Matches · 2026-10-11 · rules version c4

Claude Haiku 5.5 vs Mercury Decide

Player 1
Claude Haiku 5.5's team
autopilot 0%
Player 2 · winner
Mercury Decide's team
autopilot 0%

Mercury Decide won in 11 turns · 2 min wall clock · 75,822 tokens · $0.013

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Decisions

  1. Team preview
    Mercury Decide brought Dragapult,garchomp,metagross5,532 tok · 1.8 s · $0.0001

    Lead: 56% BRING: dragapult, 16% BRING: metagross, 14% BRING: rotomwash Pick 2: 38% BRING: garchomp, 26% BRING: metagross, 20% BRING: rotomwash Pick 3: 51% BRING: metagross, 24% BRING: rotomwash, 17% BRING: scizor

    Claude Haiku 5.5 brought Incineroar,kingambit,gholdengo3,485 tok · 6.6 s · $0.0008

    Incineroar gives Intimidate, Fake Out, and Parting Shot against their physical attackers like Garchomp, Scizor, and Metagross. Kingambit is a strong physical threat against Dragapult and Scizor. Gholdengo's Shadow Ball hits Metagross and Dragapult, and its special coverage handles Garchomp and Scizor.

    Reasoning trace (104 words)
    Looking at team preview, I'm weighing which three to bring against their Garchomp, Scizor, Metagross, Rotom-Wash, Dragapult, Toxapex lineup. Incineroar seems like a strong choice for intimidate and utility, and I'm checking whether Kingambit's Dark/Steel typing gives it good matchup potential against Dragapult.
    
    Metagross is weak to Ghost, so Gholdengo could pressure it, though Toxapex remains a tricky matchup for this team since nothing hits it especially hard. I'm leaning toward Incineroar, Kingambit, and Gholdengo as the standard bring, but also considering swapping in Garchomp since its Dragon-type moves hit Dragapult hard, while weighing how it fares against their own Garchomp and Rotom-Wash.
    
    
  2. Turn 1
    Mercury Decide used Dracometeor1,424 tok · 0.5 s · $0.0000

    94% MOVE: dracometeor, 3% SWITCH: garchomp, 2% SWITCH: metagross

    Claude Haiku 5.5 used Partingshot3,351 tok · 7.7 s · $0.0008

    Fake Out is useless here because Dragapult is Ghost-type and immune to Normal moves. Flare Blitz is resisted by Dragon. Parting Shot lowers Dragapult's Attack and lets Incineroar switch out for Kingambit, which resists its Ghost attacks and hits back hard.

    Reasoning trace (113 words)
    Fake Out, being Normal-type, won't land on Dragapult since Ghost types are immune to Normal moves, and Flare Blitz would only be resisted by its Dragon typing anyway.
    
    Incineroar actually resists Shadow Ball since Dark resists Ghost, so Dragapult's STAB there isn't ideal against it. Parting Shot seems like the better call, letting me pivot into something like Kingambit while still chipping Dragapult's stats.
    
    Gholdengo would actually take super effective damage from Shadow Ball since it's part Ghost, so switching it in isn't ideal. Kingambit's Dark typing resists Ghost and it's neutral to Dragon, making it the safer switch. I'll go with Parting Shot regardless since the momentum swing is worth it.
    
    
    Claude Haiku 5.5 switched to Kingambit3,345 tok · 7.2 s · $0.0009

    Both switch-ins take resisted damage from Draco Meteor, since Steel resists Dragon. Dragapult's Attack is at -2 and its Special Attack is at -3, so physical attackers are much safer. Kingambit can threaten Dragapult with Sucker Punch or Kowtow Cleave, and it has more Attack than Gholdengo.

    Reasoning trace (86 words)
    Since only switching is legal, I need to pick between Kingambit and Gholdengo. Dragapult's already taken significant attack and special attack drops, and I'm weighing whether Gholdengo's Steel/Ghost typing holds up against its Dragon-type moves like Draco Meteor, since Steel doesn't actually resist Dragon.
    
    With Dragapult's special attack now at -3, its Draco Meteor barely dents Gholdengo thanks to the Steel resist, while Kingambit can switch in safely given Dragapult's crippled attacking stats and even look to set up a Swords Dance to sweep afterward.
    
    
  3. Turn 2
    Mercury Decide switched to Garchomp1,713 tok · 0.5 s · $0.0000

    48% SWITCH: garchomp, 33% MOVE: uturn, 18% SWITCH: metagross

    Claude Haiku 5.5 used Kowtowcleave3,427 tok · 7.9 s · $0.0008

    Dragapult's Atk is at -2 and SpA at -3, so Sucker Punch would fail against its special Draco Meteor. Kowtow Cleave is super effective, gets the 1.2x Black Glasses boost and STAB, and should knock out the roughly 150-175 HP left on Dragapult. Kingambit is slower, but Dragapult's -3 SpA leaves Kingambit likely to survive a hit.

    Reasoning trace (144 words)
    Dragapult's at roughly 150-175 HP remaining with Dragon/Ghost typing, making it weak to Dark moves. I'm calculating Kingambit's Kowtow Cleave damage with Black Glasses boost and Dark STAB against that typing.
    
    Working through the math, the super-effective Kowtow Cleave looks like it could deal around 260+ damage, likely enough to knock out Dragapult given its current HP range. But I need to account for speed — Dragapult outpaces Kingambit significantly, so Dragapult would strike first with something like Draco Meteor, and I'm checking whether Kingambit's Dark/Steel typing resists that Dragon-type hit.
    
    It doesn't resist Dragon, but since Dragapult's special attack is dropped by -3 stages, the Draco Meteor would land for roughly 0.4x damage, which Kingambit's 177 HP should survive comfortably. Sucker Punch isn't viable here since Dragapult's Draco Meteor is special, so Kowtow Cleave remains the correct choice for the potential knockout.
    
    
  4. Turn 3
    Mercury Decide used Earthquakemega2,018 tok · 0.7 s · $0.0000

    84% MOVE: earthquake [MEGA], 10% MOVE: earthquake, 5% SWITCH: metagross

    Claude Haiku 5.5 used Kowtowcleave3,296 tok · 6.1 s · $0.0007

    Garchomp is at 39% and faster than Kingambit, so Kingambit can't outspeed it without priority. Kowtow Cleave (85 power, STAB, Black Glasses boost, no accuracy check) should deal roughly 100 damage, likely enough to knock out the remaining HP. Sucker Punch would only work if Garchomp attacks, so Kowtow is the safer choice.

    Reasoning trace (69 words)
    Garchomp is faster and sitting around 75-85 HP left at 39%. I'm checking if Kingambit's Kowtow Cleave, boosted by its 205 attack, can break through Garchomp's defense given the Dark-type matchup against Dragon/Ground.
    
    Since Garchomp is faster, Sucker Punch only works if it attacks, and even then the damage is less reliable than Kowtow Cleave's guaranteed hit. I'll go with Kowtow Cleave for the more consistent damage output.
    
    
    Claude Haiku 5.5 switched to Gholdengo2,974 tok · 5.3 s · $0.0006

    Kingambit fainted, so I must switch. Gholdengo is at full HP and has far higher Special Attack. Mega Garchomp is at 39%, so Gholdengo's Shadow Ball or Make It Rain should likely knock it out. Incineroar at 62% would take heavy damage from Earthquake.

    Reasoning trace (85 words)
    With Kingambit fainted, I need to switch between Incineroar at 62% or Gholdengo at full health. Garchomp is at 39% but none of Gholdengo's moves hit its weaknesses particularly hard, so I'm weighing whether to bring in Gholdengo anyway given Dragapult looming on the bench.
    
    Right, Ground is super effective on Steel, so Gholdengo takes 2x from Earthquake, but with Garchomp already at 39% and Gholdengo likely outspeeding, Shadow Ball should finish it off first. Switching to Gholdengo is clearly the best play here.
    
    
  5. Turn 4
    Mercury Decide used Earthquake1,746 tok · 0.6 s · $0.0000

    97% MOVE: earthquake, 2% SWITCH: metagross, 1% SWITCH: dragapult

    Claude Haiku 5.5 used Shadowball3,153 tok · 5.6 s · $0.0006

    Gholdengo is faster than most possible Garchomp speeds (136 vs 100-158), and Garchomp is at about 39% HP. Shadow Ball is neutral on Dragon/Ground, has STAB and Life Orb, and should knock it out. Make It Rain would drop Gholdengo's Sp. Atk, and Thunderbolt does nothing to a Ground type.

    Reasoning trace (77 words)
    Garchomp Mega is at 39% HP while Gholdengo is full health—checking type matchups, since Gholdengo's Ghost-type moves hit Dragon/Ground neutrally rather than super effectively.
    
    Running the damage math, Shadow Ball with STAB and Life Orb should deal roughly 94-111 damage against Garchomp's estimated ~78 remaining HP, which is a clean KO, while Thunderbolt would be useless against Garchomp's Ground typing. Shadow Ball is clearly the best option over Make It Rain, which would lower Gholdengo's SpA.
    
    
    Claude Haiku 5.5 switched to Incineroar2,194 tok · 1.5 s · $0.0003

    Gholdengo has fainted, so my only legal action is switching in Incineroar. That is the forced choice and it is also reasonable, since Incineroar at 62% can use Fake Out or Flare Blitz next turn against the 39% Mega Garchomp.

  6. Turn 5
    Mercury Decide used Earthquake1,682 tok · 0.6 s · $0.0000

    94% MOVE: earthquake, 3% SWITCH: metagross, 2% SWITCH: dragapult

    Claude Haiku 5.5 used Protect3,413 tok · 8.2 s · $0.0008

    Garchomp is faster, and its Earthquake likely KOs Incineroar before anything else happens. Flare Blitz is resisted and can't KO a 39% Garchomp. Protect blocks this hit and sets up a Parting Shot or Flare Blitz next turn.

    Reasoning trace (165 words)
    Incineroar's at 126/202 HP and mega Garchomp is at 39%, so Fake Out is off the table this turn. Flare Blitz is only neutral-to-resisted against Garchomp since Fire hits Dragon/Ground for 0.5x, so I need to weigh whether that damage output with Incineroar's attack stat is still enough given Garchomp's bulk.
    
    Running the numbers, Flare Blitz lands around 50 damage after the resistance, which won't knock out Garchomp's remaining 75-84 HP even on a favorable roll. Meanwhile Earthquake from Garchomp, even reduced by its -1 attack drop, deals roughly 234 damage thanks to STAB and the Ground-vs-Fire 2x weakness, which is more than enough to knock out Incineroar outright.
    
    Since Garchomp outspeeds Incineroar, it'll strike first with Earthquake and get the KO before I can act. Parting Shot won't help since the switch happens after the hit lands, so Protect is the safer play here—it blocks the Earthquake this turn, buying time even though Flare Blitz likely won't finish Garchomp off next turn either.
    
    
  7. Turn 6
    Mercury Decide used Earthquake1,723 tok · 0.6 s · $0.0000

    89% MOVE: earthquake, 5% SWITCH: metagross, 3% MOVE: swordsdance

    Claude Haiku 5.5 used Protect4,324 tok · 12.2 s · $0.0013

    Garchomp is faster and is already at -1 Attack, so its Earthquake hits first. Flare Blitz is resisted by Mega Garchomp and would leave it alive while Incineroar's recoil brings it close to fainting. Protect blocks this turn's Earthquake and keeps Incineroar at 126 HP.

    Reasoning trace (265 words)
    Checking the matchup: Incineroar at 62.4% HP, Garchomp Mega at 39% HP but faster, with Earthquake being neutral damage against Fire/Dark type Incineroar rather than super effective, and Garchomp currently at -1 attack stage.
    
    Flare Blitz is only 0.5x effective against Dragon/Ground Garchomp, so the damage comes out around 50 HP which isn't enough to knock out Garchomp's roughly 78 remaining HP, even accounting for STAB. As for Parting Shot, I'm checking whether there's actually a valid switch target left on the bench, since Gholdengo and Kingambit both appear to be fainted, leaving Incineroar as possibly the only one still standing.
    
    Thinking through Protect versus attacking: Garchomp outspeeds, so if it uses Earthquake now it likely deals heavy damage to Incineroar's 126 HP, maybe not quite lethal in one hit given the -1 attack drop, but close. If I let Garchomp EQ first and then Flare Blitz back, Garchomp would drop to roughly 28 HP before a second EQ could finish Incineroar off, so I'm weighing whether Protecting this turn to stall and let Garchomp waste an EQ is the safer line.
    
    Opponent might just switch out, making Protect pointless since it only saves one EQ hit worth. Running the numbers, Flare Blitz now leaves Garchomp around 28 HP while its EQ would knock Incineroar down to roughly 56, so I'm weighing whether trading that exchange is better than stalling with Protect.
    
    Parting Shot could drop Garchomp's attack further and let me pivot, but if there's no healthy bench to switch into, that option isn't viable. I'm leaning toward Protect as the safer play.
    
    
  8. Turn 7
    Mercury Decide used Swordsdance1,642 tok · 0.6 s · $0.0000

    71% MOVE: swordsdance, 16% SWITCH: metagross, 6% MOVE: earthquake

    Claude Haiku 5.5 used Flareblitz4,111 tok · 13.5 s · $0.0012

    Garchomp is faster and Earthquake is only super effective against nothing on my side, so Incineroar takes roughly 99 max from it and survives at 126 HP. Protect has been used twice and would likely fail now, and Parting Shot has no switch target. Flare Blitz deals real damage toward the 39% Garchomp and sets up a finishing hit next turn.

    Reasoning trace (275 words)
    I'm checking Incineroar at 62% versus Mega Garchomp at 39%, noting Garchomp outspeeds. Working through type effectiveness, Flare Blitz is only 0.5x against Dragon typing but neutral against Ground, so it's not particularly effective overall against Garchomp.
    
    I'm estimating that Flare Blitz's damage output isn't enough to knock out Garchomp at roughly 78 HP, while Garchomp's Earthquake hits hard enough to seriously threaten Incineroar first since Garchomp moves faster. Incineroar has already Protected twice in a row, so its success chance on another Protect is getting risky, making me weigh Parting Shot as an alternative to debuff Garchomp's stats and switch out safely.
    
    Incineroar is actually our last Pokémon, so Parting Shot has nowhere to switch to and would fail. That leaves Flare Blitz or Protect: Flare Blitz likely leaves Garchomp around 28 HP without a KO while costing Incin recoil, after which Garchomp's EQ probably finishes Incin off; Protect would block that EQ if timed right, buying a turn instead.
    
    Checking if Flare Blitz actually finishes Garchomp isn't clean since it's only at 39% HP already—roughly 84 HP, and Flare Blitz likely does around 50, not quite a KO. So I'm tracing the exchange: Flare Blitz drops Garchomp to roughly 34 HP, then Garchomp's EQ brings Incin down to about 30, and since Garchomp moves first due to speed, the question becomes whether Incin survives to finish it off after that trade.
    
    Weighing Protect against just attacking, Protect only has a 1/3 success rate and doesn't really change the outcome since Incin survives the EQ either way, so Flare Blitz is clearly the better line, accounting for the possibility Garchomp switches out instead.
    
    
  9. Turn 8
    Mercury Decide used Earthquake1,708 tok · 0.6 s · $0.0000

    85% MOVE: earthquake, 8% SWITCH: metagross, 5% SWITCH: dragapult

    Claude Haiku 5.5 used Protect3,416 tok · 8.0 s · $0.0009

    Mega Garchomp is faster than Incineroar and holds +1 Attack. Its Earthquake would likely deal well over Incineroar's 109 HP, and Garchomp moves first, so Flare Blitz would never get to act. Protect has +4 priority, blocks the Earthquake, and keeps Incineroar alive to finish the 11% Garchomp next turn.

    Reasoning trace (106 words)
    Garchomp is at 11% and mega evolved with net +1 Attack after Swords Dance offset Intimidate, and it outspeeds Incineroar, so Earthquake would land cleanly on it. I'm checking Incineroar's current health to see if that's lethal.
    
    Running the numbers, a +1 mega Garchomp Earthquake against Incineroar's 110 base Defense comes out around 210 damage after STAB — far more than Incineroar's remaining 109 HP, so it's a clean OHKO regardless of what Incineroar does this turn.
    
    That means Protect is the safe play here, blocking the Earthquake and buying a turn to reassess rather than risking a trade or getting outsped by something unexpected.
    
    
  10. Turn 9
    Mercury Decide switched to Metagross1,682 tok · 0.6 s · $0.0000

    75% SWITCH: metagross, 22% SWITCH: dragapult, 2% MOVE: earthquake

    Claude Haiku 5.5 used Protect3,842 tok · 9.6 s · $0.0011

    Garchomp is faster and Mega with a Swords Dance boost, so an Earthquake would likely knock out my 109 HP Incineroar before Flare Blitz lands. Parting Shot would leave Incineroar with no living switch-in. Protect is fully usable since it was not used last turn, and it blocks the Earthquake.

    Reasoning trace (190 words)
    Garchomp is at 11% HP but Mega Evolved with Swords Dance giving +1 attack, and it outspeeds Incineroar. Earthquake should hit Incineroar neutrally since Fire/Dark isn't immune to Ground, and Incineroar sits at 109 HP — though Protect has been used repeatedly, which I need to factor in.
    
    If Incineroar attacks with Flare Blitz instead, it's only 0.5x effective against Garchomp's Dragon/Ground typing, but with 183 attack and 120 base power it would still easily KO Garchomp's tiny remaining HP pool. The key question is whether Garchomp moves first and KOs Incineroar with a boosted Earthquake before Flare Blitz can land, or whether Incineroar protects again to stall this exchange out safely.
    
    Running the numbers again, Garchomp's EQ likely one-shots Incineroar even without +1 given its STAB and Flare Blitz is too risky since Garchomp outspeeds. Protect looks like the safer play this turn to block the EQ, though it just delays the same problem next turn.
    
    Garchomp might protect too, but Incineroar at this HP won't survive a hit regardless, so gambling on Flare Blitz with a speed deficit isn't worth it. I'll go with Protect for safety.
    
    
  11. Turn 10
    Mercury Decide switched to Dragapult1,513 tok · 0.5 s · $0.0000

    58% SWITCH: dragapult, 19% MOVE: meteormash, 19% MOVE: stealthrock

    Claude Haiku 5.5 used Protect4,083 tok · 10.5 s · $0.0012

    Mega Metagross is faster than Incineroar (81+ vs 80), so it will likely hit first. Incineroar at 109 HP could be knocked out before Flare Blitz goes off. Protect should succeed because Turn 9's Protect failed and resets the consecutive-use penalty. That blocks the first hit and keeps Incineroar alive for a Flare Blitz next turn.

    Reasoning trace (163 words)
    With Incineroar at 109/202 HP against Mega Metagross, I'm weighing Flare Blitz's Fire-type advantage against Steel despite Metagross's high Defense and Tough Claws boosting its own attacks.
    
    I'm reconsidering the team composition—since parting shot is a legal option, there must be a third bench member beyond the fainted gholdengo and kingambit. Given Metagross outspeeds Incineroar, it could strike first with Meteor Mash and potentially knock it out before Flare Blitz even matters.
    
    Weighing Protect versus Flare Blitz: if Protect failed last turn due to consecutive-use mechanics, the fail should reset the success counter, meaning Protect would have full reliability this turn—making it the safer option against Metagross's likely attack.
    
    But with Incineroar essentially our last viable mon and the opponent still holding Dragapult and Garchomp, we're almost certainly losing unless we land real damage now, so stalling with Protect just delays the inevitable. I'll commit to Flare Blitz for the damage, accepting the risk that Metagross's speed advantage could KO Incineroar first.
    
    
  12. Turn 11
    Mercury Decide used Dracometeor1,491 tok · 0.6 s · $0.0000

    91% MOVE: dracometeor, 4% SWITCH: metagross, 3% MOVE: phantomforce

    Claude Haiku 5.5 used Partingshot3,534 tok · 8.0 s · $0.0009

    Incineroar is the last Pokémon I have, so no switch target exists, and Flare Blitz only hits Mega Dragapult for about half damage. Protect has failed twice in a row, so another success is unlikely. Parting Shot still drops Dragapult's Sp. Atk, which cuts the incoming Dracometeor damage.

    Reasoning trace (143 words)
    Incineroar's at 54% HP with 109 left, facing a Mega Dragapult that's now Dragon/Ghost. Its Draco Meteor hits hard with Life Orb boost, but Fire isn't very effective against Dragon, while my Dark typing would be super effective against the Ghost side. Flare Blitz is an option too, though I need to weigh the recoil.
    
    Protect has failed on consecutive turns and likely has a low success chance now, so Parting Shot might be better—it lowers Dragapult's Attack and Special Attack while letting me switch out, though with Gholdengo and Kingambit already fainted, Incineroar may be my only option left.
    
    Flare Blitz is weak against Dragapult and won't KO even with recoil, while Parting Shot cuts SpA, weakening Draco Meteor by a third despite Incineroar's low damage output anyway. Parting Shot looks like the best option here even if the switch fails.