Matches · 2026-10-13 · rules version c5
Chimps at the Zoo vs Claude Haiku 5.5
Claude Haiku 5.5 won in 9 turns · 51 s wall clock · 48,366 tokens · $0.006
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Decisions
- Team previewChimps at the Zoo brought
Incineroar,gholdengo,garchompClaude Haiku 5.5 broughtIncineroar,garchomp,gholdengoTeam preview. The opponent mirrors my roster. I'm bringing Incineroar to lead (Intimidate, Fake Out, Parting Shot for support), with Garchomp (Mega, fast and hard-hitting) and Gholdengo (Life Orb special attacker) as the main damage. Watch for their Kingambit and Garchomp, and whether they lead Incineroar too.
Reasoning trace (45 words)
Since the opponent mirrors my team, I want a strong trio that handles the mirror matchup well—leaning toward Incineroar leading with Intimidate and Fake Out to blunt an opposing Garchomp, alongside Gholdengo for fast special pressure and Garchomp or Kingambit for the physical threat.
- Turn 1Chimps at the Zoo switched to
GarchompClaude Haiku 5.5 usedFakeoutLead Incineroar, Intimidate already dropped both Incinerora Attack. Opponent mirrors my roster: expect Kingambit, Garchomp, Gholdengo, Azumarill, Corviknight. Fake Out first to flinch their Incineroar. Then use Parting Shot to pivot into Garchomp (Mega) or Gholdengo. Threats: Kingambit (Defiant/Supreme Overlord) and Garchomp. Gholdengo is the opponent's special sweeper.
Reasoning trace (31 words)
Since Fake Out has priority, I should use it on their Incineroar first turn to flinch it before it can act, since this is likely the only turn it's usable.
- Turn 2Chimps at the Zoo used
DragonclawClaude Haiku 5.5 usedPartingshotOpponent Garchomp (90%) outspeeds my Incineroar, so I pivot out with Parting Shot. My Garchomp (Mega available) comes in to fight their Garchomp, which drops to -1 Atk. Watch for Kingambit, Gholdengo, Azumarill, and Corviknight. Gholdengo is weak to their Earthquake. Their Incineroar has Intimidate (already dropped my Atk).
Reasoning trace (109 words)
I'm weighing my options with Incineroar at 177/202 and Atk -1 against a faster Garchomp at 90% that could mega evolve. Parting Shot could bring in Gholdengo safely, but Flareblitz isn't very effective against Garchomp's typing, so I need to think about the best play here. Checking the matchup again: Earthquake from opponent's Garchomp against mine is neutral since Ground doesn't hit Dragon/Ground types for extra damage. Parting shot could drop their Garchomp's offenses before I bring mine in, but if I act now with Darkest Lariat, their faster Garchomp hits my Incineroar with EQ first, likely dealing heavy damage—risky trade to weigh against parting shot's safer switch.
Claude Haiku 5.5 switched toGarchompTurn 2: Their Garchomp is at -1 Atk and -1 SpA, and their Incineroar has Intimidate. I'm switching in Garchomp to fight their Garchomp. Mega Evolution is only offered on the turn Garchomp is already active, so Mega next turn if it's still in. Gholdengo is weak to Earthquake, so keep it back. Watch for Kingambit, Gholdengo, Azumarill, and Corviknight.
Reasoning trace (39 words)
I need to switch out here since Mega Evolution isn't available this turn. Their Garchomp has taken Attack and Special Attack drops, and I'm weighing speed and matchup considerations against it before deciding which Pokemon to bring in.
- Turn 3Chimps at the Zoo used
EarthquakeClaude Haiku 5.5 usedEarthquakemegaTurn 3: Our Garchomp (169 Spe, outspeeds theirs) is active; their Garchomp is at -1 Atk and -1 SpA. Plan: Mega Garchomp and Earthquake, which is super effective on their Dragon/Ground Garchomp and does not trigger Rough Skin. Incineroar (148 HP) can later pivot with Parting Shot. Watch for Kingambit (Defiant/Supreme Overlord), Gholdengo (Life Orb), Azumarill and Corviknight. Gholdengo is weak to Earthquake.
Reasoning trace (65 words)
I'm comparing our Garchomp's speed advantage against their -1 Atk Garchomp, trying to figure out if their mirror team likely also carries a Garchompite for the mega. Checking type matchups: Earthquake is 2x on their Dragon/Ground Garchomp and non-contact so Rough Skin doesn't punish it, while Dragon Claw is also 2x but weaker, so mega Garchomp with Earthquake is the clear best play here.
- Turn 4Chimps at the Zoo used
SwordsdancemegaClaude Haiku 5.5 usedEarthquakeTurn 4: Their Garchomp is at 25% and our Mega Garchomp (131 HP, faster) should KO it with Earthquake, which is super effective and avoids Rough Skin. Their Garchomp's Earthquake did only about 54 to us, so we survive a hit. Remaining opponent threats: Incineroar (Intimidate), plus one of Gholdengo, Kingambit, Azumarill, or Corviknight. Gholdengo is weak to Earthquake. Keep Incineroar (148 HP) for a Parting Shot pivot later.
Reasoning trace (46 words)
Their Garchomp is at 25% HP, so my Earthquake should easily knock it out since it's super effective and my Mega Garchomp hits hard. I'm also faster, so I should be able to act first and finish it off before it can do anything back.
Chimps at the Zoo switched toIncineroar - Turn 5Chimps at the Zoo used
FakeoutClaude Haiku 5.5 usedEarthquakeTheir Garchomp is down. Their Incineroar (Intimidate, Fire/Dark) is active, and Garchomp's Earthquake is super effective on it. Our Mega Garchomp is at 131 HP with Atk -1 and is faster than theirs. Earthquake has 100% accuracy, so I'm using it now. Keep Incineroar (148 HP) for a Parting Shot pivot later. Gholdengo is weak to Earthquake. Watch for Kingambit (Defiant/Supreme Overlord), Gholdengo (Life Orb), Azumarill, and Corviknight. Opponent has 1 unseen threat left after Incineroar.
Reasoning trace (53 words)
Incineroar is now active after our Garchomp fainted, but my Mega Garchomp is still in at 131 HP with lowered Attack. Earthquake is super effective against Fire/Dark Incineroar since Ground hits Fire for 2x, so even with the Attack drop it should do solid damage against its 202 HP and 110 Defense.
- Turn 6Chimps at the Zoo used
FlareblitzClaude Haiku 5.5 usedEarthquakeTheir Garchomp is down. Their Incineroar is active at full HP and has already used Fake Out, so it can't Fake Out again. Our Mega Garchomp (109 HP, Atk -1) outspeeds it and Earthquake is super effective. Gholdengo (Life Orb) is still unseen and is weak to Earthquake. Keep Incineroar (148 HP, Parting Shot) for a later pivot. Watch for Kingambit, Azumarill and Corviknight as the last threat.
Reasoning trace (79 words)
My Garchomp is down to 109 HP with its Attack dropped a stage from Intimidate, facing a full-health Incineroar. I'm checking whether Earthquake, which hits Incineroar super effectively for Ground vs Fire, can get through given the attack drop and Incineroar's HP range. Incineroar already used Fake Out so it can't repeat that this turn, leaving options like Flare Blitz or Darkest Lariat. Since Garchomp outspeeds, Earthquake is clearly the right call here even with the Attack drop.
- Turn 7Chimps at the Zoo used
PartingshotClaude Haiku 5.5 usedEarthquakeOpponent Incineroar is at 33% and is slower than our Mega Garchomp (57 HP, Atk -1). Earthquake is super effective and should KO it before it moves. Remaining opponent threats are one of Gholdengo, Kingambit, Azumarill, or Corviknight. Gholdengo is weak to Earthquake. Keep Incineroar (148 HP, Parting Shot) and Gholdengo (Life Orb) for later. Watch Kingambit's Sucker-type priority and Azumarill's bulk.
Reasoning trace (27 words)
Incineroar's at roughly 67 HP, and Garchomp's Earthquake is super effective against Fire-types, so even with the attack drop it should secure the knockout while outspeeding.
Chimps at the Zoo switched toGholdengo - Turn 8Chimps at the Zoo used
ThunderboltClaude Haiku 5.5 usedEarthquakeTheir Gholdengo (Life Orb, full HP) is the last threat they have left. Our Mega Garchomp (57 HP, Atk -1) is faster than it, and Earthquake is super effective on Steel. Using Earthquake now should KO or nearly KO before it moves. Keep Incineroar (148 HP, Parting Shot) and Gholdengo (Life Orb) in reserve. Their remaining unseen threats are Kingambit, Azumarill, and Corviknight. Watch Kingambit's priority and Azumarill's bulk.
Reasoning trace (49 words)
Gholdengo is at full health with Life Orb, while our Garchomp is down to 57 HP with its attack dropped a stage. Since Garchomp outspeeds, Earthquake should land first and hit hard given Gholdengo's Steel typing and middling defenses—likely enough to deal massive damage despite the attack drop.
- Turn 9Chimps at the Zoo used
NastyplotClaude Haiku 5.5 usedEarthquakeTheir Gholdengo is at 3% and our Mega Garchomp (158 Spe) outspeeds it. Earthquake is super effective and should KO it. Remaining opponent threats are Kingambit, Azumarill and Corviknight, none seen yet. Kingambit may have Sucker Punch-type priority, so watch for it. Keep Incineroar (148 HP, Parting Shot) and Gholdengo (Life Orb) for later pivots and sweeps.
Reasoning trace (25 words)
Gholdengo's at 3% HP and my Garchomp is faster, so Earthquake should finish it off easily—it's 100% accurate and hits Steel-types for double damage.