Matches · 2026-10-11 · rules version c4
DeepSeek V4.1 Flash vs GPT-6 Luna Decisions
GPT-6 Luna Decisions won in 10 turns · 52 s wall clock · 46,011 tokens · $0.010
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Decisions
- Team previewGPT-6 Luna Decisions brought
Garchomp,rotomwash,gholdengoLead: 51% BRING: garchomp, 36% BRING: ninetalesalola, 7% BRING: gholdengo Pick 2: 40% BRING: rotomwash, 21% BRING: gholdengo, 16% BRING: ninetalesalola Pick 3: 80% BRING: gholdengo, 10% BRING: scizor, 6% BRING: ninetalesalola
DeepSeek V4.1 Flash broughtGlimmora,dragonite,gholdengoGlimmora is the ideal lead to set Stealth Rock and Spikes with Focus Sash, pressuring the opponent's grounded team. Dragonite handles Garchomp with Ice Spinner and provides priority, while Gholdengo walls Scizor and Ninetales-Alola and hits hard with Make It Rain.
Reasoning trace (273 words)
We need choose 3 of 6. Opponent has Garchomp, Rotom-Wash, Scizor, Incineroar, Gholdengo, Ninetales-Alola. Need bring 3. Our team: Glimmora (hazard lead), Dragonite (DD sweeper), Gholdengo (NP), Kingambit (SD), Garganacl (defensive), Annihilape (bulk up). Opponent threats: Garchomp (ground/dragon), Rotom-Wash (water/electric), Scizor (bug/steel), Incineroar (fire/dark), Gholdengo, Ninetales-Alola (ice/fairy). We want good matchup. Glimmora as lead sets hazards, focus sash. But Garchomp EQ, Rotom hydro pump, etc. Glimmora fast (151 spe) can set rocks/spikes. Dragonite with multiscale + lumberry, DD, ESpeed, EQ, Ice Spinner. Good vs Garchomp (ice spinner), Rotom (EQ? no, Rotom levitate). Dragonite weak to ice (Ninetales). Gholdengo good vs Scizor? Steel/ghost, Scizor bug/steel - Gholdengo resists bug, immune to fighting. Make it rain strong. Good vs Ninetales? Fairy weak to steel. Kingambit good vs Gholdengo (dark), Ninetales (steel), but weak to fighting (none) and fire (Incineroar). Annihilape good vs Incineroar? Fighting vs dark/fire - drain punch super effective on Incineroar? Fighting vs Dark = super effective, vs Fire neutral. But Incineroar intimidate. Annihilape defiant. Garganacl good vs Scizor? Rock weak to steel/bug? Actually Scizor bug/steel, rock neutral. Garganacl salt cure. I think bring Glimmora (lead hazards), Dragonite (sweeper), Gholdengo (special attacker). Or Kingambit. Opponent likely leads Garchomp or Rotom. Glimmora can set hazards then die. Dragonite handles Garchomp with Ice Spinner. Gholdengo handles Scizor/Ninetales. Actually consider Annihilape vs Incineroar. But Incineroar intimidate + dark. Annihilape defiant boosts attack. Drain punch super effective. Good. But we need 3. Let's pick Glimmora, Dragonite, Gholdengo. Glimmora lead sets rocks/spikes, then Dragonite and Gholdengo clean. Alternatively Kingambit over Gholdengo for sucker punch priority. But Gholdengo better vs Scizor and Ninetales. I'll go with Glimmora, Dragonite, Gholdengo.
- Turn 1GPT-6 Luna Decisions used
Earthquake100% MOVE: earthquake, 0% MOVE: stoneedge, 0% MOVE: swordsdance
DeepSeek V4.1 Flash usedStealthrockGlimmora is a dedicated hazard lead and Garchomp likely outspeeds and threatens it, but Focus Sash guarantees one setup turn. Stealth Rock is generally the best hazard to establish early against the opponent's likely switches.
Reasoning trace (248 words)
We need answer. Need think. Turn1 Glimmora vs Garchomp. Need best action. Garchomp likely faster? Glimmora speed 151, Garchomp possible 109-169. If Garchomp is offensive likely faster (base 102 vs Glimmora 86? Wait Glimmora base speed 86, max 151 with timid? Garchomp base 102 max 169; likely faster if invested). Garchomp has Earthquake likely KO? Glimmora Focus Sash survives at full. Best lead action is set Stealth Rock or Spikes? Glimmora often sets hazards. Need choose. Garchomp may attack, sash survives, toxic debris triggers if physical. But if we set hazards turn1, Garchomp can attack and KO? Focus sash survives one hit, then next turn can set another hazard or die. Which hazard best? Stealth Rock generally better. But Garchomp can be Earthquaked. Our Glimmora has Earth Power super effective? Ground vs Dragon? Earth Power vs Garchomp neutral? Ground is neutral vs Ground? Ground vs Dragon neutral, vs Ground? Ground attacks Ground neutral? Actually Ground vs Ground neutral? Ground vs Flying immune, vs Bug resist? Garchomp Dragon/Ground: Ground hits Ground super? No Ground vs Ground is neutral. Earth Power 90 special, could damage. But Garchomp likely faster and can KO Glimmora? If sash, survive. Then we could attack but not KO likely. Setting rocks is safest. Need consider opponent Garchomp may use Swords Dance or Stealth Rock. Our glimmora can set spikes. But stealth rock more valuable. Also garchomp may be mega? no Mega evolution available ours no? Opponent maybe not. Decision: MOVE: stealthrock. Need exact from legal.
- Turn 2GPT-6 Luna Decisions used
Earthquake98% MOVE: earthquake, 1% MOVE: stoneedge, 1% SWITCH: rotomwash
DeepSeek V4.1 Flash switched toDragoniteGlimmora is at 1 HP and will be knocked out by any Garchomp attack, so staying in wastes it. Hazards are already up (Stealth Rock + Toxic Spikes), so switch to Dragonite, who is immune to Earthquake via Flying typing and has Multiscale to absorb a hit.
Reasoning trace (215 words)
Glimmora at 1 HP, Garchomp will KO with anything. Hazards already set (Stealth Rock + Toxic Spikes). No point staying in. Should I set another layer of spikes? Glimmora is at 1 HP, will die to any attack. But if I switch, I lose Glimmora's sash already used. Actually setting Spikes would be useful but Garchomp outspeeds or not uncertain. Garchomp likely faster. Best to switch out to preserve... actually Glimmora at 1 HP is nearly dead anyway. Switching preserves it but it's useless at 1 HP. Better: bring in a check. Garchomp is Dragon/Ground. Dragonite can switch in - but Earthquake hits Dragonite... Dragonite is Flying so immune to Ground. Dragonite with Multiscale can take a hit. Actually Garchomp might have Dragon moves too. Gholdengo is immune to Ground? No, Gholdengo is Steel/Ghost, Ground is neutral. Garchomp Earthquake hits Gholdengo neutrally, and Gholdengo resists... no. Dragonite is Flying - immune to Earthquake. Good switch. But Garchomp may have Dragon Claw/Outrage. Multiscale helps. Actually best play: switch to Dragonite to handle Garchomp. Dragonite's Ice Spinner or Earthquake. Or set more hazards? Glimmora is going to die this turn anyway, so it can set Spikes for free since it's moving... but Garchomp likely outspeeds. If Garchomp is faster, Glimmora dies before setting. Risky. Switch to Dragonite.
- Turn 3GPT-6 Luna Decisions used
Stoneedge83% MOVE: stoneedge, 10% SWITCH: rotomwash, 5% MOVE: dragonclaw
DeepSeek V4.1 Flash usedIcespinnerDragonite is Flying-type, so Garchomp's Earthquake is useless against it. Ice Spinner is 4x super effective on Garchomp and should knock it out, with no risk this turn.
Reasoning trace (68 words)
Garchomp is 4x weak to Ice. Ice Spinner is 4x super effective. Dragonite has Multiscale at full HP. But Garchomp could be faster and use Earthquake... Dragonite is immune to Earthquake (Flying). So Earthquake does nothing to Dragonite. So Ice Spinner is safe and likely KOs Garchomp. Wait, Dragonite is Dragon/Flying, immune to Ground. So Earthquake can't hit. Ice Spinner 4x super effective should KO Garchomp. Best move.
- Turn 4GPT-6 Luna Decisions used
Stoneedge49% MOVE: stoneedge, 20% SWITCH: rotomwash, 10% MOVE: dragonclaw
DeepSeek V4.1 Flash usedExtremespeedGarchomp is at 1% HP and could outspeed Dragonite, but Extreme Speed has +2 priority and will knock it out before it can move. No need to risk Ice Spinner's speed tie.
Reasoning trace (28 words)
Garchomp at 1% HP. Extremespeed has priority +2 and will KO before Garchomp can move. Ice Spinner is 4x but Garchomp could be faster. Extremespeed guarantees the KO.
GPT-6 Luna Decisions switched toRotom98% SWITCH: rotomwash, 2% SWITCH: gholdengo
- Turn 5GPT-6 Luna Decisions used
Willowisp56% MOVE: willowisp, 21% MOVE: voltswitch, 16% SWITCH: gholdengo
DeepSeek V4.1 Flash switched toGholdengoRotom-Wash has Levitate, so Earthquake is useless here. Dragonite is at 38.7% and likely gets KO'd by a Hydro Pump/Thunderbolt, so I should preserve my win condition. Gholdengo's Good as Gold blocks Will-O-Wisp and it can pressure with Make It Rain.
Reasoning trace (280 words)
Dragonite is at 38.7% HP. Earthquake is super effective on Rotom-Wash but Rotom has Levitate — wait, Rotom-Wash ability is Levitate, so Earthquake won't hit it. So Earthquake is useless here. Rotom-Wash with Levitate is immune to Ground. So earthquake is not an option. ExtremeSpeed is priority +2, but Dragonite is low. Rotom-Wash likely has Will-O-Wisp or Hydro Pump. With Multiscale gone (not full HP), a Hydro Pump could KO. Actually best play: ExtremeSpeed with priority to chip Rotom before it moves. Or switch to Gholdengo who resists. Gholdengo is immune to Normal, but Rotom-Wash likely runs Electric/Water moves. Gholdengo resists... Gholdengo is Steel/Ghost, weak to nothing Rotom-Wash typically has except maybe not useful. Hmm, Rotom-Wash common moves: Hydro Pump, Volt Switch, Will-O-Wisp, Thunderbolt. Against Gholdengo, Hydro Pump is neutral, Volt Switch neutral. Actually Dragonite at 38.7%, if Rotom has Hydro Pump it could KO. But ExtremeSpeed with priority goes first, chips it. Let me consider switching to Gholdengo to preserve. But Dragonite is a win condition. Actually, Earthquake is super effective noted but Levitate blocks it — the note is misleading. Avoid earthquake. I think ExtremeSpeed to get chip damage and possibly KO... Rotom at 87%, ExtremeSpeed won't KO. But it has priority so safe chip. Actually better to switch Dragonite out since it's low and Rotom-Wash threatens it. Switch to Gholdengo who can handle Rotom. Gholdengo has Good as Gold to block Will-O-Wisp. Hmm, but do we want to keep Dragonite? Dragonite is 38.7%. Rotom-Wash can threaten it. Let's switch to Gholdengo. Actually, ExtremeSpeed priority — if Rotom outspeeds, ES still goes first. Chip damage then Dragonite might die. Losing Dragonite would be bad. I'll switch to Gholdengo.
- Turn 6DeepSeek V4.1 Flash used
NastyplotGholdengo's Good as Gold blocks Rotom's Will-O-Wisp, so Rotom can't status it. Rotom's only revealed move is useless here, giving Gholdengo a free turn to set up Nasty Plot and threaten a sweep.
Reasoning trace (91 words)
Gholdengo is immune to Will-O-Wisp via Good as Gold. Rotom-Wash's only revealed move is Will-O-Wisp, which does nothing. Gholdengo can set up Nasty Plot freely, or attack with Shadow Ball. Rotom likely has Hydro Pump/Volt Switch. Best play: Nasty Plot to boost, since Rotom can't status us. But Rotom could attack with Hydro Pump. Gholdengo is bulky though. Shadow Ball is safe chip. Nasty Plot sets up for a sweep. Actually Rotom-Wash likely has Hydro Pump which hits Gholdengo neutrally. Gholdengo can take a hit and Nasty Plot. Let's Nasty Plot.
GPT-6 Luna Decisions usedHydropump64% MOVE: hydropump, 33% MOVE: voltswitch, 3% SWITCH: gholdengo
- Turn 7GPT-6 Luna Decisions used
Hydropump97% MOVE: hydropump, 2% MOVE: voltswitch, 1% SWITCH: gholdengo
DeepSeek V4.1 Flash usedShadowballGholdengo is at +2 SpA, and Shadow Ball threatens a KO on Rotom-Wash (roughly 120-140 damage vs its 125-157 HP). Make It Rain is 1/4x resisted, and Recover won't save Gholdengo if Rotom outspeeds with Hydro Pump. Shadow Ball is the best aggressive play to either KO or heavily damage Rotom.
Reasoning trace (1,194 words)
Gholdengo at 37% HP, +2 SpA, facing Rotom-Wash at 99%. Rotom likely outspeeds or not. Hydro Pump does big damage. Shadow Ball is neutral, Make It Rain is 1/4x. Recover could help but Rotom may KO with Hydro Pump. Actually Gholdengo at 61 HP, Hydro Pump from Rotom likely does ~50-60%. Risky. Shadow Ball at +2 does decent damage to Rotom. But Rotom heals with Leftovers. Best to attack with Shadow Ball since Make It Rain is resisted. Recover might be outsped and KO'd. Actually, staying in and attacking with Shadow Ball is best - +2 Shadow Ball does significant damage. But if Rotom outspeeds and Hydro Pump KOs... 61 HP. Hydro Pump ~110 BP special from ~150 SpA vs 111 SpD. Likely does 60-80 damage, could KO. Recover would heal to ~143 HP, surviving next hit. But then Rotom attacks and we're back to ~80. Hmm. Actually with +2, Shadow Ball threatens a 2HKO. But we're at 37%. If we Recover, we get back to healthy and can continue setup. But Rotom might just keep attacking. Let me think: Rotom-Wash Hydro Pump vs Gholdengo. Gholdengo 164 HP, 111 SpD. Rotom SpA ~150. Hydro Pump 110 BP. Damage roughly: (150*110)/(111) * modifiers... approximately 50-70 damage. So 61 HP Gholdengo likely gets KO'd or left very low. Recover is safer - heal to ~143, survive Hydro Pump, then next turn attack. But Rotom could Will-O-Wisp (immune) or Nasty Plot... no. Actually best play: Recover to stay healthy, then continue. But we lose momentum. Alternatively Shadow Ball to chip. Given Rotom at 99% and we're at 37%, Recover seems best to preserve Gholdengo. But Rotom could just Hydro Pump twice. Hmm, if we Recover: 61+82=143. Rotom Hydro Pump: ~60 damage, we're at 83. Next turn we can attack or recover again. If we Shadow Ball: Rotom takes ~40-50% (at +2). Rotom Hydro Pump KOs us potentially. I think Recover is the safe play. But actually, if Rotom outspeeds, it attacks first this turn. If Hydro Pump KOs, we never get to Recover. So Recover only helps if we survive the hit. 61 HP - if Hydro Pump does 60+, we die. Risky. Actually, let's consider switching. Dragonite at 65 HP with Multiscale broken? Multiscale only works at full HP. Dragonite is at 38.7%, so no Multiscale. Rotom Hydro Pump would hurt Dragonite too. Glimmora at 0.6% is basically dead. Hmm. I think Shadow Ball is the aggressive play - at +2 it does real damage. But risk of being KO'd. Actually, let me reconsider. Gholdengo has Good as Gold, immune to status. Rotom's only attacking moves revealed are Hydro Pump and Will-O-Wisp. So Rotom will Hydro Pump. If we Recover and survive, we're in good shape. If we attack, we might get KO'd. The safe play is Recover. But if Hydro Pump KOs through Recover... we can't know. Let me estimate more carefully. Rotom-Wash SpA at level 50: base 105, max ~172 with investment. Gholdengo SpD base 91, 111 stat. Hydro Pump 110 BP. Damage = ((2*50/5+2) * 110 * SpA/SpD)/50 + 2 = (22 * 110 * 172/111)/50 + 2 = (22*110*1.55)/50+2 = 3751/50+2 = 75+2 = 77. With STAB 1.5 = 115. Hmm that's a lot. Wait let me redo. Level 50 formula: ((2*L/5+2)*Power*A/D)/50+2 = ((2*50/5+2)*110*172/111)/50+2 = ((22)*110*1.55)/50+2 = (3751)/50+2 = 75+2=77. STAB 1.5x = 115. Random 0.85-1.0 = 98-115. Gholdengo has 61 HP. So Hydro Pump KOs easily. Even without full investment. So Recover doesn't save us if Rotom outspeeds. If Gholdengo outspeeds, we could Recover first, then survive. Speed: Gholdengo 149 vs Rotom 95-151. Uncertain. Hmm. Given uncertainty, maybe switch to Dragonite? Dragonite at 65 HP, Hydro Pump would do... Dragonite SpD 120, HP 168. Hydro Pump ~90-100 damage. Dragonite survives with ~-30... no, 65-95 = dead. Actually Dragonite would also die. Glimmora at 1 HP dies to anything. So we're in a tough spot. Best to attack with Shadow Ball and hope to outspeed and do damage, or Recover if we outspeed. Actually, if we're going to die anyway, Shadow Ball at +2 does the most damage. Let's go with Shadow Ball. Wait, but if we outspeed, Recover is better. If we don't outspeed, we die regardless (unless Hydro Pump misses). Hmm, actually if we don't outspeed and Hydro Pump hits, we die. If we outspeed, we can Recover and survive. Given the uncertainty, I'll go with Shadow Ball as the aggressive play that at least chips Rotom. Actually no - if we outspeed, Recover is clearly better because we survive and can keep the +2. But we don't know speed. Let me think about what's more likely. Rotom-Wash commonly runs 252 HP/252 Def or speed investment. Gholdengo 149 speed is decent. Actually, the analysis says "either could move first." I'll go with Shadow Ball - it's the aggressive play and if we're going to take a hit anyway, dealing damage is good. Actually, if we outspeed and use Shadow Ball, we do ~40% to Rotom, then take Hydro Pump and die. That's a trade of our Gholdengo for 40% of Rotom. Not great. If we outspeed and Recover, we heal to 143, take Hydro Pump to ~28-45 HP, then next turn we can attack or recover again. Better. If we don't outspeed, we die either way. So Recover is strictly better if we outspeed, and equal if we don't. Wait, no - if we don't outspeed, Shadow Ball still does damage before we die. Recover does nothing. Hmm, so it's a gamble. Expected value: Recover is better if P(outspeed) is high. Actually, let me reconsider - maybe Rotom doesn't have full SpA investment. If Rotom is defensive (252 HP/252 Def), its SpA is ~112-130. Then Hydro Pump does less. With SpA 130: (22*110*130/111)/50+2 = (22*110*1.17)/50+2 = 2831/50+2 = 56+2=58. STAB 1.5 = 87. Random = 74-87. Still KOs 61 HP. Hmm, so even defensive Rotom KOs us. OK so we're likely dead this turn regardless. Best to do max damage: Shadow Ball at +2. Actually wait - if we're dead anyway, maybe switch to preserve Gholdengo? But Dragonite and Glimmora also die to Hydro Pump. Glimmora at 1 HP - dies. Dragonite at 65 HP - Hydro Pump does ~90-100, dies. So no safe switch. Best to attack. Shadow Ball at +2 vs Rotom-Wash: Rotom HP ~125-157, SpD ~114-174. Shadow Ball 80 BP, +2 = 2x. Gholdengo SpA 185*2=370 effective... Damage = (22*80*370/144)/50+2 = (22*80*2.57)/50+2 = 4523/50+2 = 90+2=92. STAB 1.5 = 138. Random = 117-138. That's a lot! Could KO Rotom. Wait, Rotom HP 125-157. So Shadow Ball at +2 could KO or nearly KO Rotom. So Shadow Ball is the play - it threatens a KO on Rotom. Let me double-check: Gholdengo SpA 185, +2 = 370. Rotom SpD ~144 (mid). Shadow Ball 80 BP. (2*50/5+2) = 22. 22 * 80 * 370/144 = 22*80*2.569 = 4522. /50 = 90.4. +2 = 92.4. STAB 1.5 = 138.6. Random 0.85 = 117.8. Rotom HP 125-157. So 117-138 damage. If Rotom has low HP investment, it dies. If high, it survives with a bit. Good play. Shadow Ball. Actually, Make It Rain is 1/4x so no. Shadow Ball it is.
DeepSeek V4.1 Flash switched toDragoniteRotom-Wash is at 7% HP, so I need a Pokémon that can finish it off. Dragonite's Extreme Speed has priority and easily KOs the weakened Rotom, while Glimmora is at 0.6% HP and would just faint. Bring in Dragonite.
Reasoning trace (65 words)
Rotom-Wash at 7% HP, but my Gholdengo fainted. I need to bring in a Pokemon. Glimmora at 0.6% HP is basically dead. Dragonite at 38.7% is the better choice. Rotom is at 7%, so Dragonite's Extreme Speed should finish it off. Actually wait, I need to switch in. Dragonite with Extreme Speed priority will KO the 7% Rotom. Glimmora is nearly fainted. So switch Dragonite.
- Turn 8GPT-6 Luna Decisions switched to
Gholdengo52% SWITCH: gholdengo, 34% MOVE: willowisp, 8% MOVE: voltswitch
DeepSeek V4.1 Flash usedExtremespeedRotom-Wash is at 7% HP, so any attack KOs it. ExtremeSpeed has +2 priority, guaranteeing Dragonite moves first regardless of Rotom's Speed, avoiding a potential Hydro Pump. Earthquake is super effective but Rotom could outspeed.
Reasoning trace (29 words)
Rotom is at 7% HP. ExtremeSpeed has priority +2 and will KO before Rotom can move. Earthquake is super effective but Rotom is faster possibly. ExtremeSpeed guarantees the KO.
- Turn 9GPT-6 Luna Decisions used
Shadowball79% MOVE: shadowball, 21% MOVE: makeitrain, 0% MOVE: nastyplot
DeepSeek V4.1 Flash usedEarthquakeGholdengo is immune to Extreme Speed (Ghost typing), so Earthquake is the only real damage option and it's super effective. Glimmora at 0.6% HP is useless to switch into. Dragonite likely survives one hit and Earthquake hits hard.
Reasoning trace (79 words)
Dragonite at 38.7% HP, Multiscale broken. Opposing Gholdengo is immune to Extreme Speed (Ghost). Earthquake is super effective. Gholdengo likely faster or slower? Dragonite speed 132, Gholdengo 93-149. Risky. But Earthquake is the best option - super effective, and Dragonite can't switch to Glimmora (0.6% HP, useless). Actually Glimmora at 0.6% is basically dead. So attack with Earthquake. Gholdengo could KO Dragonite with Make It Rain or Shadow Ball. But we have no better option. Earthquake is super effective.
DeepSeek V4.1 Flash switched toGlimmoraDragonite has fainted, so the only legal action is to send in Glimmora. It is at 1 HP, but it can at least set Toxic Debris if hit before going down.
Reasoning trace (61 words)
We need answer. Need choose only legal action: SWITCH glimmora. But glimmora at 1 HP, likely dies to hazards? Opponent side hazards irrelevant when switching in? Our side hazards none. Glimmora 1 HP can come in, maybe Toxic Debris if hit. Only legal action. Need output decision exactly. Thought 2-4 sentences. Deciding factor: only legal action, Dragonite fainted, must switch Glimmora.
- Turn 10GPT-6 Luna Decisions used
Makeitrain97% MOVE: makeitrain, 3% MOVE: shadowball, 0% MOVE: nastyplot
DeepSeek V4.1 Flash usedEarthpowerGlimmora is at 1 HP and will faint to any hit, but it's faster than Gholdengo. Earth Power is super effective and lets me deal maximum damage before going down, rather than wasting the turn on hazards the opponent already has.
Reasoning trace (65 words)
Glimmora at 1 HP, faster than Gholdengo. Earth Power is super effective and Glimmora moves first. Gholdengo likely KOs Glimmora anyway, but Earth Power is the best damage option. Actually Glimmora is at 0.6% HP, so it dies to anything. Best to get damage in with Earth Power before dying. Wait, could set hazards, but opponent already has hazards. Earth Power for damage is best.