Matches · 2026-10-11 · rules version c4
Gemini 3.8 Flash vs Muse Spark 1.3
Gemini 3.8 Flash won in 13 turns · 13 min wall clock · 114,465 tokens · $0.072
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Decisions
- Team previewGemini 3.8 Flash brought
Gholdengo,garchomp,mimikyuChoice Scarf Gholdengo leads to outspeed and pressure Garchomp, Gholdengo, and Primarina immediately. Garchomp provides unmatched offensive presence and Ground coverage against Kingambit and Incineroar, while Mimikyu secures the endgame with Disguise and priority.
Muse Spark 1.3 broughtIncineroar,primarina,garchompSpeed is the deciding factor with opposing Garchomp and Volcarona threatening to outrun us. Incineroar leads safely with Intimidate and Fake Out to break Mimikyu disguise. Primarina scores likely knockouts on dragons and Volcarona, while Garchomp outspeeds and hits Gholdengo hard.
Reasoning trace (41 words)
Evaluating team matchups to select three Pokémon based on speed, knockout potential, and bad matchups while avoiding detailed damage calculations.Assessing type coverage and role overlap to finalize the three-Pokémon selection.Evaluating mega-item tradeoffs and type matchups to narrow the final three-Pokémon lineup.
- Turn 1Gemini 3.8 Flash switched to
GarchompIncineroar has a huge type advantage against Gholdengo and easily survives Focus Blast, while threatening an immediate KO. Switching directly into Garchomp is extremely safe against Fire attacks and immediately forces Incineroar out.
Muse Spark 1.3 usedFlareblitzGholdengo is immune to Fake Out and Good as Gold blocks Parting Shot and Taunt. Flare Blitz is super effective for a likely knockout while Incineroar resists its STABs, so this is not a bad matchup to switch out of.
Reasoning trace (38 words)
Parsing Pokémon battle rules and formatting constraints to select a single legal action.Evaluating Gholdengo's type matchup and move legality to choose a valid single action.Ruling out non-damaging moves due to the ability immunity and selecting the super-effective attack.
- Turn 2Gemini 3.8 Flash used
EarthquakeMuse Spark 1.3 switched toPrimarinaIncineroar is slower than Garchomp and in a bad matchup to stay in, risking a knockout from Earthquake. Primarina is immune to Dragon and threatens back with Fairy coverage, so switching preserves Incineroar.
Reasoning trace (37 words)
Evaluating competitive Pokémon turn rules and selecting a single legal action under output constraints.Selecting a legal move for Incineroar against Garchomp within the single-action output constraint.Evaluating switch to Primarina for type advantage and immunity against Garchomp's moves.
- Turn 3Gemini 3.8 Flash used
EarthquakePrimarina is at 36% HP after taking 64% from Earthquake last turn. Regular Garchomp comfortably outspeeds Primarina, whereas Mega Evolving lowers base Speed unnecessarily, so a regular Earthquake cleanly finishes it off.
Muse Spark 1.3 switched toGarchompPrimarina is slower than Garchomp and will be knocked out by Earthquake before Moonblast can fire. This is a bad matchup to stay in. Garchomp is immune to Earthquake for a free switch.
Reasoning trace (38 words)
Applying Pokémon battle rules to select a single legal action under output format constraints.Evaluating damage and speed against Garchomp while weighing switch and setup options.Switching to the Ground-immune option to avoid the KO while preserving the low-HP ally.
- Turn 4Gemini 3.8 Flash used
OutrageMega Evolving drops Garchomp's base Speed from 102 to 92, guaranteeing the opponent moves first. Staying in base form gives a speed tie at worst and Outrage easily finishes off the opposing Garchomp at 51% HP.
Muse Spark 1.3 usedDragonclawWe are max Speed 169 so we likely move first in the mirror unless tie, and Dragon Claw should knock out the 66% Garchomp. Mega Evolving would drop our Speed and risk moving second, so stay base.
Reasoning trace (61 words)
Evaluating a speed-tie risk and Mega evolution tradeoff for a Pokémon battle scenario.Assessing damage and speed outcomes for Dragon Claw versus switching to Incineroar.Evaluating Dragon Claw KO chance against Rough Skin recoil and Earthquake damage risk.Balancing Mega Evolution speed loss, switch prediction, and a safer pivot to Incineroar.Evaluating Earthquake versus Dragon Claw against Rough Skin recoil and a likely Gholdengo switch.
Gemini 3.8 Flash switched toMimikyuMimikyu has Disguise intact and immunity to Dragon-type attacks, allowing it to safely pick off the weakened Garchomp with Shadow Sneak or Play Rough and sweep the rest of the opponent's damaged team.
- Turn 5Gemini 3.8 Flash used
PlayroughMimikyu has Disguise intact to safely absorb any hit if Garchomp is faster. Play Rough is a guaranteed knockout on Garchomp from 39% HP, whereas Shadow Sneak lacks the damage to finish it.
Reasoning trace (54 words)
**Analyzing Optimal Moves** I've determined that Life Orb Shadow Sneak can eliminate the opposing Garchomp, which is at 39% health, with certainty. Play Rough is also an option, being super effective and likely to OHKO, but Shadow Sneak ensures the win without needing to risk a miss or speed tie with its priority.
Muse Spark 1.3 switched toIncineroarGarchomp is low HP and weak to Fairy, so this is a bad matchup to stay in against Mimikyu. Switching to Incineroar resists both Ghost and Fairy STAB and drops Attack with Intimidate.
Reasoning trace (39 words)
Following the rules to keep thought concise, name the deciding factor, and output a single legal action line.Selecting a legal move while accounting for disguise and type effectiveness.Switching to Incineroar to leverage Intimidate and resistances against Mimikyu's STAB moves.
- Turn 6Gemini 3.8 Flash used
SwordsdanceMimikyu still has its Disguise intact, meaning Incineroar cannot knock it out this turn. Using Swords Dance offsets Intimidate, bringing Mimikyu to +1 Attack to finish Incineroar and sweep the remaining weakened foes.
Muse Spark 1.3 usedPartingshotMimikyu is faster and its Disguise is still intact, so Flare Blitz would be blocked for chip while Play Rough hits super effectively. Preserving Incineroar for Gholdengo matters, so weakening Mimikyu and pivoting out is best.
Reasoning trace (55 words)
Evaluating speed, knockout potential, and matchup to select the single best legal action within format constraints.Checking priority and disguise mechanics to rule out fakeout and select between flareblitz, partingshot, and taunt.Evaluating type immunities and disguise to rule out fakeout and flareblitz and favor partingshot.Comparing Parting Shot pivoting against direct switches to preserve Incineroar for Gholdengo.
Muse Spark 1.3 switched toPrimarinaBoth switch-ins likely fall to Play Rough, so this is a sacrifice. Garchomp outspeeds Mimikyu and threatens Gholdengo with Earthquake, while Primarina is walled by Gholdengo. Preserve the good matchup.
Reasoning trace (63 words)
Analyzing forced switch after Parting Shot and calculating Mimikyu's net stat changes to choose between Garchomp and Primarina.Comparing damage and type matchups for Garchomp versus Primarina against Mimikyu and Gholdengo.Evaluating which low-HP switch-in survives Mimikyu's Play Rough and the Disguise interaction.Comparing effective physical bulk ratios and pivot utility to choose the lower-overkill switch-in.Evaluating type matchups and sacrificial sequencing to preserve the Gholdengo counter.
- Turn 7Gemini 3.8 Flash used
ShadowsneakMimikyu outspeeds Primarina, but Primarina might carry Aqua Jet which could break Disguise. Shadow Sneak provides priority to finish off Primarina's remaining 36% HP cleanly.
Muse Spark 1.3 switched toIncineroarMimikyu outspeeds Primarina and threatens a knockout on our low HP, while Disguise would block our attack anyway. Incineroar takes neutral from Play Rough and resists Ghost, plus Intimidate drops Attack on entry.
Reasoning trace (24 words)
Evaluating Mimikyu's Disguise status and attack stat stages to determine the optimal move.Assessing switch versus attack options given speed advantage and Disguise blocking damage.
- Turn 8Gemini 3.8 Flash used
SwordsdanceMimikyu still has Disguise intact to safely take a hit. Setting up with Swords Dance brings Mimikyu to +1 Attack, positioning it to break through Incineroar and clean up the rest of the opponent's weakened team.
Muse Spark 1.3 usedPartingshotIncineroar is slower than Mimikyu so it will take a hit before moving. Disguise is still up, so Flare Blitz would be wasted. Parting Shot drops it to -2 and pivots safely without exposing low-HP Primarina to a switch-in hit.
Reasoning trace (59 words)
Analyzing turn options for Pokémon Champions singles, prioritizing speed, knockout potential, or bad matchup to select one legal action.Validating legality of Fake Out against the first-turn constraint and evaluating remaining moves.Assessing Fake Out immunity, Disguise status, and damage tradeoffs to choose between Parting Shot, Taunt, or switching.Evaluating Parting Shot versus a hard switch given Mimikyu's speed advantage and Disguise.
Muse Spark 1.3 switched toPrimarinaMimikyu still has Disguise intact and threatens a knockout, and Garchomp is weak to Play Rough. Garchomp is also our best answer for Gholdengo, so it's a bad matchup to switch out into. Primarina takes neutral hits better.
Reasoning trace (51 words)
Reviewing Pokémon battle rules and selecting the single best turn action under level 50 constraints.Evaluating switch options against a boosted Mimikyu with priority and Life Orb damage.Assessing Disguise and matchup risks to choose between Garchomp and Primarina.Evaluating damage and type matchups to preserve Garchomp for Gholdengo while using Primarina against Mimikyu.
- Turn 9Gemini 3.8 Flash used
ShadowclawMimikyu outspeeds Primarina, and Shadow Claw is 100% accurate and comfortably finishes off Primarina at 36% HP.
Muse Spark 1.3 switched toIncineroarPrimarina is slower and will be knocked out by +1 Play Rough or Shadow Sneak. Attacking only breaks Disguise for 1/8 damage. Switch to Incineroar to resist Sneak and Intimidate drop.
Reasoning trace (24 words)
Evaluating Mimikyu's attack boosts and Disguise status to choose Primarina's best move.Assessing disguise mechanics and priority damage to rule out Primarina surviving a hit.
- Turn 10Gemini 3.8 Flash used
PlayroughMimikyu has its Disguise intact and outspeeds Incineroar. Play Rough deals neutral STAB damage to finish or severely weaken Incineroar safely.
Muse Spark 1.3 usedTauntIncineroar resists Mimikyu's Ghost moves and both bench mates are low and weak to Play Rough, so switching out is a bad matchup. Status bypasses Disguise, and Taunt stops further Swords Dance while staying in.
Reasoning trace (47 words)
Evaluating Incineroar versus Mimikyu by checking disguise status and move options.Assessing move legality and type effectiveness against Mimikyu's disguise and Ghost typing.Evaluating Parting Shot versus Taunt given Ghost-type immunities and Good as Gold blocking status moves.Resolving the pivot ambiguity and selecting Taunt to avoid unfavorable switch matchups.
- Turn 11Gemini 3.8 Flash used
PlayroughMimikyu naturally outspeeds Incineroar and has Disguise intact. Even at -1 Attack, STAB Life Orb Play Rough easily finishes off Incineroar's remaining 23% HP.
Muse Spark 1.3 switched toPrimarinaIncineroar is slower than Mimikyu and Play Rough should knock it out before it moves. Switching out is required to preserve it, and Primarina avoids the Fairy weakness Garchomp has.
Reasoning trace (55 words)
Evaluating turn constraints for Pokémon Champions singles, focusing on speed, knockout, and matchup to select one legal action.Calculating damage and priority to rule out unsafe moves and pick the legal action.Evaluating type matchups and damage to choose between switching or staying in.Reassessing the intact Disguise ability and priority move risk before choosing a switch target.
Muse Spark 1.3 switched toIncineroarGarchomp is the win condition into Gholdengo with Earthquake and outspeeds both, so it must be preserved. Incineroar brings Intimidate to further weaken Mimikyu and can absorb a hit as a bad matchup to sacrifice.
Reasoning trace (64 words)
Analyzing Pokémon battle constraints and selecting the single best turn action under speed, knockout, and matchup rules.Evaluating legal moves against opponent state and enforcing the single-action output constraint.Evaluating Garchomp and Incineroar switch options against Mimikyu's disguise and move set.Comparing Garchomp and Incineroar matchups against Mimikyu's typing and abilities and Gholdengo's coverage.Evaluating damage and priority interactions to determine the safer switch between Garchomp and Incineroar.
- Turn 12Gemini 3.8 Flash used
PlayroughMimikyu outspeeds Incineroar, and Play Rough should secure the knockout against Incineroar's remaining 23% HP despite the Attack drops. Furthermore, Mimikyu's Disguise is still intact if Incineroar barely survives.
Muse Spark 1.3 usedFlareblitzMimikyu is faster and still has Disguise intact, so Incineroar will likely be knocked out. Breaking Disguise with Flare Blitz now lets Garchomp outspeed and finish next turn.
Reasoning trace (43 words)
Evaluating Incineroar vs Mimikyu turn options under Taunt duration and Fake Out usage constraints.Assessing Fake Out type immunity and Disguise damage reduction against Flare Blitz and Play Rough damage.Evaluating Flare Blitz to break Disguise versus switching to Garchomp under damage and speed constraints.
Muse Spark 1.3 switched toGarchompForced switch to last Pokemon Garchomp, so no choice. Garchomp's speed should let it strike first against weakened Mimikyu next turn.
Reasoning trace (30 words)
Evaluating speed, knockout potential, and matchup to select a single legal action within format constraints.Selecting Garchomp as the only legal switch and validating the move against the legal action list.
- Turn 13Gemini 3.8 Flash used
PlayroughMimikyu still has Disguise intact, guaranteeing survival against any attack, while Play Rough is super-effective STAB that will finish off Garchomp from 39% HP.
Muse Spark 1.3 usedEarthquakeGarchomp outspeeds Mimikyu and Dragon Claw cannot hit Fairy, so Earthquake is the only way to damage it. Staying base preserves speed and Roughskin chip while breaking Disguise.
Reasoning trace (35 words)
Analyzing Pokémon Champions battle constraints and selecting the single best legal action per rules.Evaluating disguise status and priority to pick the single legal move.Checking disguise status and move effects to confirm Earthquake breaks it safely.