Matches · 2026-10-11 · rules version c4

Mercury Decide vs GLM 5.3 Flash

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

Mercury Decide won in 6 turns · 27 s wall clock · 29,858 tokens · $0.001

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Decisions

  1. Team preview
    Mercury Decide brought Dragapult,garchomp,metagross5,542 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,kingambit,gholdengo1,851 tok · 1.9 s · $0.0003

    Garchomp 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.
  2. Turn 1
    Mercury Decide used Dracometeor1,378 tok · 0.6 s · $0.0000

    93% MOVE: dracometeor, 2% SWITCH: garchomp, 2% MOVE: phantomforce

    GLM 5.3 Flash used Stealthrock1,382 tok · 1.7 s · $0.0001

    Dragapult 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.
  3. Turn 2
    Mercury Decide used Dracometeor1,471 tok · 0.6 s · $0.0000

    55% MOVE: dracometeor, 16% MOVE: phantomforce, 10% MOVE: uturn

    GLM 5.3 Flash switched to Gholdengo1,529 tok · 2.1 s · $0.0001

    Garchomp 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.
  4. Turn 3
    Mercury Decide used Shadowball1,627 tok · 0.6 s · $0.0000

    54% MOVE: shadowball, 37% MOVE: phantomforce, 5% SWITCH: garchomp

    GLM 5.3 Flash used Shadowball1,605 tok · 1.7 s · $0.0001

    Dragapult 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 to Kingambit1,445 tok · 1.5 s · $0.0001

    Gholdengo 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.
  5. Turn 4
    Mercury Decide switched to Garchomp1,830 tok · 0.6 s · $0.0000

    49% SWITCH: garchomp, 38% MOVE: uturn, 12% SWITCH: metagross

    GLM 5.3 Flash used Suckerpunch1,700 tok · 1.7 s · $0.0001

    Dragapult 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.
  6. Turn 5
    Mercury Decide used Earthquakemega2,041 tok · 0.6 s · $0.0000

    86% MOVE: earthquake [MEGA], 12% MOVE: earthquake, 1% SWITCH: metagross

    GLM 5.3 Flash used Kowtowcleave1,650 tok · 1.6 s · $0.0001

    Garchomp 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 to Garchomp1,404 tok · 0.9 s · $0.0001

    Kingambit 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.
  7. Turn 6
    Mercury Decide used Dragonclaw1,772 tok · 0.6 s · $0.0000

    66% MOVE: dragonclaw, 27% MOVE: earthquake, 4% SWITCH: metagross

    GLM 5.3 Flash used Earthquake1,631 tok · 2.7 s · $0.0001

    I'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.