Matches · 2026-10-11 · rules version c4
Mercury Decide vs GLM 5.3 Flash
Mercury Decide won in 6 turns · 27 s wall clock · 29,858 tokens · $0.001
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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,kingambit,gholdengoGarchomp leads with Focus Sash to set Stealth Rock safely. Kingambit pressures their Steels and Dragapult, while Gholdengo blocks status and pivots. Sylveon stays back since their Steel-heavy team threatens it.
Reasoning trace (35 words)
Bring Garchomp (rocks, sash), Kingambit, Gholdengo? Opponent has Scizor/Metagross steel — Gholdengo weak to them but Kingambit handles. Sylveon good vs Garchomp/Dragapult. Bring Garchomp, Kingambit, Sylveon? Gholdengo blocks status, good. I'll take Garchomp, Kingambit, Gholdengo.
- Turn 1Mercury Decide used
Dracometeor93% MOVE: dracometeor, 2% SWITCH: garchomp, 2% MOVE: phantomforce
GLM 5.3 Flash usedStealthrockDragapult may outspeed and could KO or U-turn out, so attacking is risky. With Focus Sash guaranteeing survival, setting Stealth Rock turn 1 is the safest value, pressuring Dragapult and future switches like Scizor.
Reasoning trace (24 words)
Dragapult may outspeed and could be specs Draco or U-turn. Sash protects. Stealth Rock is safe value; scaleshot risky if faster. SR is best.
- Turn 2Mercury Decide used
Dracometeor55% MOVE: dracometeor, 16% MOVE: phantomforce, 10% MOVE: uturn
GLM 5.3 Flash switched toGholdengoGarchomp is at 1 HP with its Sash used, and Dragapult may outspeed and KO it. Switching to Gholdengo preserves momentum: it takes Draco Meteor well and threatens Dragapult with Make It Rain while keeping Garchomp for later.
Reasoning trace (35 words)
Garchomp at 1 HP, sash gone. Dragapult likely outspeeds and KOs. Switch to Gholdengo (immune to Draco? No, Dragon hits Dragon... Gholdengo resists? Dragon is neutral on Steel/Ghost). Gholdengo takes Draco fine and threatens. Switch.
- Turn 3Mercury Decide used
Shadowball54% MOVE: shadowball, 37% MOVE: phantomforce, 5% SWITCH: garchomp
GLM 5.3 Flash usedShadowballDragapult is at -4 SpA, so its Draco Meteor is no longer a threat to Gholdengo. Shadowball is super effective and with Life Orb should KO the 80% Dragapult, removing their lead before it can recover momentum.
Reasoning trace (25 words)
Dragapult at -4 SpA, Draco Meteor barely hurt Gholdengo. Shadowball likely KOs (SE, Life Orb, 80% HP). Gholdengo likely faster or not—risk. Shadowball is best.
GLM 5.3 Flash switched toKingambitGholdengo is dead, so I must switch. Dragapult is at -4 SpA, so Kingambit resists its attacks and threatens it with Sucker Punch, while Garchomp is at 0.5% and useless. Kingambit is the clear switch.
Reasoning trace (14 words)
Dragapult at -4 SpA; Kingambit resists Shadow Ball/Draco, can Sucker Punch. Bring in Kingambit.
- Turn 4Mercury Decide switched to
Garchomp49% SWITCH: garchomp, 38% MOVE: uturn, 12% SWITCH: metagross
GLM 5.3 Flash usedSuckerpunchDragapult is faster and at -4 SpA, but it will almost certainly attack, so Sucker Punch gets priority. With Supreme Overlord boost and super effectiveness, it should KO the 70% Dragapult before it moves.
Reasoning trace (45 words)
Sucker Punch: Dragapult at -4 SpA likely attacks; Sucker Punch KO? Kingambit +2 Supreme Overlord (2 fallen? Gholdengo fainted, Garchomp at 1... only 1 fallen). Sucker Punch 70 BP SE with 10% boost likely KOs 70% Dragapult. Dragapult faster, may attack. Sucker Punch is safest.
- Turn 5Mercury Decide used
Earthquakemega86% MOVE: earthquake [MEGA], 12% MOVE: earthquake, 1% SWITCH: metagross
GLM 5.3 Flash usedKowtowcleaveGarchomp outspeeds Kingambit, so Sucker Punch only helps if it attacks—and it could Swords Dance instead. Kowtow Cleave with Supreme Overlord boost deals huge neutral damage and is safe regardless of what Garchomp does.
Reasoning trace (36 words)
Garchomp likely EQ/Kowtow? Garchomp faster; Kowtow Cleave hits hard with Supreme Overlord (1 ally fallen = +10%). Garchomp takes neutral Dark. Likely big damage; Sucker risky if it sets up. Kowtow Cleave is safe strong hit.
GLM 5.3 Flash switched toGarchompKingambit just fainted and my only legal option is sending in Garchomp at 0.5% HP. It's forced, no better choice exists.
Reasoning trace (5 words)
Only legal action is switch.
- Turn 6Mercury Decide used
Dragonclaw66% MOVE: dragonclaw, 27% MOVE: earthquake, 4% SWITCH: metagross
GLM 5.3 Flash usedEarthquakeI'm at 1 HP with no healthy teammates left, so I'm dying regardless—maximizing damage is best. I outspeed their Mega Garchomp, so Earthquake lands first for solid chip before their Earthquake KOs me.
Reasoning trace (77 words)
At 1 HP, anything hits me. Protect to scout? Opponent likely EQ, which kills me. I'm dead anyway; best is deal damage? EQ from 182 Atk vs 93% Garchomp won't KO. Protect wastes turn but I die next turn regardless. Actually Scale Shot could chip. But I'll die to EQ anyway—no switch available (bench all fainted). Best: deal damage? EQ does maybe ~60%. Scale Shot less. Just EQ? Actually Protect gains info but I die anyway. EQ.