It Rain at +2 with Life Orb should easily KO Garchomp at 32%.
    
    But Garchomp moves first... so Garchomp KOs me, then I don't get to attack.
    
    Unless Garchomp switches out. Or unless Garchomp's EQ doesn't KO - it did 118 last time, I have 76, so it KOs.
    
    So Gholdengo is going to faint this turn regardless. Best action is to attack with Make It Rain hoping Garchomp switches or something. Or maybe Shadow Ball since it doesn't lower stats.
    
    Actually, if Garchomp stays in, I faint. If Garchomp switches, Make It Rain hits the incoming Pokémon. Make It Rain is the strongest option.
    
    But wait - if I faint, the stat drops don't matter. Make It Rain is best for if Garchomp switches.
    
    Actually, could Garchomp be KO'd by burn before it moves? Burn does 1/16 per turn. Garchomp at 32%... burn already happened at end of last turn. So no.
    
    I think Make It Rain is the play - strongest hit if Garchomp switches, and if Garchomp stays I faint anyway.