Matches · 2026-10-13 · rules version c5
Chimps at the Zoo vs Claude Haiku 5.5
Claude Haiku 5.5 won in 12 turns · 2 min wall clock · 68,591 tokens · $0.009
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Decisions
- Team previewChimps at the Zoo brought
Corviknight,dragapult,incineroarClaude Haiku 5.5 broughtIncineroar,garchomp,gholdengoMirror match: the opponent's team is an exact copy of mine. Plan: Incineroar leads to Fake Out and Intimidate, then Garchomp (Mega) and Gholdengo do the damage. Expect the opponent to bring its own Incineroar, Garchomp and Gholdengo or a similar mix. Watch for Dragapult's speed and possible Infiltrator.
Reasoning trace (30 words)
Against a mirror team I'm leaning toward Incineroar as lead for Fake Out and Intimidate, pairing with Mega Garchomp as a core threat, and considering Gholdengo for special coverage.
- Turn 1Chimps at the Zoo used
UturnClaude Haiku 5.5 usedFlareblitzOpponent's Corviknight has Mirror Armor, so my Attack drops reflect back at me. Incineroar's Intimidate was reflected and cut my own Attack. Fake Out is weak here (Normal is resisted by Steel). Flare Blitz is super effective on Corviknight. Plan: pressure Corviknight with Flare Blitz, then bring in Garchomp or Gholdengo for the rest. Opponent team mirrors mine: expect Dragapult (speed threat), Gholdengo, Garchomp, Sinistcha. Avoid switching Garchomp in where Stone Edge or Earthquake gets blunted.
Reasoning trace (45 words)
Against Corviknight's Mirror Armor, Fake Out is only half-effective since Normal is resisted by Steel, but it still hits for 40 power with a flinch chance. Flare Blitz is the better option here, landing as a 120-power super-effective Fire move against Corviknight's Flying/Steel typing.
Chimps at the Zoo switched toDragapult - Turn 2Chimps at the Zoo switched to
IncineroarClaude Haiku 5.5 usedPartingshotTurn 2: Dragapult (72%, faster than Incineroar) resists my Fire attack, so Flare Blitz is poor. Plan: Parting Shot to cut its Atk and SpA and bring in Gholdengo, whose Shadow Ball is super effective on Dragapult. Corviknight (Mirror Armor, U-turn) is in the back. Garchomp (Garchompite) is the Mega threat for later. Opponent may still bring Garchomp, Gholdengo or Sinistcha.
Reasoning trace (116 words)
My Incineroar is at 159/202 with Atk -1, facing an active Dragapult at 72% and Corviknight having switched out after U-turn. Since Dragapult outspeeds and resists Fire as a Dragon-type, Flare Blitz won't do much, so I'm weighing whether Dark-type coverage is better against it given Incineroar's Fire/Dark typing. I'm considering Parting Shot to debuff Dragapult and pivot into Garchomp or Gholdengo, thinking through whether either handles Dragapult's Dragon/Ghost typing well and whether Mega Garchomp's speed tier helps here. Ghost isn't super effective against Steel, so Gholdengo should be fine there. Parting Shot drops Dragapult's Atk and SpA while letting me pivot Incineroar out, so I'll use that and bring in Gholdengo on the switch.
Claude Haiku 5.5 switched toGarchompOpponent's Incineroar is active. Its Dragapult (72%) and Corviknight (Mirror Armor, U-turn) are in the back. Garchomp outspeeds Incineroar and can Mega next turn, so I switch it in. Gholdengo resists Fire but is weak to Dark and Ghost, so it should come in later for Dragapult. Watch for Dragapult's speed and Corviknight's Mirror Armor, which reflects my Attack drops.
Reasoning trace (153 words)
I need to decide between switching to Garchomp or Gholdengo here, with Incineroar active and Dragapult at 72% in the back. If I go Mega Garchomp, it's Dragon/Ground with Sand Force rather than Rough Skin, which changes the calculus. Gholdengo as Steel/Ghost resists Fire but takes double from Dark, so Incineroar's likely Knock Off is a real threat. Still, Gholdengo's Make It Rain or Thunderbolt could hit Incineroar hard given its SpA, so I'm weighing whether that trade favors us against Incineroar's Def/SpD bulk. Garchomp's Earthquake looks cleaner against Incineroar, hitting neutrally with huge power and outspeeding it, which sets up Mega Garchomp pressure for later turns. But I also need to factor in Dragapult, since its Ghost-type attacks hit Gholdengo for double damage, complicating which mon should lead against that threat. I'll go with Garchomp: it's fast, Mega is available next turn, and Dragon/Ground takes Fire neutrally and Dark neutrally too.
- Turn 3Chimps at the Zoo used
FakeoutClaude Haiku 5.5 usedEarthquakemegaTurn 3: Garchomp (faster than their Incineroar) goes Mega and uses Earthquake, which is super effective on Incineroar. Their Incineroar is at -1 Atk and -1 SpA from my Parting Shot, so it should not threaten Garchomp much. Expect a switch to Corviknight (Mirror Armor, so don't drop my own Attack) or Dragapult (fast, Ghost/Dragon, watch Infiltrator). Gholdengo is weak to Dark and Ghost, so bring it in only for Dragapult or Corviknight. Keep Incineroar in reserve for Fake Out or Flare Blitz on Corviknight.
Reasoning trace (38 words)
Garchomp outspeeds Incineroar, so Mega Evolving and hitting with Earthquake looks strong since it's super effective against the Fire/Dark typing, and with Incineroar already weakened offensively from the parting shot, this should let me do massive damage.
- Turn 4Chimps at the Zoo used
ProtectClaude Haiku 5.5 usedEarthquakeGarchomp Mega (171/185) outspeeds their Incineroar, which is at -1 Atk and -1 SpA from my Parting Shot. Earthquake is super effective on Incineroar and should KO or nearly KO it. Expect Corviknight (Mirror Armor, U-turn) or Dragapult next. Dragapult outspeeds Garchomp, so bring Gholdengo in for it, but Gholdengo is weak to Dark and Ghost. Don't use Attack-drop moves on Incineroar's side because of Mirror Armor. Save Incineroar's Flare Blitz for Corviknight.
Reasoning trace (34 words)
My Mega Garchomp is at 171/185 and now outspeeds the debuffed Incineroar, so Earthquake should hit for massive super-effective damage given the Fire/Dark typing, likely securing the KO or leaving it nearly dead.
- Turn 5Chimps at the Zoo used
FlareblitzClaude Haiku 5.5 usedEarthquakeOpponent: Incineroar (Intimidate, Fake Out, Protect, at -1 Atk/-1 SpA from my Parting Shot), Corviknight (Mirror Armor, U-turn), Dragapult (72%, fast, Ghost/Dragon; possibly Infiltrator). Garchomp Mega (171/185) outspeeds their Incineroar. Earthquake is super effective on Incineroar, so I'm using it now to KO or nearly KO it. Next: Dragapult outspeeds Garchomp, so Gholdengo should take it, but it is weak to Dark and Ghost. Save Incineroar's Flare Blitz for Corviknight. Don't use Attack drops on Corviknight (Mirror Armor).
Reasoning trace (36 words)
Incineroar is at full health and Garchomp Mega outspeeds it, so Earthquake should hit super effectively and likely secure a KO or come very close. I'll go with that move and update my notes afterward.
Chimps at the Zoo switched toDragapult - Turn 6Chimps at the Zoo used
ShadowballClaude Haiku 5.5 usedDragonclawGarchomp Mega (171/185) faces a 72% Dragapult, which may outspeed it. Dragon Claw is super effective on Dragapult and is my best hit now. Corviknight (Mirror Armor, U-turn) is still unrevealed in its moveset beyond U-turn, so avoid Attack drops. Save Incineroar's Flare Blitz for Corviknight. Gholdengo is weak to Dark and Ghost, so keep it for later.
Reasoning trace (61 words)
Garchomp's Dragon Claw hits Dragapult super effectively since it's Dragon-type, even though Dragapult's Ghost typing doesn't interact with Ground or Rock moves either way. Dragapult's wide speed range (145-213) could outpace Garchomp's 158, so there's a real chance it moves first, but Dragon Claw at 2x should still do massive damage or secure the KO. I'll go with Dragon Claw.
Chimps at the Zoo switched toCorviknight - Turn 7Chimps at the Zoo used
DefogClaude Haiku 5.5 usedStoneedgeCorviknight (Flying/Steel, Mirror Armor, U-turn) is immune to Earthquake. Stone Edge is neutral and Garchomp outspeeds it, so I'm hitting now. Next turn, Gholdengo's Thunderbolt is 2x on Corviknight and Gholdengo outspeeds it. Keep Incineroar's Flare Blitz for later and avoid Attack drops because of Mirror Armor. Dragapult and Garchomp-ish threats are already handled (Dragapult fainted). Opponent still has Garchomp and Gholdengo or Sinistcha unrevealed.
Reasoning trace (86 words)
Checking type matchups against Corviknight's Flying/Steel typing: Earthquake is useless since it's immune as a Flying type, and Stone Edge ends up neutral since the Rock resistance from Steel cancels the weakness from Flying. Thinking Gholdengo's Thunderbolt looks like the real answer here, hitting Corviknight for super effective damage with Electric being neutral on Steel but 2x on Flying. Gholdengo also outspeeds and has low risk since Corviknight's special attack is weak, though I need to watch for U-turn chip damage before the Thunderbolt lands.
- Turn 8Chimps at the Zoo used
RoostClaude Haiku 5.5 usedStoneedgeTurn 8: Garchomp Mega (122/185) outspeeds Corviknight (75%, Mirror Armor, U-turn, Defog). Stone Edge is neutral and hits hard, so I'm using it now. Next turn Gholdengo (Life Orb, faster than Corviknight) should Thunderbolt for 2x damage to finish it. Avoid Attack drops because of Mirror Armor. Opponent still has Garchomp and Gholdengo or Sinistcha unrevealed. Gholdengo is weak to Dark and Ghost, so keep Incineroar's Flare Blitz for Corviknight or later.
Reasoning trace (76 words)
Gholdengo outspeeds Corviknight and hits it hard with Thunderbolt since Corviknight's Mirror Armor doesn't stop direct damage, while Garchomp Mega sits at 122/185 against Corviknight's 75% health. I'll go with Stone Edge now since Garchomp outspeeds and it should do solid damage despite the 80% accuracy risk, planning for Gholdengo to clean up next turn. Switching instead would just give Corviknight a free hit, and a potential U-turn back isn't very threatening to Garchomp anyway.
- Turn 9Chimps at the Zoo used
BravebirdClaude Haiku 5.5 usedStoneedgeTurn 9. Corviknight (98%, Mirror Armor, U-turn, Defog, Roost) is my current target. Garchomp Mega outspeeds it and Stone Edge is neutral (about 28% per hit last time). Gholdengo (Life Orb, faster than Corviknight) should Thunderbolt for 2x next turn. Avoid Attack drops because of Mirror Armor. Opponent still has Garchomp and Gholdengo or Sinistcha unrevealed. Keep Incineroar's Flare Blitz for later; Gholdengo is weak to Dark and Ghost.
Reasoning trace (134 words)
Checking the matchup: Corviknight is at 98% HP with Mirror Armor up, Garchomp sitting at 122/185. Stone Edge against Corviknight's Flying/Steel typing hits neutral overall since Rock is super effective on Flying but only neutral on Steel, netting a 2x multiplier. Meanwhile Gholdengo at full health outspeeds Corviknight and threatens with Thunderbolt if it comes in, though Corviknight's physical options like Brave Bird or Iron Head wouldn't hit Gholdengo hard since Flying and Bug are neutral against Steel/Ghost. I'm weighing whether Garchomp should fire Stone Edge now given Corviknight's past damage pattern of roughly 28% per hit before it recovers with Roost. Stone Edge is the better call here — solid damage now despite 80% accuracy, keeps Gholdengo fresh for later, and avoids giving Corviknight a free Roost turn while it's switched in.
- Turn 10Chimps at the Zoo used
RoostClaude Haiku 5.5 switched toGholdengoCorviknight (68%, Mirror Armor, U-turn, Brave Bird, Roost, Defog, Shell Bell) is the threat. Garchomp at 68 HP would likely die to Brave Bird, and Stone Edge needs about 3 more hits. Switching in full-HP Gholdengo to take the hit, then Thunderbolt for 2x damage. Keep Incineroar for later (Flare Blitz). Opponent's remaining unseen threats: Garchomp, Gholdengo or Sinistcha. Avoid Attack drops (Mirror Armor).
Reasoning trace (140 words)
Corviknight sits at 68% HP with Garchomp's mega outspeeding at 68/185. I'm weighing whether Corviknight should Brave Bird for recoil damage or Roost to heal, while estimating Garchomp's Stone Edge could take another chunk off Corviknight needing roughly two hits, and considering Gholdengo's Thunderbolt against Corviknight's Flying/Steel typing for double effectiveness. Switching Gholdengo in costs a turn, letting Corviknight attack first with Brave Bird or U-turn, but Corviknight at 68% ≈ 130 HP would need around three Stone Edge hits based on prior damage patterns, so a Thunderbolt from Gholdengo wouldn't secure an immediate KO even with type advantage. Garchomp at 68 HP risks getting OHKO'd by Brave Bird if it attacks instead, so sacrificing it and switching into Gholdengo—full HP at 164—seems safer since Gholdengo can tank the hit and then Thunderbolt for the 2x kill next turn.
- Turn 11Chimps at the Zoo used
RoostClaude Haiku 5.5 usedThunderboltGholdengo (Life Orb, full HP, faster than Corviknight) is active against Corviknight at 100%, which has Mirror Armor and Roost. Thunderbolt is super effective, so I'm using it. Opponent is down Incineroar and Dragapult. Remaining unseen: Garchomp, Gholdengo or Sinistcha. Avoid Attack drops (Mirror Armor). Keep Incineroar's Flare Blitz for later. Gholdengo is weak to Dark and Ghost.
Reasoning trace (39 words)
Both Pokémon are at full health, and Thunderbolt hits Corviknight's Flying typing for double damage with Gholdengo's strong Special Attack and Life Orb boost behind it—clearly the best option over Shadow Ball, which is only neutral against Flying/Steel.
- Turn 12Chimps at the Zoo used
DefogClaude Haiku 5.5 usedThunderboltCorviknight (Mirror Armor, Roost, Brave Bird, U-turn, Defog, Shell Bell) is at 74%. My Gholdengo (Life Orb, 148 HP) outspeeds it, and last turn's Thunderbolt took it from 100% to 23%, so another Thunderbolt should nearly or fully KO it. Opponent still has Garchomp and Gholdengo or Sinistcha unrevealed. Gholdengo is weak to Dark and Ghost, so watch for Incineroar-style Dark moves. Keep Incineroar's Flare Blitz for later. Avoid Attack drops (Mirror Armor). Garchomp is at 68 HP and should stay in the back.
Reasoning trace (33 words)
Corviknight's at 74% with Roost available, and Gholdengo's Life Orb Thunderbolt previously dealt about 77% damage in one hit, so another Thunderbolt could likely knock it out before it can heal again.