Matches · 2026-10-11 · rules version c4
GLM 5.3 Flash vs Mercury Decide
Mercury Decide won in 10 turns · 27 s wall clock · 42,065 tokens · $0.003
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Decisions
- Team previewMercury Decide brought
Dragapult,garchomp,metagrossLead: 59% BRING: dragapult, 13% BRING: metagross, 10% BRING: scizor Pick 2: 32% BRING: garchomp, 28% BRING: metagross, 19% BRING: rotomwash Pick 3: 55% BRING: metagross, 20% BRING: rotomwash, 16% BRING: scizor
GLM 5.3 Flash broughtGarchomp,gholdengo,sylveonOpponent is steel-heavy (Scizor, Metagross) plus Dragapult and Toxapex. Garchomp leads with Stealth Rock and Earthquake pressure, Gholdengo blocks status and pressures Toxapex, Sylveon handles Dragapult and covers dragons.
Reasoning trace (41 words)
Opponent has steel-heavy team (Scizor, Metagross, Toxapex). Bring Garchomp (rocks, EQ), Gholdengo (goodasgold blocks status, strong vs Toxapex? Steel vs Poison... Make It Rain hits Toxapex), Sylveon for Dragapult. Kingambit weak to their steels? Actually Kingambit resists. Pick Garchomp, Gholdengo, Sylveon.
- Turn 1Mercury Decide used
Dracometeor92% MOVE: dracometeor, 3% SWITCH: garchomp, 2% MOVE: phantomforce
GLM 5.3 Flash usedStealthrockDragapult may outspeed and is immune to Earthquake; Scale Shot is super effective but weak. Stealth Rock is the safest turn-1 play, pressuring Dragapult and the opponent's likely physical switch-ins like Scizor and Garchomp.
- Turn 2Mercury Decide used
Dracometeor62% MOVE: dracometeor, 14% MOVE: phantomforce, 10% MOVE: uturn
GLM 5.3 Flash switched toGholdengoGarchomp is at 1 HP with its Focus Sash used, and Dragapult may outspeed, so staying in risks a free loss. Gholdengo resists Draco Meteor and Good as Gold blocks status, making it the safest pivot.
Reasoning trace (41 words)
Garchomp at 1 HP, sash consumed. Dragapult may outspeed and KO. Sash gone, so switching is best? But switching loses momentum; Dragapult at -2. Gholdengo resists Draco and is immune to... Ghost weak to Ghost. Gholdengo good switch-in. Switch to Gholdengo.
- Turn 3Mercury Decide used
Phantomforce55% MOVE: phantomforce, 38% MOVE: shadowball, 4% SWITCH: garchomp
GLM 5.3 Flash usedShadowballDragapult is at -4 SpA, so its Draco Meteor is now weak and Gholdengo resists it anyway. Shadowball is super effective and with Life Orb should knock out the 80% Dragapult before it can do meaningful damage.
Reasoning trace (22 words)
Dragapult at -4 SpA; Draco Meteor is weak now. Shadowball likely KOs (80% HP, SE, Life Orb). Gholdengo resists Draco anyway. Shadowball.
- Turn 4Mercury Decide used
Phantomforce100% MOVE: phantomforce
GLM 5.3 Flash usedShadowballDragapult is at -4 SpA so its attacks are weak, while Shadow Ball hits it super effective and with Life Orb likely knocks out the 80% Dragapult. Attacking now removes the biggest threat before it can recover momentum.
Reasoning trace (21 words)
Dragapult at -4 SpA, Phantom Force threat. Shadow Ball is 2x, likely KO with Life Orb. Gholdengo resists Draco. Shadow Ball.
GLM 5.3 Flash switched toSylveonGholdengo is down, so I must switch. Garchomp is at 0.5% and useless. Dragapult is at -4 SpA, so Sylveon comfortably tanks Phantom Force and threatens it with Pixilate Hyper Voice.
Reasoning trace (28 words)
Sylveon in; Dragapult -4 SpA, Sylveon resists Ghost? No, Ghost neutral on Fairy. Sylveon tanks Phantom Force fine and threatens with Hyper Voice (Pixilate). Garchomp is nearly dead.
- Turn 5Mercury Decide switched to
Metagross69% SWITCH: metagross, 15% MOVE: phantomforce, 11% SWITCH: garchomp
GLM 5.3 Flash usedYawnHyper Voice is immune (Normal vs Ghost), and Dragapult's SpA is -4 so Draco Meteor is weak. Yawn threatens sleep, forcing Dragapult out or putting it to sleep next turn.
Reasoning trace (20 words)
Dragapult -4 SpA, Draco weak. Sylveon Hyper Voice immune (Normal vs Ghost). Yawn forces sleep or switch. Yawn is best.
- Turn 6Mercury Decide used
Meteormashmega73% MOVE: meteormash [MEGA], 24% MOVE: meteormash, 2% SWITCH: garchomp
GLM 5.3 Flash usedWishMetagross falls asleep at the end of this turn from Yawn, so I just need to survive one hit. Hyper Voice is resisted by Steel and weak, so the best play is Wish to bank healing before pressuring the sleeping Metagross next turn.
Reasoning trace (142 words)
Metagross is asleep next turn (Yawn started turn 5, so it falls asleep at end of this turn... actually Yawn: drowsy at end of turn 5, falls asleep end of turn 6). Wait, Yawn used turn 5, so Metagross becomes drowsy at end of turn 5, and falls asleep at end of turn 6. So this turn Metagross can still act. Metagross likely outspeeds and hits Sylveon hard (Meteor Mash/Iron Head super effective). Sylveon is bulky though. Hyper Voice is resisted (Steel). Yawn again? Yawn already on Metagross — using Yawn again fails while drowsy. Best: Wish to recover, or Protect? Metagross will fall asleep end of this turn regardless. Sylveon at full HP. Wish sets up healing. Actually Hyper Voice is resisted and weak. Wish is good — next turn Metagross asleep, we can Hyper Voice or pivot. Wish seems best.
GLM 5.3 Flash switched toGarchompSylveon fainted and Garchomp is my only remaining Pokémon, so I must send it in. Metagross just fell asleep from Yawn, giving Garchomp a free turn to come in—though at 0.5% HP it's hanging by a thread.
Reasoning trace (21 words)
Only legal action is switching to Garchomp at 0.5% HP. Metagross is asleep, so Garchomp comes in safely-ish. Must send Garchomp.
- Turn 7Mercury Decide used
Bulletpunch40% MOVE: bulletpunch, 31% SWITCH: garchomp, 16% MOVE: meteormash
GLM 5.3 Flash usedEarthquakeMetagross is asleep and may wake this turn, while my Garchomp is at 0.5% and dies to anything. Earthquake is super effective and has the best chance to KO before it can act; protecting just delays the inevitable.
Reasoning trace (51 words)
Metagross asleep, likely wakes. Garchomp at 0.5% — any hit kills. Earthquake likely KOs sleeping Metagross (94% HP, SE ground from 182 Atk, no item... EQ ~ 90-110%? Mega Metagross bulky, maybe not KO). But if it doesn't KO, Metagross wakes and kills. Still EQ best chance; protect only delays. EQ.
- Turn 8Mercury Decide switched to
Garchomp86% SWITCH: garchomp, 9% SWITCH: dragapult, 3% MOVE: bulletpunch
GLM 5.3 Flash usedEarthquakeMetagross is at 3% and asleep; Earthquake is super effective and will almost certainly KO it before it can wake and kill my 0.5% Garchomp. Finishing it now also avoids Rough Skin/protect gambles. No reason to set rocks or protect.
Reasoning trace (20 words)
Metagross at 3%, asleep. EQ likely KOs; if it wakes it could kill my 0.5% Garchomp. EQ is best—finish it.
- Turn 9Mercury Decide used
Dragonclaw79% MOVE: dragonclaw, 11% MOVE: earthquake, 9% SWITCH: dragapult
GLM 5.3 Flash usedEarthquakeWe're at 1 HP, so if the opposing Garchomp outspeeds we faint regardless. Earthquake nearly KOed it last turn and should finish now; it's our only real win condition. Speed is a tie, so we gamble on EQ.
Reasoning trace (49 words)
We're at 1 HP; opponent Garchomp at 37%, speed tie risk. Earthquake likely KOs (37% after EQ last turn left 37%? Actually turn 8 EQ took it to 37%). Another EQ likely KOs. But speed tie—if they move first, we die. Still EQ is best chance; scaleshot weaker. EQ.
Mercury Decide switched toDragapult100% SWITCH: dragapult, 0% SWITCH: metagrossmega
- Turn 10Mercury Decide used
Dracometeor86% MOVE: dracometeor, 12% MOVE: shadowball, 2% MOVE: uturn
GLM 5.3 Flash usedScaleshotDragapult is likely faster and will KO my 0.5% Garchomp with Draco Meteor regardless. Earthquake can't hit a Ghost, so Scaleshot is the only damaging option—super effective multi-hit chip before I go down.
Reasoning trace (59 words)
Dragapult likely faster and will KO with Draco Meteor. Garchomp at 0.5% — dead anyway. Protect? If Dragapult faster, Draco KOs regardless. Scaleshot 2 hits likely KOs 58% Pult (SE, 25bp x hits... weak). Actually scaleshot at 25 BP SE won't KO. Earthquake does nothing (Ghost). Best: scaleshot chip? Pult likely faster and KOs us. Scaleshot still best damage.