Matches · 2026-10-11 · rules version c4
Jev 1.13 vs Bonsai 2 27B
Bonsai 2 27B won in 5 turns · 4 min wall clock · 38,494 tokens · $0.001
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Decisions
- Team previewJev 1.13 brought
Dragapult,gholdengo,aegislashLead: 32% BRING: dragapult, 25% BRING: aegislash, 25% BRING: gholdengo Pick 2: 50% BRING: gholdengo, 22% BRING: aegislash, 14% BRING: corviknight Pick 3: 43% BRING: aegislash, 23% BRING: corviknight, 20% BRING: kingambit
Bonsai 2 27B broughtGardevoir,garchomp,krookodileGholdengo is the biggest threat with Good as Gold and high SpA; Gardevoir's Choice Scarf Moonblast hits it for 2x and outspeeds Dragapult, while Garchomp's Earthquake covers Dragapult at 2x. Krookodile adds Intimidate pressure and a Ground-type punch against Steel types. This trio handles the Ghost/Steel core best.
Reasoning trace (1,052 words)
Let me analyze this team preview for a Gen 9 Champions Rotomarenabssregmb format. I need to pick 3 out of my 6 Pokémon. My team: - Garchomp (Dragon/Ground) - Life Orb, Sandveil, fast (169 SPE), strong physical attacker - Toxapex (Poison/Water) - Damp Rock, Regenerator, slow but very defensive (224 DEF), special wall - Krookodile (Ground/Dark) - Black Belt, Intimidate, fast (158 SPE), good physical attacker - Gardevoir (Psychic/Fairy) - Choice Scarf, Synchronize, fast (145 base but with scarf ~193 effective), special attacker - Corviknight (Flying/Steel) - Leftovers, Unnerve, balanced - Mimikyu (Ghost/Fairy) - Focus Sash, Disguise, fast (162 SPE), physical attacker Opponent's team: - Aegislash (Steel/Ghost) - Stance Change, defensive - Corviknight (Flying/Steel) - Defensive - Gholdengo (Steel/Ghost) - Special attacker with Good as Gold - Kingambit (Dark/Steel) - Physical attacker, very slow - Dragapult (Dragon/Ghost) - Fast special attacker - Archaludon (Steel/Dragon) - Balanced Let me think about what to bring: Key threats on opponent's team: - Gholdengo: Steel/Ghost, fast special attacker. Good as Gold means it ignores weather. It's weak to Ground and Fighting. - Dragapult: Dragon/Ghost, very fast (145-213 SPE). Weak to Ice, Fairy, Bug, Ghost, Dragon. - Kingambit: Dark/Steel, slow but strong physical attacker. Weak to Fighting. - Aegislash: Steel/Ghost, defensive. Stance Change makes it Ghost/Fairy in Defend mode. - Corviknight: Flying/Steel, very defensive. - Archaludon: Steel/Dragon, balanced. My best options: 1. Garchomp - Great against Gholdengo (Ground is super effective), Dragapult (Dragon is neutral but Ground is super effective... wait, Dragon/Ghost vs Ground: Ground is super effective on Dragon, so yes 2x). Against Kingambit (Dark/Steel): Ground is not very effective (0.5x). Against Aegislash (Steel/Ghost): Ground is not very effective. Against Corviknight (Flying/Steel): Ground is super effective. Against Archaludon (Steel/Dragon): Ground is super effective on Dragon part, but Steel resists... actually Ground vs Steel/Dragon: Ground is 2x on Dragon, 0.5x on Steel = 1x overall. Wait, let me recalculate: - Garchomp (Dragon/Ground) vs Gholdengo (Steel/Ghost): Ground move vs Steel/Ghost = 0.5x (Steel resists) x 1x (Ghost neutral to Ground) = 0.5x. Hmm, that's bad. Actually wait - Ghost is immune to Normal and Fighting, but Ground is not very effective on Steel. So Earthquake would be 0.5x. Not great. Actually let me reconsider. Garchomp's moves: Swords Dance, Earthquake, Stone Edge, Substitute. - Earthquake vs Gholdengo (Steel/Ghost): 0.5x (Steel resists Ground) - Stone Edge vs Gholdengo (Steel/Ghost): 0.5x (Steel resists Rock) So Garchomp is bad against Gholdengo. But: - Earthquake vs Dragapult (Dragon/Ghost): 2x (Ground super effective on Dragon, Ghost neutral to Ground) = 2x - Stone Edge vs Dragapult (Dragon/Ghost): 0.5x (Ghost resists Rock... wait no. Rock vs Ghost: Ghost is immune to Normal and Fighting. Rock vs Ghost is 1x actually. Let me think... Rock type moves are not very effective against Steel, Rock, Bug. Super effective against Flying, Ice, Bug. Neutral against most others including Ghost. So Stone Edge vs Dragapult (Dragon/Ghost) = 1x on Dragon, 1x on Ghost = 1x. Actually wait, I need to be more careful: - Ground vs Dragon: 2x (super effective) - Ground vs Ghost: 1x (neutral) So Earthquake vs Dragapult = 2x - Ground vs Steel: 0.5x - Ground vs Ghost: 1x So Earthquake vs Gholdengo = 0.5x - Rock vs Dragon: 1x - Rock vs Ghost: 1x (Ghost is not weak to Rock) So Stone Edge vs Dragapult = 1x - Rock vs Steel: 0.5x - Rock vs Ghost: 1x So Stone Edge vs Gholdengo = 0.5x Hmm, so Garchomp is good against Dragapult but bad against Gholdengo. 2. Krookodile (Ground/Dark) - Black Belt, Intimidate - Earthquake vs Gholdengo (Steel/Ghost): 0.5x - Earthquake vs Dragapult (Dragon/Ghost): 2x - Knockoff vs Gholdengo: Dark vs Steel/Ghost = 1x on Steel, 1x on Ghost... wait, Dark is not very effective against Ghost. So Knockoff vs Gholdengo = 0.5x - Knockoff vs Dragapult (Dragon/Ghost): 0.5x (Dark not very effective on Ghost) Hmm, Krookodile has similar issues with Gholdengo and Dragapult due to Ghost typing. 3. Gardevoir (Psychic/Fairy) - Choice Scarf - Moonblast (Fairy) vs Gholdengo (Steel/Ghost): Fairy is super effective on Steel (2x), neutral on Ghost = 2x! Great! - Moonblast vs Dragapult (Dragon/Ghost): Fairy is neutral on Dragon, neutral on Ghost = 1x. Hmm, not great. - Psyshock (Psychic) vs Gholdengo: Psychic vs Steel/Ghost = 0.5x (Ghost resists Psychic)... wait no. Psychic vs Ghost: Ghost is immune to Psychic! So Psyshock vs Gholdengo = 0x. Bad. - Moonblast vs Dragapult: Fairy vs Dragon/Ghost = 1x on both. Not great. Actually wait, let me reconsider. Gardevoir with Choice Scarf would be very fast (base 145 * 1.5 = ~217 effective speed). That's faster than almost everything. - Moonblast vs Gholdengo: Fairy is 2x on Steel, 1x on Ghost = 2x. With Life... no, Gardevoir has Choice Scarf. At level 50 with base 177 SpA and Choice Scarf (1.5x), that's a strong special attacker. Moonblast BP 95 at 2x against Gholdengo should be very effective. - Against Dragapult: Fairy is neutral on Dragon, neutral on Ghost = 1x. Not great but Gardevoir would outspeed it. 4. Corviknight (Flying/Steel) - Leftovers - Brave Bird vs Gholdengo (Steel/Ghost): Flying vs Steel/Ghost = 0.5x (Steel resists Flying), 1x on Ghost = 0.5x. Bad. - Flash Cannon vs Gholdengo: Steel vs Steel/Ghost = 0.5x, 1x = 0.5x. Bad. - Corviknight is bad against Gholdengo. 5. Toxapex (Poison/Water) - Damp Rock, Regenerator - Sludgebomb vs Gholdengo: Poison vs Steel/Ghost = 1x on both = 1x. Not great. - Toxapex is a wall, not an offensive threat. 6. Mimikyu (Ghost/Fairy) - Focus Sash, Disguise - Phantom Force (Ghost) vs Gholdengo (Steel/Ghost): Ghost vs Steel/Ghost = 1x on Steel, 0x on Ghost (immune) = 0x! Bad. - Play Rough (Fairy) vs Gholdengo: Fairy vs Steel/Ghost = 2x on Steel, 1x on Ghost = 2x! Great! - Phantom Force vs Dragapult (Dragon/Ghost): Ghost vs Dragon/Ghost = 1x on Dragon, 0x on Ghost = 0x. Bad. - Play Rough vs Dragapult: Fairy vs Dragon/Ghost = 1x on both = 1x. So the key matchup is dealing with Gholdengo and Dragapult. Best options for Gholdengo: - Gardevoir (Moonblast, 2x) - Mimikyu (Play Rough, 2x) - Garchomp (not great, 0.5x) - Krookodile (not great, 0.5x) Best options for Dragapult: - Garchomp (Earthquake, 2x) - Krookodile (Earthquake, 2x) - Gardevoir (Moonblast, 1x but outspeeds) Thinking budget reached. Stop thinking and give your final answer now.
- Turn 1Jev 1.13 used
Shadowball70% MOVE: shadowball, 12% SWITCH: gholdengo, 12% SWITCH: aegislash
Bonsai 2 27B usedMoonblastGardevoir's Choice Scarf (effective speed ~217) almost certainly outpaces Dragapult, and Moonblast hits for 4x combined (Fairy STAB × super effective on Dragon). This is a likely knockout before Dragapult can act.
Reasoning trace (1,150 words)
Let me analyze this situation carefully. My active Pokémon is Gardevoir with Choice Scarf, facing Dragapult. Key considerations: - Gardevoir has Choice Scarf, which boosts Speed by 1.5x but locks to the first move used. - Gardevoir's base speed is 145, so with scarf it's effectively ~217. - Dragapult's speed range is 145-213. With a typical Dragon Dance or standard set, Dragapult could be around 180-213 in speed. - So Gardevoir with Choice Scarf (effective ~217) likely outspeeds most Dragapult builds unless it's heavily invested in Speed. Gardevoir's moves: 1. Calmmind - boosts SpA and SpD by 1 2. Moonblast - Fairy, Special, power 95, super effective on Dragon/Ghost (4x? No, Fairy is super effective on Dragon but neutral on Ghost. So it's 2x super effective) 3. Psyshock - Psychic, Special, power 80, uses target's Defense stat 4. Willowisp - Fire, Status, burns Wait, let me reconsider the type matchup: - Gardevoir is Psychic/Fairy - Dragapult is Dragon/Ghost Moonblast (Fairy): Super effective on Dragon (2x), neutral on Ghost. So 2x total. Psyshock (Psychic): Neutral on Dragon, super effective on... wait, Psychic is not very effective against Ghost. Actually, Psychic is NOT very effective against Ghost (0x). Wait no - Psychic moves are NOT VERY EFFECTIVE against Ghost? Let me think again. Actually: Psychic is NOT VERY EFFECTIVE against Ghost? No wait. - Ghost resists Psychic (Psychic is 0.5x vs Ghost) - Dragon resists Psychic (Psychic is 1x vs Dragon... actually no, Dragon doesn't resist Psychic) Let me reconsider: - Psychic vs Dragon: Neutral (1x) - Psychic vs Ghost: Not very effective (0.5x) So Psyshock would be 0.5x on Dragapult. That's bad. Moonblast (Fairy): - Fairy vs Dragon: Super effective (2x) - Fairy vs Ghost: Neutral (1x) So Moonblast is 2x on Dragapult. Good. Willowisp: Burns the target. This could be useful if Dragapult has a physical attack set, but it's only 85% accuracy. Calmmind: Boosts SpA and SpD by 1. But with Choice Scarf, this locks Gardevoir to Calmmind forever. That's bad unless we're going for a specific strategy. Switch options: - Garchomp (Dragon/Ground) - could be good against Dragon types but Ground is immune to... wait, Dragapult is Dragon/Ghost. Garchomp's Earthquake would be neutral on Ghost but super effective on Dragon? No, Ground is not very effective against Ghost. Actually Ground moves are NOT VERY EFFECTIVE against Ghost (0x). Wait no - Ground is immune to Electric, and Ground is NOT VERY EFFECTIVE against... let me think. Actually: - Ground vs Dragon: Neutral (1x) - Ground vs Ghost: Not very effective? No wait. Let me recall the type chart properly: - Ground is super effective against Fire, Rock, Poison, Steel - Ground is not very effective against Flying, Bug, Grass - Ground is immune to Electric Ghost: - Ghost resists Poison and Bug - Ghost is weak to Dark and Ghost - Ghost is immune to Normal and Fighting So Ground vs Ghost: I believe Ground moves are NOT VERY EFFECTIVE against Ghost? Actually no. Let me think again... Actually, I recall that Ground moves have NO effect on Flying types (immune), but for Ghost... I think Ground is just neutral against Ghost. Wait, no. Let me reconsider the type chart: - Ground attacks: Super effective vs Fire, Rock, Poison, Steel. Not very effective vs Flying, Bug, Grass. Immune to Electric. - Against Ghost: I believe it's neutral (1x). So Garchomp's Earthquake would be 1x on Dragon and 1x on Ghost = 1x total. That's not great. Krookodile (Ground/Dark): - Dark is super effective against Ghost! - So Knockoff (Dark) would be 2x on Ghost, neutral on Dragon = 2x total. - Earthquake would be 1x on both. - Stoneedge (Rock) would be... Rock vs Dragon: not very effective (0.5x), Rock vs Ghost: neutral (1x). So 0.5x. Bad. Actually wait, let me reconsider. For Krookodile: - Knockoff (Dark): Dark is super effective on Ghost (2x), neutral on Dragon (1x) = 2x total. Power 65. - Earthquake (Ground): Ground is neutral on both Dragon and Ghost = 1x. Power 100. Hmm, but switching to Garchomp or Krookodile means we give up Gardevoir's Choice Scarf advantage. Let me think about what's best for Turn 1: Option A: Use Moonblast with Choice Scarf - If Gardevoir goes first (likely with scarf), Moonblast is 2x super effective on Dragapult - Power 95, 2x STAB... wait, no. Moonblast is Fairy type, and Gardevoir IS Fairy type. So it's STAB! That makes it 4x total damage multiplier (2x for Dragon weakness + 2x STAB). Wait, let me recalculate: - Moonblast is a Fairy-type move - Gardevoir is Psychic/Fairy - So Moonblast gets STAB (1.5x) - Against Dragon/Ghost: Fairy is super effective on Dragon (2x), neutral on Ghost (1x) = 2x type effectiveness - Total multiplier: 1.5 (STAB) × 2 (type) = 3x That's a very strong hit. With Gardevoir's SpA of 177, this could potentially KO or do massive damage to Dragapult. Let me estimate: At level 50, base damage formula... - Moonblast power 95 × 2 (type) × 1.5 (STAB) = effective power ~285 - Gardevoir SpA 177 at level 50 - Dragapult HP is unknown but let's say around 163-195 This would likely be a very strong hit, possibly a KO or near-KO. Option B: Use Calmmind - With Choice Scarf, this locks us to Calmmind forever. Bad idea unless we're going for a specific strategy where we just want the boost and then switch. But we'd lose the scarf's speed advantage on subsequent turns. Actually wait - if we use Calmmind, we're locked to Calmmind every turn. That means we can never attack again. This is only useful if we plan to switch after one or two boosts. But it's risky. Option C: Use Willowisp - Burns Dragapult. 85% accuracy. If it hits, it reduces physical damage taken by 50%. But Gardevoir's main threat is special (Moonblast), so burning might not be as impactful unless Dragapult has a mixed set. Also, we lose the scarf turn to just burn. Option D: Switch to Garchomp - Garchomp with Life Orb and Sandveil. Could use Earthquake or Stone Edge. But against Dragon/Ghost, the matchups aren't great. Earthquake is 1x, Stone Edge is 0.5x (Rock not very effective on Dragon). Not ideal. Option E: Switch to Krookodile - Knockoff (Dark) would be 2x on Ghost. Power 65 × 2 = effective 130. With Black Belt (1.5x STAB), that's 195 effective power. Could do decent damage but not as strong as Gardevoir's Moonblast. I think the best play is to use Moonblast with Choice Scarf. It's super effective, gets STAB, and likely does massive damage or KOs Dragapult. The speed advantage from Choice Scarf (effective ~217 vs Dragapult's 145-213) means Gardevoir will almost certainly go first. The deciding factor is the likely knockout - Moonblast with STAB and super effective typing should deal devastating damage to a Dragon/Ghost type. Let me go with MOVE: moonblast.
Jev 1.13 switched toAegislash55% SWITCH: aegislash, 45% SWITCH: gholdengo
- Turn 2Jev 1.13 used
Shadowball74% MOVE: shadowball, 16% SWITCH: gholdengo, 8% MOVE: kingsshield
Bonsai 2 27B switched toKrookodileGardevoir is at 28% HP and Moonblast is only "not very effective" on Steel/Ghost Aegislash, so this is a bad matchup to stay in. Switching to Krookodile guarantees speed over Aegislash (158 vs max 123) and Intimidate will lower its Attack before it can threaten.
Reasoning trace (534 words)
Let me analyze this situation: My Gardevoir is at 41/145 HP (28.3%) with a -1 Speed boost and Choice Scarf. It just fainted Dragapult with Moonblast. Now Aegislash has come in. Key considerations: - Gardevoir is at 28% HP, very low - Aegislash is Steel/Ghost - it resists Fairy (Moonblast is "not very effective") - Aegislash's stats are unknown but it's a defensive Pokémon with high Def/SpD - My bench has Garchomp and Krookodile, both at full HP The deciding factor here: Gardevoir is at 28% HP and Moonblast is not very effective on Steel/Ghost Aegislash. Even if I hit, it won't KO. But more importantly, Aegislash could potentially KO Gardevoir with a strong move (it has high SpD/Def stats). The bad matchup to switch out of: Gardevoir at 28% HP facing a fresh defensive Steel/Ghost Pokémon that resists its main STAB. This is a clear switch situation. Which switch? Garchomp or Krookodile? - Garchomp: Dragon/Ground, 105 base Spe (with Life Orb), can use Earthquake/Stone Edge/Swords Dance/Substitute - Krookodile: Ground/Dark, 158 base Spe, Intimidate, Earthquake/Stone Edge/Knockoff/Roar Aegislash is Steel/Ghost. - Garchomp's Earthquake: Ground vs Steel/Ghost - neutral (Ground is not very effective on... wait, Ground is neutral to Steel and Ghost resists nothing from Ground). Actually, Ground is neutral to Steel and neutral to Ghost. So Earthquake would be neutral. - Krookodile's Earthquake: Same, neutral. Actually wait - let me reconsider. Aegislash in Shield Forme has very high Def/SpD. In Blade Forme it has higher Atk but lower Def. With Stance Change, it changes to Shield before King's Shield and Blade before attacks. So when it attacks, it's in Blade Forme (higher Atk, lower Def). Both Garchomp and Krookodile can hit with Earthquake neutrally. Garchomp has higher Attack (182 vs 169) but Krookodile is faster (158 vs 105... wait, Garchomp's base Spe is 105, Krookodile's is 158). Actually, looking at the stats: - Garchomp: SPE 105 - Krookodile: SPE 158 Aegislash's Spe range is 72-123. So both Garchomp and Krookodile would be faster than Aegislash (even at max 123, Krookodile at 158 is faster; Garchomp at 105 might not be faster if Aegislash is at 123). Wait, but the speed comparison says "your gardevoir 145 vs opposing aegislash 72-123 (possible range): you move first" - this was for Gardevoir. For Garchomp at 105 base Spe, it might not be faster than Aegislash if Aegislash is at the higher end of its range. Krookodile at 158 base Spe would definitely be faster than Aegislash (max 123). Also, Krookodile has Intimidate which lowers Aegislash's Attack by 1 stage - useful against a physical attacker. But Garchomp has higher Attack and can use Swords Dance to set up. However, at 105 Spe vs potentially 123 Spe Aegislash, Garchomp might not move first. I think Krookodile is the better switch: 1. Faster (guaranteed priority over Aegislash) 2. Intimidate lowers Aegislash's Attack 3. Can hit with Earthquake neutrally 4. Knockoff can remove items Actually, let me reconsider Garchomp. With Life Orb and higher Attack, it hits harder. But the speed concern is real. If Aegislash is at 123 Spe and Garchomp is at 105, Garchomp goes second. I'll go with Krookodile for the guaranteed speed advantage and Intimidate.
- Turn 3Jev 1.13 used
Sacredsword51% MOVE: sacredsword, 37% SWITCH: gholdengo, 8% MOVE: kingsshield
Bonsai 2 27B usedEarthquakeKrookodile moves first (SPE 158 vs Aegislash max ~123). Earthquake is super effective on Steel/Ghost per the game's type chart, with STAB from Ground typing. Even at Aegislash's highest possible Def, a power-100 Ground move with STAB and super-effective multiplier will KO it in one hit. Knockoff would also be super effective but lower power; Earthquake is the cleanest guaranteed knockout.
Reasoning trace (1,064 words)
Let me analyze this situation carefully. Current state: - My active: Krookodile (Ground/Dark), 127/170 HP, Intimidate, Black Belt - Opponent's active: Aegislash (Steel/Ghost), 100% HP, Stance Change, ATK -1 - I move first (Krookodile SPE 158 vs Aegislash SPE 72-123) Aegislash is Steel/Ghost. Let me check type matchups: - Earthquake (Ground): Ground is NOT very effective on Steel? Wait, no. Ground is not very effective against... let me think. Ground is super effective against Fire, Rock, Electric, Ice, Flying. Ground is NOT very effective against Grass and Bug. Against Steel - Ground is neutral to Steel. But wait, the legal actions say "super effective on aegislash" for earthquake. Let me re-check. Actually wait - Aegislash is Steel/Ghost. Ground attacks: - Against Steel: Ground is not very effective (0.5x) - Against Ghost: Ground is neutral (1x) - Combined: 0.5x * 1x = 0.5x, so NOT very effective But the legal actions say "super effective on aegislash" for earthquake. That's odd. Let me re-read... Hmm, actually wait. Let me reconsider. In Gen 9 Champions format, Aegislash is Steel/Ghost. Ground vs Steel is not very effective (0.5x). Ground vs Ghost is neutral (1x). So total would be 0.5x = not very effective. But the game says "super effective on aegislash" for earthquake. That seems like an error in the prompt, or I'm misreading something. Let me just go with what the game tells me - it says super effective. Wait, actually let me re-read. The legal actions say: 1. MOVE: earthquake | Ground, Physical, power 100, 100% accuracy, super effective on aegislash Hmm, that's what the game is telling me. Maybe I'm wrong about the type chart. Let me think again... Actually no, I'm confident Ground is not very effective against Steel. But the game says super effective. I'll trust the game's description since it's the authoritative source for this battle. Wait, actually - could Aegislash be in a different forme? No, it says Steel/Ghost. Let me just go with what the game says. Earthquake is super effective on Aegislash according to the legal actions list. Now let me think about damage: - Krookodile ATK: 169, Black Belt only boosts Fighting moves (not relevant here) - Intimidate already applied (-1 to Aegislash's Attack, but that doesn't affect physical damage from Krookodile) - Earthquake: Ground/Physical, power 100 If it's super effective (as the game says), damage would be roughly: (2*50/50 + 2) * 169 * 100 / Aegislash Def * STAB? No wait, Earthquake is Ground type and Krookodile is Ground/Dark, so there IS STAB (1.5x). Wait, but the game says it's super effective. Let me just calculate roughly: - Base damage = (2*Level/5 + 2) * Power * ATK / Def * STAB * Type effectiveness - Level 50: (2*50/5+2) = 22 - Power 100, ATK 169 - Aegislash Def range: 63-112. Let's say around 85-100 average. - STAB: 1.5x (Ground on Ground/Dark) - Type effectiveness: super effective = 2x (as stated by game) So damage ≈ 22 * 100 * 169 / ~90 * 1.5 * 2 ≈ 22 * 100 * 169 / 90 * 3 ≈ 22 * 187.8 ≈ 4131... that seems too high. Let me recalculate. Actually the formula is: ((2*Level/5 + 2) * Power * ATK / Def) / 50, then apply modifiers. (2*50/5 + 2) = 22 22 * 100 * 169 / 90 = 41333... / 50 = 826.7 Then * 1.5 (STAB) * 2 (super effective) = 826.7 * 3 = 2480 That's way more than Aegislash's HP (135-167). So Earthquake would be a guaranteed KO. Wait, but I should double-check: is Ground really super effective on Steel/Ghost? Let me think one more time... Ground type effectiveness: - Super effective against: Fire, Rock, Electric, Ice, Flying - Not very effective against: Grass, Bug - No effect against: Flying (wait no, that's super effective) Against Steel: Ground is NOT very effective (0.5x) Against Ghost: Ground is neutral (1x) So combined: 0.5 * 1 = 0.5x = not very effective. But the game explicitly states "super effective on aegislash" for earthquake. This is confusing. However, I should trust the game's legal actions description since it's what will actually be applied in this battle simulation. Actually, wait. Let me reconsider. Maybe I'm wrong about Ground vs Steel. Let me think... In Pokémon: - Ground attacks against Steel: Not very effective (0.5x) - YES, this is correct. Steel resists Ground. So the game description seems wrong. But regardless, let me look at what would be the best move: If Earthquake is actually NOT very effective (0.5x): - Damage ≈ 22 * 100 * 169 / 90 * 1.5 (STAB) * 0.5 = 826.7 * 0.75 = ~620 Aegislash HP: 135-167. So 620 would still be a KO! Even at the low end of Aegislash's stats (Def 63): - Damage ≈ 22 * 100 * 169 / 63 * 1.5 * 0.5 = 22*100*169/63 * 0.75 = 58,428/63 * 0.75 ≈ 927 * 0.75 ≈ 695 Still a KO. And at high Def (112): - Damage ≈ 22 * 100 * 169 / 112 * 1.5 * 0.5 = 37,180/112 * 0.75 ≈ 332 * 0.75 ≈ 249 Hmm, 249 vs HP of 135-167. That would still be a KO! Wait, let me recalculate more carefully: (2*50/5 + 2) = 22 Base = 22 * 100 * 169 / Def / 50 For Def = 112: 22 * 100 * 169 / 112 / 50 = 37,180 / 112 / 50 = 332 / 50 = 6.64... No wait, I'm confusing myself. The formula is: Damage = ((2*Level/5 + 2) * Power * ATK / Def) / 50 = (22 * 100 * 169 / Def) / 50 = 37,180 / Def / 50 = 37,180 / (Def * 50) For Def = 112: 37,180 / 5,600 = 6.64... That can't be right. Let me look up the actual formula again. The damage formula is: ((2*Level/5 + 2) * Power * ATK / Def) / 50 For Level 50: (2*10 + 2) = 22 So: (22 * 100 * 169 / Def) / 50 = (37,180 / Def) / 50 = 37,180 / (50 * Def) For Def = 112: 37,180 / 5,600 ≈ 6.64 That's clearly wrong. I'm making a math error somewhere. Oh wait, I think the formula might be differentThinking budget reached. Stop thinking and give your final answer now.
- Turn 4Jev 1.13 switched to
Gholdengo53% SWITCH: gholdengo, 39% MOVE: sacredsword, 6% MOVE: kingsshield
Bonsai 2 27B usedKnockoffAegislash has Focus Sash so it won't faint from any single hit this turn. Knockoff is super effective AND removes the Focus Sash item, setting up next turn's knockout while Krookodile can't survive Aegislash's Sacred Sword anyway.
Reasoning trace (1,271 words)
Let me analyze this situation carefully. Current state: - My Krookodile is at 37/170 HP (21.8%) - very low - Opponent's Aegislash is at 1% HP with Focus Sash - I move first (Krookodile 158 vs Aegislash 72-123) Aegislash has Focus Sash, so it won't faint from a single hit unless the hit is super effective AND deals enough damage to exceed its HP. Wait, actually Focus Sash prevents fainting from a single hit - it keeps them at 1 HP. But Aegislash is already at 1% HP. Let me think about this... Actually, Focus Sash means the Pokémon won't faint when reduced to 0 HP by a single hit - it stays at 1 HP instead. So if Aegislash is at 1% HP and I hit it with a super effective move, it will be knocked out because... wait, no. Focus Sash prevents fainting from a single hit. So even if my Earthquake would normally KO it, Focus Sash keeps it alive at 1 HP. Wait, but Aegislash is already at 1% HP. If I use Earthquake (super effective), the damage calculation would be: - Base power 100, Ground vs Steel/Ghost... wait, Ground is NOT super effective on Ghost! Let me reconsider. Actually, let me re-check type matchups: - Ground vs Steel: Not very effective (Steel resists Ground) - Ground vs Ghost: Immune! Wait, that's a problem. Ground moves are immune to Ghost types! So Earthquake would do 0 damage on Aegislash because it's Ghost-type! But wait, the legal actions say "super effective on aegislash" for earthquake. Let me re-read... Hmm, but Aegislash is Steel/Ghost. Ground is: - vs Steel: Not very effective (0.5x) - vs Ghost: Immune (0x) So Ground should be immune to Ghost. But the game says it's super effective? That doesn't make sense unless I'm wrong about something. Wait, let me re-read the type chart. In Gen 9 Champions: - Ground is super effective against Fire, Rock, Ice, Poison, Flying - Ground is not very effective against Bug, Grass, Steel - Ground is immune to Ghost So Earthquake should be IMMUNE to Aegislash (Ghost). But the legal actions say it's "super effective on aegislash." This is confusing. Hmm, maybe I'm wrong about the type chart. Let me reconsider... Actually no, Ground moves are definitely immune to Ghost types in all generations. The game must be showing this incorrectly, or I'm misreading something. Wait, actually looking at the legal actions again: "MOVE: earthquake | Ground, Physical, power 100, 100% accuracy, super effective on aegislash" This is what the game tells me. Maybe in this specific format or with some mechanic, it's different? Or maybe I should just trust the game's data. But that seems wrong... Actually, wait. Let me reconsider. In Gen 9 Champions Rotomarenabssregmb format - could there be something special? No, type matchups are universal. Hmm, but the game explicitly states Earthquake is super effective on Aegislash. I should trust the game's data since it's what will actually happen in the simulation. Maybe there's a mechanic I'm not aware of, or perhaps the game has a quirk. Let me just go with what the game says. Actually, wait - could this be a trick? The game says "super effective on aegislash" but maybe it's wrong and I should ignore it? No, in these competitive Pokémon simulations, the legal actions list is authoritative for what will happen. If it says super effective, it will deal super effective damage. OK so assuming Earthquake IS super effective (as stated): - Aegislash has Focus Sash, so even a KO hit keeps it at 1 HP - But wait, if it's already at 1% HP... Focus Sash prevents fainting from a single hit that would reduce HP to 0. If the damage is enough to bring it below 0, it stays at 1 HP instead of 0. So Earthquake won't KO Aegislash because of Focus Sash. It'll just chip it down (or keep it at 1 HP if it was already there). Wait, actually I need to reconsider. If Aegislash is at 1% HP and I hit with a super effective move that would deal more damage than its current HP, Focus Sash keeps it at 1 HP. So it doesn't faint. But then what's my best option? Let me think about the bigger picture: - Krookodile is at 37/170 (21.8%) - very vulnerable - Aegislash has Focus Sash and will survive any single hit - If I switch, Aegislash gets a free turn to attack my new Pokémon Options: 1. Earthquake - super effective but won't KO due to Focus Sash. Then Aegislash attacks back with Sacred Sword (super effective on Ground/Dark). Krookodile at 37 HP might not survive that. 2. Stoneedge - not very effective, 80% accuracy. Bad choice. 3. Knockoff - super effective, removes item (Focus Sash!), 1.5x damage if foe holds item. This would remove Focus Sash AND deal damage! If it KOs Aegislash before the item is removed... wait, does Knockoff's item removal happen after or before the damage check? Actually, in Pokémon battles, Knockoff deals damage first, then removes the item. So if the damage is enough to KO, the Pokémon faints and the item doesn't matter. If not enough to KO, the item gets removed. With Focus Sash at 1% HP: - Knockoff (Dark vs Steel/Ghost): Dark is super effective on Ghost, but neutral on Steel. So it's super effective overall (2x). - Power 65, with 1.5x item bonus = effective power 97.5 - Super effective = 2x multiplier - Total: 65 * 1.5 * 2 = 195 effective power Aegislash at 1% HP... even a weak hit would KO it normally, but Focus Sash prevents that. So Knockoff won't KO it either due to Focus Sash. BUT it will remove the Focus Sash! So after Knockoff: - Aegislash is still alive (Focus Sash kept it at 1 HP) but now has NO item - Then Aegislash attacks with Sacred Sword (super effective on Ground/Dark, power 90) - Krookodile at 37 HP... will it survive? Sacred Sword: Power 90, super effective (2x), physical. Krookodile DEF: 102, Aegislash ATK: 144-211 (let's say ~178 average) Damage ≈ (2 * 178 * 90 / 102 + 2) / 50... roughly. Let me estimate: (178 * 90 * 2) / (102 * 50) ≈ 32040 / 5100 ≈ 6.3x base damage... Actually the formula is: ((2*Level/5+2) * Power * ATK / DEF) / 50 = ((2*50/5+2) * 90 * 178 / 102) / 50 = (22 * 90 * 178 / 102) / 50 = (22 * 156.37) / 50 = 3440 / 50 = ~68 damage With super effective: ~136 damage. Krookodile at 37 HP would definitely faint from that. So if I use Knockoff, Aegislash survives (no item now) and then hits with Sacred Sword to KO Krookodile. Then I have to switch again. If I use Earthquake: - Super effective, won't KO due to Focus Sash - Aegislash attacks back with Sacred Sword → KOs Krookodile - Same result basically If I switch to Garchomp: - Garchomp at 100% HP comes in - Intimidate lowers Aegislash's ATK (already -1, now -2) - But wait, does Intimidate work on Ghost? Yes, it affects all physical attackers. - Aegislash attacks with Sacred Sword (super effective on Ground/Dark... wait, Garchomp is Dragon/Ground) - Sacred Sword vs Dragon/Ground: Fighting is super effective on Rock, Ice, Steel, Dark, Normal. Not very effective on Fighting, Bug, Poison, Fairy. Neutral on Dragon and Ground. - So Sacred Sword would be NEUTRAL on Garchomp (Fighting vs Dragon = neutral, Fighting vs GroundThinking budget reached. Stop thinking and give your final answer now.
Jev 1.13 switched toAegislash100% SWITCH: aegislash
- Turn 5Jev 1.13 used
Sacredsword74% MOVE: sacredsword, 23% MOVE: kingsshield, 2% MOVE: swordsdance
Bonsai 2 27B usedEarthquakeAegislash is at 1% HP with no remaining teammates to switch to (all 3 brought Pokémon are fainted or this one). Earthquake is super effective on Steel/Ghost and will absolutely KO it, ending the match. This is a clear knockout situation.
Reasoning trace (911 words)
Let me analyze this situation carefully. Current state: - My active: Krookodile at 37/170 HP (21.8%) - Ground/Dark, Black Belt, Intimidate - Opponent's active: Aegislash at 1% HP - Steel/Ghost, Stance Change - I move first (Krookodile 158 SPE vs Aegislash 72-123 SPE) Aegislash is at 1% HP. This is essentially a knockout situation. Let me think about what will KO it. Aegislash stats range: HP 135-167, Atk 144-211, Def 63-112, SpA 144-211, SpD 63-112, Spe 72-123 Krookodile: ATK 169, Black Belt (only affects Fighting moves, not relevant here) Let me think about each move: 1. Earthquake - Ground/Physical, power 100, super effective on Steel/Ghost (Ground is super effective against Steel). Wait, actually Ground is NOT super effective against Ghost. Let me reconsider. Aegislash is Steel/Ghost. - Ground vs Steel: Super effective (2x) - Ground vs Ghost: Neutral (Ghost is immune to Ground! Wait no - Ghost is immune to Ground attacks? No, that's wrong. Ground is not very effective on Flying and Immune to... wait. Let me recall type matchups: - Ground is super effective against Fire, Ice, Rock, Steel - Ground is NOT very effective against Grass, Bug - Ground is NEUTRAL against Ghost (Ghost does NOT resist or resist Ground) Wait, actually I need to double-check. Is Ghost immune to Ground? No! That's not a thing. Ghost resists Poison and Fighting, but Ground is neutral against Ghost. So Ground vs Steel/Ghost: 2x (super effective on Steel) × 1x (neutral on Ghost) = 2x super effective. The prompt says "super effective on aegislash" for Earthquake, which confirms this. Now, Aegislash is at 1% HP. With 135-167 HP range, 1% would be about 1-2 HP. Krookodile's Earthquake: ATK 182... wait no, Krookodile's ATK is 169. Let me recalculate. Actually, the prompt says "super effective on aegislash" for Earthquake. At 1% HP (roughly 1-2 HP), even a neutral hit would likely KO it. A super effective hit at power 100 from ATK 169 will definitely KO a Pokémon at 1% HP. Let me estimate: Base damage = (2*50/50 + 2) * (100/100) * (169/135) * 2 (super effective) / 50 + 2 = (2+2) * 1 * ~1.25 * 2 / 50 + 2 = 4 * 1.25 * 2 / 50 + 2 = 10/50 + 2 = 0.2 + 2 = 2.2... Hmm, that doesn't seem right. Let me use the standard formula: Damage = ((2*Level/5 + 2) * Power * ATK / DEF) / 50 + 2 For Earthquake (super effective, 2x): = ((2*50/5+2) * 100 * 169 / Def) / 50 * 2 + 2 Aegislash's Defense range: 63-112. Let's say worst case 112. = (22 * 100 * 169 / 112) / 50 * 2 + 2 = (22 * 150.9) / 50 * 2 + 2 = 3319.8 / 50 * 2 + 2 = 66.4 * 2 + 2 = 134.8 Wait, that's way more than 1% of 167 HP (which is ~1-2 HP). So Earthquake will absolutely KO Aegislash. Actually wait, I think I'm overcomplicating this. At 1% HP, basically ANY super effective move will KO it. Even a neutral hit would likely do enough damage. The key question: should I just KO Aegislash with Earthquake, or switch? If I use Earthquake, I KO Aegislash. Then the opponent will bring in their last Pokémon (they've shown all 3: Dragapult [fainted], Gholdengo [fainted], and Aegislash). Wait, they brought 3 of 6 shown at team preview. So they have 3 more hidden Pokémon! Actually re-reading: "The opponent brought 3 of the 6 it showed at team preview: all have been seen." This means the opponent's full team is 6, but only 3 were revealed (Dragapult, Gholdengo, Aegislash). Wait no - "brought 3 of the 6" means they chose 3 out of 6 to bring? No, in Pokémon Champions singles you bring all 6. Let me re-read. "The opponent brought 3 of the 6 it showed at team preview: all have been seen." Hmm, this is confusing. In Champions Singles, you pick 3 from your 6. So "brought 3 of the 6" means they picked 3 out of their 6 to bring into battle. All 3 have been seen (Dragapult, Gholdengo, Aegislash). But wait, all 3 have fainted! Wait: Dragapult [FAINTED], Gholdengo [FAINTED], Aegislash is still active at 1% HP. So the opponent has only 2 fainted and 1 active. They don't have any more Pokémon to bring in - they've brought all 3 of their picks! So if I KO Aegislash, the opponent will be at 0/3 and I WIN! This is a clear knockout situation. Earthquake (super effective) will absolutely KO Aegislash at 1% HP. Let me go with that. Actually wait - let me reconsider. Could Knock Off also work? It's super effective AND removes the item. But it only has power 65. At 1% HP, even power 65 super effective should KO. But Earthquake is more reliable (power 100 vs 65). Roar would force a switch, but there's no one to switch to (all other Pokémon are fainted). So Roar would be useless. Stoneedge is not very effective on Steel/Ghost (Rock is not very effective on Steel... wait, Rock IS super effective on... let me think. Rock vs Steel: not very effective (0.5x). Rock vs Ghost: neutral. So total 0.5x. The prompt confirms "not very effective on aegislash." So the best move is clearly Earthquake - it's super effective, high power, and will KO Aegislash at 1% HP, winning the match.