Matches · 2026-10-11 · rules version c4
GPT-6 Luna Decisions vs MiMo V2.6 Flash
GPT-6 Luna Decisions won in 5 turns · 3 min wall clock · 29,598 tokens · $0.004
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Decisions
- Team previewGPT-6 Luna Decisions brought
Garchomp,rotomwash,gholdengoLead: 82% BRING: garchomp, 8% BRING: ninetalesalola, 6% BRING: rotomwash Pick 2: 53% BRING: rotomwash, 20% BRING: gholdengo, 12% BRING: ninetalesalola Pick 3: 79% BRING: gholdengo, 8% BRING: scizor, 8% BRING: incineroar
MiMo V2.6 Flash broughtTorkoal,venusaur,gholdengoSun offense is strong here: Torkoal sets sun for Chlorophyll Venusaur, and Gholdengo is a safe third that blocks status and handles Gholdengo/Incineroar matchups. Alolan Ninetales' snow is a concern, but Venusaur's Sludge Bomb threatens it super effectively.
Reasoning trace (117 words)
The opponent has snow warning ninetales-alola, so my sun team (Torkoal/Venusaur) may be countered. But Venusaur-Mega with chlorophyll... snow sets hail, overriding sun? Actually snow weather replaces sun. Opponent leads could be ninetales-alola. Best bring: Torkoal, Venusaur, Gholdengo? Or Garchomp, Kingambit, Rotom? Opponent has Incineroar (intimidate), Scizor, Garchomp, Rotom-W, Gholdengo, Alolan Ninetales. Sun team: Torkoal leads, sets sun, Venusaur chlorophyll sweeps. Ninetales-alola sets snow which overrides sun — but Venusaur-Mega can still handle it? Venusaur sludgebomb hits ninetales super effective... Ice/Fairy, sludgebomb is super effective vs Fairy. Venusaur resists ice. Standard sun bring: torkoal, venusaur, gholdengo (or kingambit/garchomp as third). Gholdengo is a solid all-around third, blocks rapid spin, immune to status. I'll go torkoal, venusaur, gholdengo.
- Turn 1GPT-6 Luna Decisions used
Earthquake99% MOVE: earthquake, 1% MOVE: stoneedge, 0% MOVE: swordsdance
MiMo V2.6 Flash switched toVenusaurGarchomp outspeeds Torkoal and likely carries Earthquake, which would threaten a KO. Venusaur resists Ground and benefits from the sun with Chlorophyll, making it a safe, advantageous switch that sets up offensively.
Reasoning trace (64 words)
Garchomp outspeeds Torkoal and likely has Earthquake which would KO Torkoal. Switching to Venusaur on a Ground move is a great play - Venusaur is Grass/Poison, takes Ground moves well (not immune but resists... actually Ground hits Grass for not very effective 0.5x). Plus sun is up, so Venusaur's chlorophyll ability will double its speed. Venusaur-mega is a very strong switch-in here. Switch Venusaur.
- Turn 2GPT-6 Luna Decisions used
Earthquake65% MOVE: earthquake, 16% MOVE: stoneedge, 12% MOVE: dragonclaw
MiMo V2.6 Flash usedSleeppowderVenusaur still has Chlorophyll in the sun, so it outspeeds Garchomp this turn only — Mega Evolving now would drop its speed and let Garchomp's Earthquake knock it out first. Putting Garchomp to sleep swings the whole exchange, and I can Mega Evolve safely on a later turn while it sleeps.
Reasoning trace (576 words)
Venusaur at 75 HP, Garchomp likely outspeeds and EQ knocks it out. Chlorophyll sun doubles speed but Venusaur already at 100 speed... wait, chlorophyll is listed as active effect? Actually it says chlorophyll effect: doubled speed in sun. So Venusaur speed effectively 200, outspeeding Garchomp. But Venusaur hasn't Mega Evolved yet — Mega Venusaur has thick fat, loses chlorophyll. So mega evolving this turn... chlorophyll effect is listed currently. Wait — but Venusaur hasn't mega evolved yet, so it has chlorophyll doubled:200 speed, outspeeds Garchomp (169 max). If I mega evolve now, chlorophyll is lost. Speed becomes 100 base... mega Venusaur stats, slower than Garchomp probably. So this turn, without mega, Venusaur is faster. Solarbeam in sun one-shots... Garchomp has rough skin though, not relevant. Solarbeam 120 BP vs Garchomp 4x? No, Ground/Dragon — grass hits neutral (Ground weak to grass, Dragon resist → neutral). Sun-boosted solarbeam: 120*1.5 = 180 eff. Mega Venusaur SpA ~167 base stats... Actually current Venusaur stats shown are pre-mega? Stats listed [SPA 167] — that might be with venusaurite not yet activated? These stats say venusaurite item. Hmm, stats might already reflect mega? Unclear. Anyway solarbeam likely2HKO or KO. Also could use sleeppowder to sleep Garchomp safely — 75% accuracy though. Sleep is very strong; Venusaur then can growth/solarbeam freely. But if sleep misses, Venusaur eats an EQ and dies (at 75 HP, likely dead). Alternative: switch to Torkoal — but Garchomp EQ does big damage. Best: sleep powder? Risk of miss → lose Venusaur for nothing. Solarbeam: if it doesn't KO, Garchomp EQ kills Venusaur anyway. So solarbeam gets damage but Venusaur faints. Actually the deciding factor: Venusaur with chlorophyll outspeeds Garchomp only until mega evolving. So don't mega evolve this turn; use solarbeam (best damage) or sleeppowder. Hmm, sleep is high-value: if it hits (75%), Garchomp asleep lets Venusaur set up. Garchomp EQ will KO Venusaur next turn otherwise. Expected value: sleep 75% → huge advantage. Solarbeam likely does 50-60% to Garchomp; Venusaur dies; then bring in something to finish. Actually consider: sleep, then even if Venusaur dies after Garchomp wakes... sleeping turns 1-3, Venusaur can solarbeam free turns. Wait — will Venusaur survive a switch-in later? Yes. I'd pick sleeppowder [MEGA]? MEGA: if we mega evolve, we lose chlorophyll speed. Mega Venusaur speed base80 → 80ish stat at L50 ~ around 80-90? Actually stat calc: base 80 at level 50 with neutral nature ≈ 100. Garchomp base 102 → 109-169 range. So mega Venusaur likely slower — Garchomp moves first, EQ kills Venusaur before sleep. So NO mega this turn. So: MOVE: sleeppowder (no mega). Then Venusaur outspeeds and sleeps Garchomp. But75% accuracy miss = Venusaur dies and Garchomp at full. Solarbeam = Garchomp takes ~50-70%, Venusaur dies. Which is better? Sleep at 75% gives a huge swing (opponent loses their Garchomp's turns, Venusaur can Growth). Miss is roughly equivalent to solarbeam outcome minus chip damage. EV of sleep: 0.75 * (Venusaur gets free turns, Garchomp asleep, likely KO Garchomp later) vs solarbeam: guaranteed damage, Venusaur down. Mega-evolving later after sleeping would be great: sleep, then mega evolve, solarbeam while it sleeps. I'll go sleeppowder without mega. Actually consider accuracy: 75%. In competitive sims, Venusaur's sleep powder commonly used. I think sleep is the right play for a lead-turn advantage. Alternative: Growth +2/+2 in sun (doubled) without mega... but Garchomp moves first and KOs. Unless Garchomp uses something else. So no. Decision: sleeppowder (no mega, preserve chlorophyll speed).
MiMo V2.6 Flash switched toTorkoalGarchomp only revealed Earthquake, and Torkoal has very high physical Defense (176) to tank it. Torkoal can then fire off sun-boosted Eruption or burn Garchomp with Willowisp.
Reasoning trace (187 words)
Garchomp has Earthquake. Torkoal is immune (Flying? No, Torkoal is pure Fire - not immune to Ground). Torkoal would take EQ damage. Gholdengo is Steel/Ghost - not immune to Ground either.Gholdengo is better defensively with higher HP/SpD and can threaten with Make It Rain/Shadow Ball. Torkoal sets sun (already sunny) and can take a hit but Gholdengo seems safer overall. Actually, Gholdengo resists nothing of EQ but has better bulk. Torkoal's SpD is low. Garchomp is physical though. Torkoal's DEF is 176 which is quite high. But Gholdengo's DEF is 115. Torkoal has much higher Defense (176 vs 115), so against a physical EQ, Torkoal takes less damage. And Torkoal has Eruption at full HP in sun which would do massive damage. Also Torkoal can set Stealth Rocks or Will-O-Wisp. But Garchomp might have Stone Edge or other coverage. Torkoal seems like the better switch here given its physical bulk and sun-boosted Eruption. Wait, but Garchomp is fast and could potentially have Dragon Claw or other moves too. Torkoal with 176 DEF should handle EQ well. And in sun, Eruption would be devastating. I'll switch Torkoal in.
- Turn 3GPT-6 Luna Decisions used
Earthquake100% MOVE: earthquake, 0% MOVE: stoneedge, 0% MOVE: swordsdance
MiMo V2.6 Flash usedEruptionTorkoal at full HP fires off a sun-boosted Eruption, which should still hit hard even though Garchomp resists nothing but isn't weak; Garchomp's Earthquake likely won't OHKO Torkoal's massive physical bulk, so we get maximum value from full-HP Eruption this turn.
Reasoning trace (98 words)
Garchomp likely KO's Torkoal with Earthquake. Torkoal is at full HP with Drought Eruption. Garchomp moves first. Earthquake vs Torkoal: Torkoal has176 Defense, high physical bulk. Would Earthquake KO? Torkoal 177 HP, Garchomp Atk 135-200. Earthquake 100 BP. Likely not a OHKO on a physically bulky Torkoal, maybe 50-70%. Eruption at full HP in sun does massive damage but Garchomp is not weak to fire... actually Ground/Dragon takes neutral from Fire. Sun boosted. Might not KO. Best play: eruption while at full HP — likely survives an Earthquake. Alternatively Stealth Rock. Eruption deals damage now. I'll pick eruption.
- Turn 4GPT-6 Luna Decisions used
Earthquake100% MOVE: earthquake, 0% MOVE: stoneedge, 0% MOVE: swordsdance
MiMo V2.6 Flash usedWillowispTorkoal at 27% will be KO'd by Earthquake regardless, so the goal is to extract maximum value before it faints. Burning Garchomp halves its Attack permanently, which is crucial since Gholdengo (my last Pokémon) is weak to Ground.
Reasoning trace (185 words)
Torkoal at 48 HP, Garchomp at 90%, Garchomp will outspeed and Earthquake will KO Torkoal. Switching to Gholdengo is better - Gholdengo is immune to... no, it's Steel/Ghost, weak to Ground. Hmm. Gholdengo: Steel/Ghost - weak to Ground (2x), Dark, Ghost, Fire. So switching Gholdengo into Earthquake is bad too. Options: 1. Eruption - weak at low HP, Torkoal faints to EQ anyway 2. Stealth Rock - set up rocks before fainting 3. Willowisp - burn Garchomp before fainting, nice value 4. Rapid Spin - +1 speed but Torkoal still dies 5. Switch Gholdengo - takes super effective EQ Best play: get some value before Torkoal faints. Willowisp burns Garchomp (reduces attack50%), which helps Gholdengo survive. But85% accuracy. Stealth Rock helps for the remaining 2 Pokemon switch-ins. Burn is better - it halves Garchomp's attack permanently, protecting Gholdengo. Let's go with willowisp. Actually, setting rocks also helps for future switch-ins but Gholdengo is the only remaining Pokemon. Rocks would hurt opponent's switch-ins for 2 more Pokemon. Burn on Garchomp seems strongest - Gholdengo is weak to Ground so burn helps a lot. I'll choose willowisp.
MiMo V2.6 Flash switched toGholdengoWith Venusaur and Torkoal fainted, Gholdengo is my last Pokémon and the only legal action. It's at full HP and resists nothing relevant to Earthquake being Ground—wait, Gholdengo is Steel/Ghost, so it's immune to Earthquake, giving me a free turn to set up.
Reasoning trace (5 words)
Only one legal action anyway.
- Turn 5GPT-6 Luna Decisions used
Earthquake100% MOVE: earthquake, 0% MOVE: stoneedge, 0% MOVE: swordsdance
MiMo V2.6 Flash usedMakeitrainGholdengo is slower than Garchomp and Ground hits Steel super effectively — Earthquake will likely knock Gholdengo out before it can act. Since surviving isn't realistic, the best play is to fire off our strongest attack for maximum damage if we somehow move or if Garchomp switches.
Reasoning trace (1,603 words)
Gholdengo is faster than Garchomp's minimum speed but likely slower (109-169 range, probably around 136 for standard). Garchomp likely outspeeds and uses Earthquake. Gholdengo is Ghost type - immune to Fighting, not Ground. Earthquake hits Gholdengo super effectively? Ground vs Steel = super effective, Ground vs Ghost = neutral. So SE. Gholdengo at 194 HP. Earthquake from Garchomp (~200 Atk) vs115 Def Gholdengo... roughly 60-70%. Gholdengo survives and can KO with... Make it Rain 120 BP Steel vs Dragon/Ground: Steel is neutral on Garchomp (Dragon resists? No, Dragon doesn't resist Steel. Ground doesn't resist Steel. Wait - Steel vs Dragon: Dragon resists... no. Steel attacking: not very effective vs Steel, Fire, Water, Electric. Dragon/Ground takes neutral from Steel.) Actually Steel vs Ground: neutral. Steel vs Dragon: neutral. So Make it Rain is neutral. With Life Orb + STAB120 BP vs Garchomp SpD... Garchomp SpD around 94-150. Probably does70-90%. Garchomp at 90% HP could survive. Shadowball 80 BP Ghost STAB vs Garchomp: neutral, weaker. If Garchomp outspeeds and Earthquakes, Gholdengo takes big damage. If it survives, Make it Rain at -2 after (drops SpA by 2)... The drop happens after damage so first hit is full power. Nasty Plot - risky because Garchomp likely outspeeds and could KO. But Gholdengo might survive Earthquake. Let me estimate: 200 Atk Garchomp Earthquake (100 BP, STAB 1.5 = 150 effective) vs 115 Def Gholdengo. Roughly: (150 * 200 / 115) / ~50 ≈ 5-6 hits average... damage calc formula: ((2*50/5+2)*100*Atk/Def)/50+2 ≈ (22*100*200/115)/50+2 ≈ (440000/115)/50 ≈ 3826/50 ≈ 76 + 2 = 78. Plus modifiers. ~78% without items. Gholdengo survives at ~22%, then can attack. But is Gholdengo faster? Speed106 vs Garchomp min 109. Garchomp likely outspeeds. So play: Make It Rain to deal damage before likely fainting? Or Recover to survive? Recover heals 50% after taking hit - if Gholdengo survives at ~22%, Recover brings to ~72%, then Garchomp hits again... cycle. Actually Garchomp might be Offensive with ~130 speed. Likely outspeeds. Best play: probably Make It Rain for damage now, or Nasty Plot to try to sweep if we survive. Risky. Actually if Garchomp outspeeds and hits for ~78%, Gholdengo at 22%. If we Nasty Plot'd first... no, Garchomp moves first. So Nasty Plot happens after taking hit (or we faint). Hmm, turn order: Garchomp moves first (Earthquake,78%), then Gholdengo moves. If Gholdengo at ~22% and survives: Make It Rain at full SpA (203) + Life Orb vs Garchomp at 90%. 203 SpA, Make it Rain 120 BP * 1.3 STAB * 1.3 Life Orb = 120*1.69 = 202 effective power. vs Garchomp SpD ~120 (neutral). ((22*100*203/120)/50+2) ≈ (44660/120)/50 ≈ 372/50 ≈ 7.4+2 ≈ 9.4... that's wrong scale. Let me not compute precisely. Standard calc: Gholdengo Make it Rain vs Garchomp does around 60-80% typically. At 90% HP, Garchomp might survive with10-30%. Shadow Ball80 BP: weaker, maybe 40-55%. Recover: survive cycle but Garchomp keeps hitting. Best: Make It Rain for likely2-hit KO. If Garchomp survives and KOs back, we lose Gholdengo though. Alternatively Nasty Plot after surviving hit (+2 SpA) then next turn (if we survive another hit at 22%, we'd faint). Not enough. I think Make It Rain is best - damage while we can. Actually consider: if Garchomp uses Earthquake and we survive at 22%, and Make It Rain does 70%, Garchomp at 20%. Next turn Garchomp outspeeds and KOs us. Then we have only Gholdengo left? We brought3: Torkoal (fainted), Venusaur (fainted), Gholdengo. All others fainted? Bench shows only those2 fainted + Gholdengo active. So Gholdengo is our last mon. If we lose Gholdengo, we lose the battle. We need to avoid fainting. If we Recover: take 78% hit going from 100% to 22%, then Recover to 72%. Next turn take 78% from 72% → faint at ~0%. Doesn't work unless Garchomp's damage is less. Hmm. Actually if Garchomp's damage is only50%, cycle works: 100→50, recover→100... but Garchomp keeps attacking us while we recover, and we can never attack. Actually wait - maybe Gholdengo outspeeds? Garchomp possible speed 109-169. Gholdengo 106. Garchomp min 109 > 106. Garchomp always outspeeds. So we can't outspeed. We take a hit every turn. To win we must attack. Make It Rain at some point. If Make It Rain does enough to KO Garchomp in 2 hits while we survive 2 hits - unlikely at 78% per hit. If we Nasty Plot turn 1 (survive at 22%), then Make It Rain turn 2 (+2 SpA, likely KO Garchomp before it moves? No, Garchomp outspeeds and KOs us first). So: turn 1 take hit (22% left), attack with Make It Rain (70%) → Garchomp 20%. Turn 2 Garchomp KOs us. We lose. Unless Garchomp's EQ damage < 100%... it's ~78%. So we survive 1 turn. Alternative: maybe Garchomp uses something else? Only EQ revealed. Hmm, what if we Nasty Plot (survive at 22%), Make It Rain at +2 next turn... but Garchomp moves first turn 2 and KOs. Actually - unless EQ misses or Garchomp predicts Recovers. If we Recover turn 1: Garchomp EQ (78%), we Recover to 72%. Turn 2: Garchomp EQ (78% of 194 = ~151), we're at 140 HP after EQ... 72% = 140 HP - 151 → faint. Hmm. What if EQ does less, say 60%: 194→78, Recover→176, next EQ 60% → 105... eventually need to attack. Standard Gholdengo vs Garchomp: Garchomp is90% HP. If we can2HKO while surviving... We only survive 1 hit though. Wait - maybe Garchomp has Rough Skin/Life Orb? Unknown item. Let's consider: our only win condition might be Make It Rain doing enough + maybe Garchomp switching. Actually, the opponent has more mons (rotomwash, scizor, incineroar, ninetalesalola). The opponent might switch Garchomp out if it's threatened. If we Make It Rain and opponent switches to a resist (Incineroar resists? Fire doesn't resist Steel... actually Fire resists Steel? No - Fire resists: Bug, Steel, Fire, Grass, Ice, Fairy. Yes Fire resists Steel. Incineroar resists Make It Rain.) Rotom-Wash: Water/Electric - neutral to Steel. Scizor: Steel/Bug - resists Steel 4x? Steel vs Steel: resisted. Scizor resists 2x... actually Steel vs Bug: resisted? No, Bug doesn't resist Steel... Steel attacking: not very effective vs Steel, Fire, Water, Electric. Scizor is Steel/Bug → resists Steel once (2x resist). Ninetales-Alola: Ice/Fairy - Ice doesn't resist Steel... actually Steel vs Ice: neutral. Fairy doesn't resist. Neutral. Gholdengo already revealed as our mon - opponent knows our moveset maybe. Consider Nasty Plot: if opponent switches (predicting we're a threat), we get +2 free, then can sweep. Garchomp staying in means EQ on us. Hard to know. Given uncertainty, Make It Rain is the safest damaging option - it pressures Garchomp and hits switch-ins (except Scizor/Incineroar). Actually, if Garchomp stays: we take EQ (~78%) then hit with Make It Rain (~65-75% of Garchomp's 90%) → Garchomp ~20%. We're at 22%. Turn 2: Garchomp EQ KOs us. We lose. If we Recover first: opponent likely EQ again. Then we're in same cycle but at higher HP... Actually the key insight: we lose to Garchomp either way if we can't KO before fainting. Unless Make It Rain OHKOs? At 90% HP, no. What about Shadow Ball? Weaker. Hmm, maybe Nasty Plot is best: take EQ at 22%, Nasty Plot +2, then turn 2 we're at 22%... Garchomp EQ KOs us first. Unless Garchomp predicts Recover and does something else? Garchomp would just EQ. Wait - could Garchomp use a non-damaging move? Or maybe Garchomp's item is something? Actually, maybe I should consider that EQ might not KO us from 100%. If we survive turn 1 with Make It Rain doing 70%, Garchomp at 20%, turn 2 Garchomp EQ from 20% HP - same EQ damage. We'd faint. Unless our HP is enough to survive 2 hits?78% * 2 = 156% > 100%. No. What if we recover after surviving? 100→22, Recover→72, next EQ → 72-78 <0. Faint. Hmm. So against Garchomp we likely lose. But maybe EQ does less than I estimate. Let's recalc: Garchomp atk possible 135-200. If 135 Atk: EQ (100 BP * 1.5 STAB = 150) vs 115 Def: ((2*50/5+2)*100*135/115)/50+2 = (22*100*1.174)/50+2 = (2582)/50+2 ≈ 51.6+2 ≈ 54% + modifiers. With neutral effectiveness... EQ is neutral? Ground vs Steel = SE (2x), Ground vs Ghost = neutral. So 54% * 2 = 108%. Oh! I forgot super effective. Ground vs Steel: Steel is weak to Ground? Let's check: Ground weaknesses: Fire, Poison, Rock, Steel. Yes! Steel is weak to Ground. So EQ is super effective on Gholdengo (Steel/Ghost). So EQ does SE damage: base ~54% * 2 = 108% (with 135 Atk) → OHKO. With 200 Atk: (22*100*200/115)/50+2 ≈ 76.5 * 2 = 153% OHKO. So Garchomp OHKOs Gholdengo with Earthquake regardless. We're dead this turn unless we're faster (we're not) or Garchomp doesn't EQ. So we need to hope for a switch or miss. Given we're going to faint, best action is... we will faint regardless of choice (no priority, no defensive option survives OHKO). If we're going to faint, best to just attack with our strongest move: Make It Rain. It's our best damage if Garchomp stays or if we get to move. Actually if Garchomp switches out to a resist, Make It Rain still does decent damage. If we Nasty Plot and they switch, we get +2 but we might still be facing threats. Given guaranteed faint (if EQ), Make It Rain maximizes damage output. Alternatively Nasty Plot hedges against a switch. I'll go with Make It Rain - maximize immediate damage since we likely faint. Wait - actually consider: if opponent predicts we'd switch and uses a setup move? Unlikely. Make It Rain.