Matches · 2026-10-11 · rules version c4
MiMo V2.6 Flash vs GPT-6 Luna Decisions
GPT-6 Luna Decisions won in 5 turns · 3 min wall clock · 29,485 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,gholdengoTorkoal leads to override the opponent's likely Alolan Ninetales snow lead with sun, enabling Chlorophyll Venusaur to outspeed and sweep their whole team. Gholdengo is the best third pick since it walls Scizor and Incineroar and checks Ninetales.
Reasoning trace (85 words)
Opponent has snow warning ninetales-alola (likely), scizor, incineroar, garchomp, rotom, gholdengo. My sun team: torkoal lead + venusaur mega is strong but opponent has scizor, ninetales-alola (ice moves), gholdengo, garchomp... Venusaur with chlorophyll... but snow overrides? Weather war. Good bring: torkoal, venusaur, gholdengo? Or garchomp with sash, kingambit scarf, rotom wash. Opponent likely leads ninetalesalola (snow). Torkoal leads to override snow with sun, Venusaur sweeps with chlorophyll solarbeam/sludgebomb. Third: gholdengo or kingambit. Kingambit scarf handles gholdengo, garchomp... Gholdengo handles ninetales/scizor/incineroar. I'll go torkoal, venusaur, gholdengo.
- Turn 1GPT-6 Luna Decisions used
Earthquake100% MOVE: earthquake, 0% MOVE: stoneedge, 0% MOVE: swordsdance
MiMo V2.6 Flash usedEruptionTorkoal is at full HP, so Eruption hits at maximum 150 BP in the sun, and Garchomp can't KO it in one hit despite outspeeding. This is the best window to land big damage before Torkoal's HP drops and weakens Eruption.
Reasoning trace (243 words)
Garchomp likely uses Earthquake which would KO Torkoal (weak to Ground? Torkoal is pure Fire, not weak to Ground actually). Torkoal has 176 Def, Garchomp EQ would do significant damage but maybe not KO. Eruption at full HP in sun does big damage but Garchomp resists? Fire vs Dragon/Ground — not resisted. Actually Fire is neutral vs Garchomp. Sun boosts it. Eruption 150 BP in sun could KO Garchomp? Garchomp has high HP. Roughly, Torkoal SpA 137 (max), sun-boosted Eruption... likely around 50-60%. Not a KO. Garchomp outspeeds and EQ would hurt Torkoal badly. But staying in, we could set Stealth Rock or fire Eruption. Alternatively switch to Venusaur to take the Ground move (Grass resists Ground) and outspeed in sun with Chlorophyll (but it's Mega Venusaur? It has venusaurite... mega evolving changes ability to thick fat, losing chlorophyll). Note Venusaur has venusaurite item but chlorophyll ability shown—mega available though. Best: switch Venusaur in to absorb Ground attack, then threaten. Or just fire Eruption for damage. Given Torkoal at full HP, Eruption does max damage and after Garchomp attacks, Torkoal may survive (Fire resists nothing relevant; Garchomp's STAB Earthquake neutral on Fire... Fire is neutral to Ground). Torkoal 176 Def, EQ from Garchomp ~135-200 Atk. Could be 60-80%. Torkoal survives, then Eruption weakens. Stealth Rock early is good long-term. But first turn priority: maybe just Eruption for damage since Torkoal is at full HP — best value of Eruption now. I'd say Eruption.
- Turn 2GPT-6 Luna Decisions used
Earthquake100% MOVE: earthquake, 0% MOVE: stoneedge, 0% MOVE: swordsdance
MiMo V2.6 Flash switched toVenusaurTorkoal is slow and will almost certainly faint to another Earthquake before it can act, and Eruption is weak at low HP anyway. Venusaur can switch in, take the hit much better with its Grass resistance, and threaten back with Chlorophyll speed in the sun.
Reasoning trace (207 words)
Torkoal at 31.6% will likely die to Earthquake. Switch Venusaur in to take the EQ? Venusaur resists... no, Ground hits Poison super effectively? Ground is super effective against Poison. Venusaur is Grass/Poison — Ground hits Poison super effectively but Grass resists... Ground is not very effective on Grass? Actually Ground moves: super effective against Fire, Electric, Poison, Rock, Steel. Grass resists Ground? No — Ground is not very effective against Grass. So Venusaur takes neutral from Ground (resisted by Grass, weak via Poison → neutral). Sun is active, Venusaur has chlorophyll presumably (or overgrow). Venusaur with chlorophyll would outspeed Garchomp. Best play: switch Venusaur, it can tank EQ and outspeed in sun with Chlorophyll (if ability is chlorophyll — yes, listed: chlorophyll). Then Mega Venusaur... wait it has venusaurite, mega evolves to thick fat. But speed would drop to base 80... Mega Venusaur loses chlorophyll. Hmm. But question is just this turn. Switch Venusaur — likely takes EQ neutrally, then can respond. Torkoal is nearly dead and slower; Stealth Rock could be set up though. If Torkoal sets rocks it dies but gets rocks. Venusaur switch seems better — Garchomp might use something else. Switching Venusaur is the play: bad matchup for Torkoal (slow, will be KO'd).
- Turn 3GPT-6 Luna Decisions used
Earthquake81% MOVE: earthquake, 16% MOVE: dragonclaw, 1% MOVE: stoneedge
MiMo V2.6 Flash switched toGholdengoVenusaur is slower than Garchomp's minimum speed and at 36 HP, so it will be knocked out by Earthquake before it can act. Gholdengo resists Ground and takes the hit well, preserving Venusaur for later.
Reasoning trace (180 words)
Venusaur at 36 HP, Garchomp likely outspeeds and kills with EQ. Venusaur-Mega with chlorophyll... Mega Venusaur loses chlorophyll? No, Mega Venusaur ability is thickfat normally, but here it says chlorophyll effect still. Actually the item says chlorophyll ability listed. Speed100 vs Garchomp 109-169 — Garchomp likely faster, moves first, Venusaur dies. Best: sleep powder to disable Garchomp if it misses... but Venusaur probably dies first. Switch to gholdengo? Gholdengo resists... Garchomp EQ is not very effective vs Steel? Ground vs Steel is not very effective (0.5x). Gholdengo is immune? Steel/Ghost — Ground hits Steel for 0.5, Ghost neutral, so 0.5x. Switching gholdengo in on EQ seems good, and Gholdengo can then threaten. But if Garchomp uses something else... it revealed only EQ. Switching to Gholdengo preserves Venusaur (low HP anyway, might not be worth it). Alternatively mega-evolve and sleep powder: if Garchomp outspeeds, Venusaur dies before acting. Speed: Mega Venusaur speed stays 100 presumably (Mega Venusaur base80 → level 50... base 80 speed at 50 is around 100ish). Garchomp min 109. So Garchomp always outspeeds. Switch to gholdengo is safest.
MiMo V2.6 Flash switched toVenusaurVenusaur takes only 0.25x from Earthquake (Grass and Poison both resist Ground), so it can switch in safely and then outspeed Garchomp with Chlorophyll in the sun. Torkoal would take neutral damage at only 56 HP and likely faint.
Reasoning trace (393 words)
Torkoal has more HP (31.6% vs 19.3%). Venusaur at 19% would die to any hit. Torkoal can take an Earthquake better with its defense and resist... actually Torkoal is Fire, not weak to Ground. Ground is neutral on Fire. Venusaur is weak to nothing from Ground (Grass/Poison resists... Ground is neutral on Grass/Poison? Grass resists Ground, Poison resists Ground — so Venusaur takes 1/4 from Earthquake actually). Wait: Grass resists Ground, Poison resists Ground → Venusaur takes 0.25x from EQ. But Venusaur at 36 HP — critical hit ignored resistance? No, critical hits ignore stat changes and abilities, not type effectiveness. Actually a crit EQ at 36 HP: Garchomp Atk ~135-200, EQ100 BP, Venusaur Def ~103 → maybe 30-50% of 187. Venusaur takes 0.25x so ~15-25 damage. 36 HP might survive non-crit... crit would do ~2x that. Torkoal at 56 HP, neutral from EQ: takes ~40-60% → could die. Hmm. Venusaur takes 0.25x from EQ — safer. But Venusaur is at 19.3%, Torkoal at 31.6%. If Torkoal comes in and dies, we lose Torkoal but... we only have 2 Pokémon left. We've lost Gholdengo, so we have Torkoal and Venusaur. We need to win with them. Venusaur with Chlorophyll in sun is fast. If Venusaur comes in on EQ (resists 0.25x), then outspeeds Garchomp in sun and can Solar Beam (needs charge? no — sun skips charge). Solar Beam vs Garchomp: 0.5x in sun (sun weakens... no, sun weakens Water, boosts Fire. Solar Beam in sun = full power). Grass vs Dragon/Ground: Ground resists Grass? No, Ground is weak to Grass. Dragon resists Grass. So neutral. Venusaur SpA 167 + maybe growth... Solar Beam 120 BP neutral vs Garchomp SpDef ~94-150 → decent damage, maybe 40-60%. Garchomp at 87% — need multiple hits. Venusaur coming in: takes 0.25x EQ, survives likely. Then Chlorophyll outspeeds, Solar Beam. Torkoal coming in: takes neutral EQ at 56 HP — likely dies. So Venusaur is the better switch. Then next turn Solar Beam. But Venusaur at 36 HP — if crit EQ does 25% of 187 = ~47 damage, dead. Non-crit 0.25x: Garchomp 135 Atk * EQ 100 STAB 1.5 = ~ (135*100/50+2)*... rough: ~40-50 HP neutral on Venusaur Def 103. At 0.25x → ~10-13 damage. Non-crit safe. Crit doubles → 20-26 damage, still survives36. Actually crit on 1/4 effective...36 HP might survive. Venusaur is the pick.
- Turn 4GPT-6 Luna Decisions used
Earthquake67% MOVE: earthquake, 17% MOVE: dragonclaw, 10% MOVE: stoneedge
MiMo V2.6 Flash usedSolarbeammegaVenusaur's Chlorophyll doubles its speed in sun (100 → 200), outspeeding Garchomp's max 169. Solarbeam fires instantly in sunlight with STAB and sun boost, which should knock out Garchomp at 87%; Mega Evolving adds power and bulk for safety.
Reasoning trace (592 words)
Venusaur at 36 HP, Garchomp at 87%. Garchomp likely outspeeds and kills with Earthquake. Venusaur with Chlorophyll in sun... speed 100 base, doubled = effectively 200 vs Garchomp 109-169. Actually Venusaur's speed stat is 100 (actual stat shown), doubled by chlorophyll = 200. Garchomp's actual speed stat is 109-169. So Venusaur likely outspeeds! Wait, the speed line says "your venusaur 100 vs opposing garchomp 109-169: it moves first" — but that doesn't account for chlorophyll doubling. With chlorophyll, Venusaur's effective speed is 200, which outspeeds Garchomp's max 169. So Venusaur moves first. Can it KO Garchomp at 87%? Solarbeam in sun (no charge) at 120 BP with STAB... Venusaur's SpA 167 (mega boosts). Garchomp's SpD range 94-150. Mega Venusaur SpA would be higher. Actually, should Mega Evolve? Mega Venusaur gains bulk and SpA. Solarbeam [MEGA] would be strongest option. But wait — Garchomp might have roughskin, and Venusaur at 36 HP dies to any hit. Solarbeam needs to KO. 87% HP Garchomp... Solarbeam STAB 120 BP in sun with mega SpA (~180?) vs Garchomp SpD... might not KO. Alternative: Sleep Powder to disable Garchomp, then set up. Sleep Powder is 75% accuracy though. Growth [MEGA] raises SpA by 2 in sun, letting next Solarbeam KO — but Venusaur likely dies next turn if sleep fails. Hmm, if Venusaur outspeeds, Sleep Powder puts Garchomp to sleep, giving free turns. But 75% accuracy risk. Solarbeam might KO at 87%? Mega Venusaur SpA ~ let's estimate: base 130 SpA at level 50 with modest investment ≈ 167 shown pre-mega... wait the stats shown are current (pre-mega). Venusaur base SpA 103, stat 167 seems high — that's with investment. Mega Venusaur base 130 → stat would be ~200. Garchomp base SpD 85, range 94-150. If Garchomp is physically defensive, SpD ~94-110. Solarbeam: 120 BP * STAB 1.5 = 180 effective. vs SpD 110, SpA 200: damage ≈ (2*50/50+2)*200*180/110/50 + 2 ≈ (4)*200*180/110/50 ≈ 4*200*0.0327 ≈ 26... that's not right. Let me redo: modifier = 2*50/50+2 = 4. Damage = 4 * 200 * 180/110 / 50 + 2 = 4*200*1.636/50+2 = 4*6.545+2 ≈ 28. That's way too low — I messed up. Standard formula: Damage = ((2*Level/5+2) * Power * A/D) / 50 + 2, then modifiers. Level 50: 2*50/5+2 = 22. Damage = 22 * 120 * (200/110) / 50 + 2 = 22*120*1.818/50+2 = 22*4.364+2 ≈ 96+2 = 98. Then STAB 1.5 → ~147, sun boost 1.5 → ~220. That would easily KO. Hmm, but that's before type effectiveness (neutral). So ~98 base * 1.5 STAB = 147 * 1.5 sun = 220. Way over 100%. Even without mega, SpA 167: 22*120*(167/110)/50+2 = 22*120*1.518/50+2 = 22*3.644+2 = 80+2=82, *1.5=123, *1.5 sun=185. Still KO. Even vs SpD 150: 22*120*(167/150)/50+2 = 22*120*1.113/50+2 = 22*2.672+2 = 61, *1.5=92, *1.5=138. KO. So Solarbeam should KO Garchomp. Venusaur outspeeds with Chlorophyll. Solarbeam [MEGA] is the play — mega for extra power/bulk. Actually does mega matter? Pre-mega SpA 167 already KOs. But mega doesn't hurt. Solarbeam without mega also works. I'll go with solarbeam [MEGA] for safety. Wait — but the speed display says Garchomp moves first. That's concerning. Does the game account for chlorophyll? The effects note says chlorophyll doubles speed in sun. The speed comparison line might be naive. If Garchomp actually outspeeds, Venusaur dies. If Garchomp outspeeds, Venusaur dies regardless of move choice (except switching to Torkoal). Hmm. Garchomp speed range 109-169. Venusaur 100, doubled = 200. Venusaur always outspeeds. The speed line is likely not accounting for chlorophyll. I'll trust chlorophyll. Solarbeam [MEGA] for the KO.
MiMo V2.6 Flash switched toTorkoalI have only one legal action left: sending in Torkoal. It's my last Pokémon, so I must switch it in and try to fire off what damage I can with Eruption under the sun.
Reasoning trace (7 words)
Only legal action is switch to Torkoal.
- Turn 5GPT-6 Luna Decisions used
Earthquake100% MOVE: earthquake, 0% MOVE: stoneedge, 0% MOVE: swordsdance
MiMo V2.6 Flash usedWillowispTorkoal is my last Pokémon, so survival is everything. Garchomp outspeeds and likely hits with Earthquake, but at my low Defense roll range I may survive; if I do, a burn is the only path to outlasting it, since halved physical damage plus residual burn lets Torkoal's leftovers outpace Garchomp's chip. Eruption is nearly powerless at 31% HP.
Reasoning trace (745 words)
Torkoal at 31% HP — eruption is weak. Garchomp will KO with earthquake. Options: willowisp to burn garchomp (if it survives), or stealthrock for later value. Torkoal likely faints this turn anyway; burning garchomp would cripple it for remaining pokemon. But only one pokemon left? Gholdengo fainted, Venusaur fainted... wait, my bench shows only gholdengo faint. Actually Torkoal is active, gholdengo fainted — that's only 2? Champions format bring 3. Venusaur fainted too, so Torkoal is last. If Torkoal is last, stealthrock useless, willowisp burn helps but garchomp at 87% and Torkoal will die next turn anyway — burn damage over time would help only if... Torkoal dies, battle over. So nothing matters much? If Torkoal is the last Pokémon, whatever it does, it dies to earthquake. Wait — maybe there's a third Pokémon not shown. Bench shows only gholdengo. Recent turns: Venusaur fainted, Gholdengo fainted, Torkoal active. So Torkoal is the last. Then the turn: garchomp outspeeds, EQ kills Torkoal. Nothing matters. Unless Torkoal could survive... 56 HP vs EQ from garchomp — Torkoal has huge Def 176, but56 HP is low. EQ at ~135+ atk vs 176 def: roughly 100+ damage. Dies. If it's the last Pokémon, best to just do something — willowisp won't land before dying. Actually if garchomp kills Torkoal, game over regardless. Choose eruption anyway? Or maybe Torkoal survives a weakened hit? Garchomp 87% — could be burned already? No. Hmm, wait: maybe there's a possibility EQ doesn't kill:56 HP, Torkoal defense 176, garchomp atk range 135-200. Damage = ((2*50/5+2)*100*Atk/Def)/50+2 ≈ at Atk 135, Def 176: (22*100*135/176)/50+2 = (22*76.7)/50+2 ≈ 33.7+2 ≈ 36. So min damage ~36, max at Atk 200: 22*113.6=2500/50=50+2=52. So garchomp needs decent atk roll to KO; ~50% chance to survive low rolls? 56 HP, need damage >56 — max 52. So Torkoal might survive a minimum attack roll! Actually max damage 52 < 56, so Torkoal survives if garchomp's attack is low end. But crit could KO. If Torkoal survives, Eruption at low HP is weak (31% HP → ~50 power). Then Torkoal dies next turn. If last Pokemon, battle continues until Torkoal faints; surviving one more turn doesn't win. Hmm, but wait — maybe I miscount: brought 3: Gholdengo, Venusaur, Torkoal. All accounted. So it's a losing position. Best: eruption for damage? Or willowisp if survives — burn would deal residual... battle ends when Torkoal faints anyway. Actually only way to win: if Torkoal survives EQ (possible), and with leftovers recovers, outlasts? No — Torkoal dies eventually; can't win with only damage. Actually could Torkoal win by chipping garchomp to 0? Garchomp at 87%, Torkoal does ~30-40 per hit with weak eruption, garchomp heals nothing. EQ does ~40-52 per turn; Torkoal at 56 with leftovers heals 11/turn. Net: Torkoal takes ~40, heals 11 → dies in ~2 turns. Damage output: eruption at ~30% HP = 50 BP, sunny, STAB, vs garchomp SpD... maybe 25-35%. Two hits≈ 60% + ... Garchomp has 87%, need ~3 hits. Won't survive. Willowisp: burn halves attack and deals residual 1/16 per turn (garchomp has ~190 HP → ~12/turn). Burn would help enormously: EQ damage halved (~20-26), Torkoal survives many turns, burn does damage. If willowisp lands (85%) and Torkoal survives the first EQ (~50/56 chance depending on atk), Torkoal could outlast! Burn residual 12/turn vs leftovers 11/turn for Torkoal... garchomp at 87% ≈ 170 HP, needs14 turns of burn. Torkoal with burn-reduced EQ taking ~20-26 minus leftovers 11 → survives long, and Torkoal's eruption can do damage too. That's the win condition! But Torkoal must survive the first EQ. If it doesn't, willowisp never lands. Alternatively survive EQ without burn: takes36-52, at 56 HP survives unless high roll or crit. Sequence: garchomp moves first. If Torkoal survives, use willowisp. So choose willowisp — it's the play with a win path (burn + surviving). Eruption does damage now but Torkoal dies in 1-2 turns regardless. Turn5: willowisp. If Torkoal dies this turn, nothing matters. If survives, burn garchomp, then Torkoal tanks halved EQs and slowly burns garchomp down. But if burn doesn't land (15%), Torkoal dies next turn with little gained. Eruption would do maybe 25-35%. Expected: willowisp gives best win chance. Wait — but if Torkoal survives this turn's EQ, garchomp doesn't attack first? "Speed: your torkoal 40 vs garchomp 109-169: it moves first." Yes garchomp first. Actually, can Torkoal win with only eruption? Need3 hits, survive 2 EQs: at 56, minus 40ish, heals 11 — no. Choose willowisp.