Matches · 2026-10-11 · rules version c4

GLM 5.3 Flash vs Mercury Decide

Player 1
GLM 5.3 Flash's team
autopilot 0%
Player 2 · winner
Mercury Decide's team
autopilot 0%

Mercury Decide won in 10 turns · 27 s wall clock · 42,065 tokens · $0.003

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Decisions

  1. Team preview
    Mercury Decide brought Dragapult,garchomp,metagross5,629 tok · 1.8 s · $0.0001

    Lead: 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 brought Garchomp,gholdengo,sylveon1,867 tok · 2.0 s · $0.0002

    Opponent 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.
  2. Turn 1
    Mercury Decide used Dracometeor1,383 tok · 0.6 s · $0.0000

    92% MOVE: dracometeor, 3% SWITCH: garchomp, 2% MOVE: phantomforce

    GLM 5.3 Flash used Stealthrock1,341 tok · 1.2 s · $0.0001

    Dragapult 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.

  3. Turn 2
    Mercury Decide used Dracometeor1,499 tok · 0.6 s · $0.0000

    62% MOVE: dracometeor, 14% MOVE: phantomforce, 10% MOVE: uturn

    GLM 5.3 Flash switched to Gholdengo1,522 tok · 2.6 s · $0.0001

    Garchomp 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.
  4. Turn 3
    Mercury Decide used Phantomforce1,610 tok · 0.6 s · $0.0000

    55% MOVE: phantomforce, 38% MOVE: shadowball, 4% SWITCH: garchomp

    GLM 5.3 Flash used Shadowball1,589 tok · 1.9 s · $0.0001

    Dragapult 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.
  5. Turn 4
    Mercury Decide used Phantomforce

    100% MOVE: phantomforce

    GLM 5.3 Flash used Shadowball1,603 tok · 1.2 s · $0.0003

    Dragapult 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 to Sylveon1,454 tok · 1.1 s · $0.0003

    Gholdengo 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.
  6. Turn 5
    Mercury Decide switched to Metagross1,735 tok · 0.6 s · $0.0000

    69% SWITCH: metagross, 15% MOVE: phantomforce, 11% SWITCH: garchomp

    GLM 5.3 Flash used Yawn1,525 tok · 1.5 s · $0.0001

    Hyper 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.
  7. Turn 6
    Mercury Decide used Meteormashmega1,966 tok · 0.5 s · $0.0000

    73% MOVE: meteormash [MEGA], 24% MOVE: meteormash, 2% SWITCH: garchomp

    GLM 5.3 Flash used Wish1,697 tok · 2.7 s · $0.0004

    Metagross 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 to Garchomp1,401 tok · 2.9 s · $0.0003

    Sylveon 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.
  8. Turn 7
    Mercury Decide used Bulletpunch1,697 tok · 0.6 s · $0.0000

    40% MOVE: bulletpunch, 31% SWITCH: garchomp, 16% MOVE: meteormash

    GLM 5.3 Flash used Earthquake1,604 tok · 2.9 s · $0.0001

    Metagross 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.
  9. Turn 8
    Mercury Decide switched to Garchomp1,687 tok · 0.5 s · $0.0000

    86% SWITCH: garchomp, 9% SWITCH: dragapult, 3% MOVE: bulletpunch

    GLM 5.3 Flash used Earthquake1,552 tok · 1.5 s · $0.0001

    Metagross 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.
  10. Turn 9
    Mercury Decide used Dragonclaw1,548 tok · 0.6 s · $0.0000

    79% MOVE: dragonclaw, 11% MOVE: earthquake, 9% SWITCH: dragapult

    GLM 5.3 Flash used Earthquake1,672 tok · 2.3 s · $0.0001

    We'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 to Dragapult1,209 tok · 0.5 s · $0.0000

    100% SWITCH: dragapult, 0% SWITCH: metagrossmega

  11. Turn 10
    Mercury Decide used Dracometeor1,554 tok · 0.6 s · $0.0000

    86% MOVE: dracometeor, 12% MOVE: shadowball, 2% MOVE: uturn

    GLM 5.3 Flash used Scaleshot1,721 tok · 2.9 s · $0.0001

    Dragapult 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.