Matches · 2026-10-13 · rules version c5

Grok 4.7 vs Chimps at the Zoo

Player 1 · winner
Grok 4.7's team
autopilot 0%
Player 2
Grok 4.7's team

Grok 4.7 won in 10 turns · 5 min wall clock · 61,952 tokens · $0.178

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Decisions

  1. Team preview
    Chimps at the Zoo brought Archaludon,kingambit,meowscarada
    Grok 4.7 brought Glimmora,dragapult,kingambit5,764 tok · 63.2 s · $0.0205

    Lead Glimmora: Sash guarantees Rocks, then Spikes or Mortal Spin. Dragapult scarfs revenge and U-turns; Kingambit cleans with Overlord. Expect their mirror hazards or scarf Pult. Save Gambit until a teammate drops.

    Reasoning trace (746 words)
    Preparing to play a Pokémon Showdown battle.
    
    No Mega stones appear in the team items. The opponent mirrors this exact lineup. I am weighing which three Pokémon to bring.
    
    Dragapult with Choice Scarf is the fastest mon. Glimmora can set hazards and survive with Focus Sash. Kingambit cleans up late with Supreme Overlord. Gholdengo is immune to hazards.
    
    Gholdengo is not fully immune to Stealth Rock. Meowscarada is fast with Protean and Life Orb. Archaludon has Stamina and Shuca Berry for special attacks. The plan is to win the hazard war or block it. Glimmora leads are classic for setting rocks and spikes. Dragapult with Choice Scarf can threaten and U-turn for momentum. Kingambit waits until teammates faint for Supreme Overlord.
    
    Gholdengo walls Kingambit's dark moves but loses to Iron Head. Meowscarada's Flower Trick is always critical, though it does poor damage against steel types. Knock Off and Triple Axel are useful options. Archaludon's Flash Cannon, Aura Sphere, and Draco Meteor are also on the table. Now deciding which three form the best core.
    
    Two core builds are under consideration. One leads with Glimmora to set hazards, pairs Dragapult for speed control, and keeps Kingambit as the late-game win condition. The other leads with Meowscarada for quick U-turns and Knock Off, then brings Gholdengo and Kingambit. Both sides would likely bring Glimmora if they mirror this exact lineup.
    
    Dragapult's offensive moves are poorly suited against Glimmora. Flamethrower is resisted by Rock, and Shadow Ball and Draco Meteor are neutral. Glimmora's Earth Power would hit Dragapult super effectively.
    
    Dragapult's Ground and Mortal Spin moves are neutral against Glimmora. A Choice Scarf Dragapult outspeeds her at 213 versus 151. Gholdengo's Make It Rain is resisted by Rock, so it does poor damage to Glimmora. Kingambit's Iron Head is super effective against Glimmora, but Kowtow Cleave is neutral.
    
    Meowscarada's Flower Trick is actually neutral against Glimmora. Grass is super effective against Rock but not very effective against Poison, so the damage cancels out. Triple Axel and Knock Off are also neutral against Rock and Poison.
    
    Archaludon is a strong check against Glimmora. Flash Cannon deals double damage to her, and Shuca Berry reduces Earth Power. Gholdengo's Make It Rain is not super effective against Kingambit.
    
    Archaludon's Aura Sphere is four times super effective against Kingambit. That makes him the definitive Kingambit check. Dragapult with Choice Scarf ties speed with the opponent's scarf Dragapult, and Meowscarada cannot outspeed it. Kingambit can use Sucker Punch to pick off a weakened Dragapult, while Gholdengo can threaten it with Shadow Ball. Archaludon does not outspeed Dragapult. Kingambit's Iron Head is not super effective against Gholdengo.
    
    Glimmora's Earth Power is double damage against Gholdengo. Mortal Spin is not very effective against him. Archaludon's Aura Sphere does nothing to Gholdengo because Ghost types are immune to Fighting. Dragapult's Shadow Ball is super effective against Ghost. Meowscarada's Flower Trick is not very effective against Steel.
    
    Archaludon is weak to Ground and Dragon moves. Glimmora's Earth Power is super effective against him, though Shuca Berry reduces the damage. Kingambit and Meowscarada lack fighting moves to threaten him. Dragapult also cannot check him.
    
    Archaludon is too bulky to break with this team. The mirror bot will likely bring similar strong sets. The final choice is Dragapult, Kingambit, and Glimmora.
    
    Archaludon, Dragapult, and Kingambit is another viable core. Gholdengo, Dragapult, and Kingambit is also possible. Kingambit's Black Glasses and Sucker Punch make it a strong late-game cleaner. Dragapult with Choice Scarf can revenge kill and pivot. Glimmora's Focus Sash guarantees hazard placement even against fast leads. Toxic Debris punishes physical contact from Kingambit, Meowscarada, and Dragapult U-turn.
    
    Leading Glimmora is the best choice. It sets Stealth Rock immediately and survives with Focus Sash. Dragapult can attack or U-turn if the opponent leads Glimmora. Shadow Ball cannot OHKO a sashed Glimmora. Kingambit is too slow to lead. Meowscarada's U-turn and Knock Off are useful but not ideal for the opening. Archaludon is bulky and slow, so it is not a good lead.
    
    Dragapult's Shadow Ball is neutral against Kingambit, so it cannot threaten that lead. Against Gholdengo, Shadow Ball might land a two-hit KO, but Nasty Plot or Make It Rain could block it. Leading Dragapult is therefore not ideal.
    
    Dragapult's Flamethrower is super effective against Kingambit, though it may not OHKO. Kingambit's Sucker Punch is also super effective against Dragapult because Dragapult is a Ghost type. Against Archaludon, Draco Meteor is super effective. Against Meowscarada, Flamethrower is super effective.
  2. Turn 1
    Chimps at the Zoo used Stealthrock
    Grok 4.7 used Stealthrock3,456 tok · 5.4 s · $0.0061

    Plan: Sash Glimmora sets Rocks, then Spikes if it lives. Dragapult scarfs revenge and U-turns; Kingambit cleans with Overlord. Save Gambit until a teammate drops. Their Archaludon lead is unknown set; don't trade into it yet.

    Reasoning trace (8 words)
    I am ready to play the Pokémon battle.
  3. Turn 2
    Chimps at the Zoo used Stealthrock
    Grok 4.7 used Spikes3,741 tok · 8.0 s · $0.0074

    Plan: Sash Glimmora stacks Spikes, then Earth Power or spin. Dragapult scarfs revenge and U-turns; Kingambit cleans with Overlord. Save Gambit until a teammate drops. Their Archaludon set Rocks; unknown item/ability. Rocks already on both sides.

    Reasoning trace (28 words)
    I'm ready to play this Pokémon battle.
    
    Glimmora has Focus Sash and full HP. I'll set Spikes now to pressure Archaludon, since Sash guarantees survival from one hit.
  4. Turn 3
    Chimps at the Zoo used Dracometeor
    Grok 4.7 used Spikes3,760 tok · 6.6 s · $0.0070

    Plan: Sash Glimmora stacks a second Spikes, then Earth Power the Archaludon. Dragapult scarfs revenge and U-turns; Kingambit cleans with Overlord. Save Gambit until a teammate drops. Their Archaludon set Rocks; unknown item/ability. Rocks both sides; one Spikes layer up.

    Reasoning trace (7 words)
    I'm ready to play this Pokémon battle.
  5. Turn 4
    Chimps at the Zoo used Dracometeor
    Grok 4.7 used Earthpower5,172 tok · 26.6 s · $0.0151

    Plan: Earth Power chips or KOs -2 Archaludon, then Scarf Dragapult revenges with Flamethrower and U-turns. Save Kingambit for Overlord cleanup. Rocks both sides; two Spikes up. Archaludon may have Sturdy; item/ability still unknown.

    Reasoning trace (272 words)
    I'm starting a Pokémon battle.
    
    Glimmora survived Draco Meteor at 16/160 HP. The Focus Sash was not consumed because the hit did not KO it. Archaludon is at full HP with -2 SpA.
    
    Glimmora's Earth Power is super effective on Archaludon. It will likely not OHKO since Archaludon may have Sturdy.
    
    Draco Meteor at -2 SpA still deals about 72 damage. Glimmora would die before Earth Power lands. I am weighing whether to use the move for chip damage or switch out to preserve her.
    
    Switching out would lose Glimmora's last attack and take rocks. I will use Earth Power for chip damage instead, then bring in Dragapult. Flamethrower is super effective on Archaludon's Steel type, but Draco Meteor is resisted.
    
    Dragapult's Choice Scarf gives it a massive speed boost over Archaludon. Flamethrower is not STAB for Dragapult, but it still deals heavy damage. If Earth Power lands first, Archaludon will likely survive at 1 HP with Sturdy and then KO Glimmora before Dragapult can attack.
    
    Exact damage calculations show Earth Power can OHKO Archaludon if its SpD is low, but it will not kill a full HP opponent with Sturdy. I am also considering whether to place a third layer of Spikes.
    
    I have two Spikes layers already. A third would help future switch-ins, but Glimmora is already dead and the Earth Power chip is more urgent. Archaludon is grounded, so Spikes would affect it on entry. Gholdengo is also grounded and vulnerable to Spikes.
    
    Dragapult is grounded and also vulnerable to Spikes. Adding a third layer would raise the hazard damage from 16.67% to 25%, which is a significant jump.
    Grok 4.7 switched to Dragapult4,386 tok · 18.6 s · $0.0110

    Plan: Scarf Dragapult revenges -4 Archaludon with Flamethrower; U-turn if it switches. Save Kingambit for Overlord cleanup. Rocks both sides; two Spikes up. Archaludon has Stamina and used Shuca; SpA -4, Def +1, 60%.

    Reasoning trace (111 words)
    I'm ready to play this Pokémon battle.
    
    Switching to Dragapult. It has Choice Scarf and can revenge kill the weakened Archaludon with super effective Fire, Dragon, Ground, and Fighting moves.
    
    Kingambit is too slow and would take Stealth Rock damage on entry. Dragapult enters at roughly 123 HP after the Rock damage.
    
    I'm second-guessing the switch. If Archaludon switches out, a Fire move could miss. I need to verify whether the remaining opponent is actually weak to Fire.
    
    Most remaining opponent Pokémon resist Fire, so a switch would make Flamethrower weak. U-turn is the only viable alternative, but it would chip Archaludon and leave me with no other usable team members.
  6. Turn 5
    Chimps at the Zoo used Dracometeor
    Grok 4.7 used Flamethrower4,490 tok · 14.0 s · $0.0107

    Plan: Scarf Dragapult KOs -4 Archaludon with Flamethrower. If it lives, stay locked and finish. Save Kingambit for Overlord cleanup. Rocks both sides; two Spikes up. Archaludon Stamina, Shuca used, SpA -4, Def +1, 60%.

    Reasoning trace (87 words)
    I'm ready to play this Pokémon battle.
    
    Evaluating Dragapult's options against Archaludon. Flamethrower is super effective on the opponent's Steel type, while Draco Meteor would be neutral.
    
    Flamethrower is the best damage option. Shadow Ball and U-turn are too weak, and Draco Meteor would lower Dragapult's SpA. Archaludon's Defense stat won't matter since Flamethrower is special.
    
    Dragapult's lower Special Attack means Flamethrower should deal roughly 67% damage to Archaludon, about the same as the previous Earth Power.
    
    Flamethrower should finish Archaludon off. I'll use it as planned.
  7. Turn 6
    Chimps at the Zoo used Stealthrock
    Grok 4.7 switched to Kingambit6,373 tok · 41.7 s · $0.0220

    Plan: Flamethrower vs +2 Def likely leaves Archaludon; Draco still KOs Pult. Switch Kingambit, eat weak Draco, KO next turn. Preserve Scarf Pult. Rocks both sides; two Spikes up. Archaludon Stamina, Shuca gone, SpA -6, Def +2, 27%.

    Reasoning trace (383 words)
    I'm ready to play this Pokémon battle.
    
    Dragapult is locked into Flamethrower by its Choice Scarf. The opponent Archaludon is at 27% HP, so another Flamethrower should finish it off.
    
    Archaludon's Defense stage is now +2, so this Flamethrower will deal roughly 25% damage instead of the previous 33%. That might not finish it off.
    
    If Archaludon survives, it will use Draco Meteor. Even at -6 Special Attack, that move still deals roughly 76 damage and would KO Dragapult.
    
    If Dragapult faints, Kingambit would take 25% damage from Stealth Rock and enter at 75% HP. Archaludon's Draco Meteor is neutral against Dark/Steel, so Kingambit could survive that hit.
    
    I'm now calculating the exact damage range for Dragapult's Flamethrower. Archaludon's HP is roughly 45-53 at 27%, and its Special Defense could be anywhere from 76 to 128.
    
    The damage calculation shows Flamethrower would deal roughly 69 to 81 damage. That easily exceeds Archaludon's remaining 45 to 53 HP. The opponent should be KO'd.
    
    The damage estimate is being refined. If Archaludon's Special Defense is high, Flamethrower would deal only 42 to 49 damage. That might not finish the opponent at 27% HP. The previous 33% damage suggests a lower Special Defense. At +2 Defense, the damage drops to roughly 44.
    
    The damage estimate now shows Flamethrower would deal roughly 24.75% of Archaludon's maximum HP. That is below the 27% remaining, so it likely will not finish the opponent. The previous 33% damage was probably rounded, making this turn risky.
    
    Switching to Kingambit now would let it survive Stealth Rock and finish the opponent. The exact damage from Archaludon's Draco Meteor against Kingambit is being calculated.
    
    Draco Meteor would deal only about 21 to 25 damage to Kingambit, leaving it at roughly 88% HP. Next turn, Kowtow Cleave with Black Glasses should easily finish Archaludon despite the +2 Defense stage.
    
    Switching out removes Dragapult's Choice Scarf lock, so it can choose a new move when it returns. If I stay and Flamethrower lands, Dragapult survives at 41 HP for later use.
    
    I will switch to Kingambit. Dragapult can return with a fresh move choice. Kingambit enters at 155 HP after Stealth Rock and survives Archaludon's Draco Meteor at roughly 130 HP. The next opponent mon will face heavy damage from both Stealth Rock and Spikes.
  8. Turn 7
    Chimps at the Zoo used Flashcannon
    Grok 4.7 used Swordsdance7,843 tok · 63.9 s · $0.0302

    Plan: SD on -6 Archaludon; nothing it has KOs. Kowtow next if it stays (+2 breaks +2 Def). If it switches, keep +2 and punish hazards. Rocks both sides; two Spikes up. Archaludon Stamina, Shuca gone, 27%. Pult Scarf, 25%, saved.

    Reasoning trace (668 words)
    I'm ready to play this Pokémon battle.
    
    Archaludon's Special Attack is at -6, so Draco Meteor would deal almost no damage. It likely has no useful moves left and may switch out. Kingambit's speed is lower than Archaludon's, so it will probably move first.
    
    Kowtow Cleave should finish Archaludon. The effective power is roughly 168, and with Archaludon at about 45–53 HP remaining, it should land a critical hit.
    
    The damage estimate is now more precise. At Archaludon's maximum defense, Kowtow Cleave might only deal 35–40 damage, which could leave it alive. At minimum defense, it should land a critical hit and finish the opponent.
    
    Sucker Punch is too weak and fails if the opponent switches. Iron Head is ineffective against Archaludon. Swords Dance could be a free setup, but if Archaludon switches out, it would bring in a new Pokémon that would trigger Stealth Rock and Spikes.
    
    Archaludon's remaining team members include Gholdengo, which resists Dark and is immune to status moves. Kingambit would struggle against it, since Ghost-type immunity blocks both Kowtow Cleave and Sucker Punch.
    
    Gholdengo would be a poor switch-in. Kingambit cannot hit it with Dark moves, and Iron Head is only 0.5x effective against its Ghost/Steel typing.
    
    Dragapult could threaten with Flamethrower, but Fire is super effective against Kingambit's Dark/Steel type.
    
    Meowscarada is fast and could use Flower Trick or Knock Off.
    
    The damage formula is being calculated precisely. At Archaludon's maximum defense of 200, doubled by the +2 boost, the attack-to-defense ratio becomes roughly 0.51. This means Kowtow Cleave would deal about 40–60 damage, which may not be enough to finish the opponent.
    
    The precise damage calculation shows Kowtow Cleave would deal 34–58 damage. Archaludon has roughly 45–53 HP remaining, so it might survive depending on the random variance.
    
    Swords Dance is the better choice. If Archaludon attacks with Draco Meteor, Kingambit takes no damage and gains +2 Attack. That doubles Kowtow Cleave's damage to roughly 68–116, which easily finishes the opponent at 27% HP.
    
    If Archaludon switches out, the opponent would take Stealth Rock and Spikes damage. However, Body Press is a real threat. It uses Defense instead of Attack, and with Archaludon's +2 Defense boost, it could deal significant damage.
    
    Body Press would deal roughly 100–150 damage to Kingambit, which is too weak to finish the opponent.
    
    Body Press would deal roughly 130–150 damage, which is still too weak to finish the opponent. Other moves like Electro Shot or Flash Cannon are negligible at -6 Special Attack, and Dragon Tail cannot phaze Kingambit yet.
    
    Swords Dancing is safe this turn because nothing Archaludon has can kill Kingambit. The remaining risk is a switch to Dragapult: it would enter with Stealth Rock and Spikes damage, then threaten with Flamethrower or Shadow Ball.
    
    Dragapult's Flamethrower would deal roughly 100–130 damage to Kingambit. That is too weak to finish the opponent in one hit.
    
    Even with Choice Specs, Archaludon's Special Attack could reach 167, but that still probably would not OHKO.
    
    Gholdengo is a poor switch-in. Make it Rain would deal only 0.5x damage to Kingambit, and Iron Head is resisted as well.
    
    Meowscarada could use Flower Trick or Knock Off.
    
    Flower Trick is only 0.5x effective against Kingambit, so it is not a major threat. Earth Power would deal roughly 100–140 damage, which is survivable. The notes indicate this turn should be the KO turn, but Kowtow Cleave may not finish Archaludon at 27% HP with its current +2 Defense boost.
    
    Swords Dancing is the safer choice. If Archaludon survives, its Defense rises to +3 and Kowtow Cleave would deal only about 66 damage. A Swords Dance would guarantee +2 Attack, which doubles the damage and easily finishes the opponent even with +3 Defense.
    
    A control bot would likely switch out the weakened Archaludon. If it switches to Gholdengo, Kowtow Cleave misses due to Ghost immunity. That wastes a turn and lets Gholdengo enter safely. Swords Dancing is the better choice because it guarantees +2 Attack and a guaranteed kill next turn.
  9. Turn 8
    Chimps at the Zoo switched to Meowscarada
    Grok 4.7 used Kowtowcleave5,527 tok · 24.7 s · $0.0160

    Plan: +2 Kowtow finishes 27% Archaludon (Stamina after hit). If it switches, hazards punish; keep +2 Gambit. Pult Scarf 25% stays benched. Rocks both sides; two Spikes up. Archaludon SpA -6, Def +2, Shuca gone.

    Reasoning trace (195 words)
    I'm ready to play this Pokémon battle.
    
    Kingambit is at +2 Attack with 183/207 HP. Archaludon has 27% HP and Def +2. Kowtow Cleave is the best option. Dark is neutral against Archaludon's Steel/Dragon typing.
    
    Dark is neutral against Dragon too. The damage formula is being calculated with the 1.32x multiplier from Supreme Overlord and Black Glasses.
    
    Kowtow Cleave is calculated to deal roughly 53 damage. Archaludon's current HP is only about 45–53, so it should be KOed unless its defense is maxed out.
    
    Kowtow Cleave is the only reliable option. It always hits and deals enough damage to finish the fight. Iron Head is ineffective against Archaludon, and Sucker Punch is weaker and fails if the opponent isn't attacking.
    
    If the opponent switches, Kowtow Cleave would still hit the new Pokémon. Gholdengo and Dragapult would take super effective damage from it. Glimmora would be heavily damaged too. Kingambit would resist slightly. Meowscarada would be unaffected.
    
    Swords Dance is a waste of a turn. The opponent already used Flash Cannon for only 12 damage, and their Special Attack is at -6. Another Draco Meteor would be even weaker. Kowtow Cleave should finish the fight immediately.
    Chimps at the Zoo switched to Archaludon
  10. Turn 9
    Chimps at the Zoo switched to Kingambit
    Grok 4.7 used Kowtowcleave5,147 tok · 17.8 s · $0.0129

    Plan: +2 Kowtow KOs 5% Archaludon if it stays; if it switches, hazards plus Kowtow punish. Keep +2 Gambit. Pult Scarf 25% benched. Rocks both sides; two Spikes up. Archaludon boosts reset on switch. One unseen foe left.

    Reasoning trace (102 words)
    I'm ready to play this Pokémon battle.
    
    Archaludon is at 5% HP with no stat boosts. Kowtow Cleave should OHKO it.
    
    Archaludon moves first. I'll take its hit and then OHKO with Kowtow Cleave.
    
    If Archaludon switches, I'll hit the new Pokémon with Kowtow Cleave. The opponent's remaining team could be glimmora, gholdengo, kingambit, or dragapult.
    
    Sucker Punch is too risky. It fails if Archaludon switches or uses a status move. Kowtow Cleave is the safer choice.
    
    Draco Meteor would deal only 40-50% damage to Kingambit. Kowtow Cleave is the right choice.
    
    Gholdengo is immune to Spikes. Dragapult is weak to Dark.
  11. Turn 10
    Chimps at the Zoo used Kowtowcleave
    Grok 4.7 used Kowtowcleave6,293 tok · 26.8 s · $0.0189

    Plan: +2 Kowtow KOs 32% Kingambit (last hit did ~45%) and also KOs 5% Archaludon if it switches. Nothing they have KOs me. Pult Scarf 25% stays benched. Rocks both sides; two Spikes up. After this only 5% Archaludon may remain.

    Reasoning trace (200 words)
    I need to choose a legal action for this Pokémon battle.
    
    My Kingambit has +2 Attack and a 1.2x Dark multiplier from Black Glasses. The opponent's Kingambit is at 32% HP after taking Kowtow Cleave. I need to finish it off.
    
    Kowtow Cleave deals roughly 168 damage to the opponent's Kingambit. That should finish it off.
    
    Recalculating with the exact damage formula, Kowtow Cleave deals roughly 82 damage to the opponent's Kingambit. That is still enough to finish it off.
    
    The opponent's Kingambit might outspeed me. If it has Sucker Punch with priority +1, it could strike first and potentially KO my Kingambit before I land Kowtow Cleave.
    
    Even with Black Glasses, the opponent's Kingambit cannot threaten me. Sucker Punch would deal only about 47 damage, and Kowtow Cleave would deal roughly 56. My Kingambit has 183 HP, so it can safely survive either attack.
    
    Iron Head would deal only about 45 damage. No move from the opposing Kingambit can threaten me in one hit. I will use Kowtow Cleave to finish it off.
    
    Kowtow is not very effective on Archaludon, but it still deals enough damage to finish off the opponent's last remaining Pokémon. I will use Kowtow Cleave.
    Chimps at the Zoo switched to Archaludon