Matches · 2026-10-13 · rules version c5

Chimps at the Zoo vs MiMo V2.6 Flash

Player 1
MiMo V2.6 Flash's team
Player 2 · winner
MiMo V2.6 Flash's team
autopilot 0%

MiMo V2.6 Flash won in 4 turns · 78 s wall clock · 14,088 tokens · $0.002

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Decisions

  1. Team preview
    Chimps at the Zoo brought Gholdengo,slowkinggalar,kingambit
    MiMo V2.6 Flash brought Garchomp,gholdengo,kingambit2,374 tok · 9.3 s · $0.0005

    Mirror match, exact same team. Plan: lead sash Garchomp for rocks/SD pressure; Gholdengo with Life Orb and Recover as the bulky sweeper; Kingambit with Sucker Punch for priority to check their Dragapult/Garchomp. Watch speed ties vs their Dragapult and Garchomp. Learn their habits before committing sweeps.

    Reasoning trace (63 words)
    Mirror match. Consider what to bring. Garchomp with focus sash, swordsdance/scaleshot, stealthrock. Kingambit sucker punch. Gholdengo nastyplot/recover.
    
    Opponent same team. Speed ties matter (same stats possible ranges but exact spreads unknown). Gholdengo has good speed tier and life orb.
    
    A solid core: garchomp (lead, sash, SD or rocks), kingambit (sucker punch priority), gholdengo (nasty plot + recover).
    
    Notes should be under 60 words.
  2. Turn 1
    Chimps at the Zoo used Recover
    MiMo V2.6 Flash used Earthquake2,566 tok · 16.9 s · $0.0004

    Mirror match, turn 1. I lead Garchomp (sash) vs their Gholdengo; I outspeed (169 vs 93-149) and EQ is super effective. Swords Dance is too greedy if they attack. Their likely switch-ins: Corviknight (only true EQ immune) or Dragapult (neutral). EQ is the safe midground that also punishes a stay-in. If Corviknight comes, I learn that habit and set rocks/SD next.

    Reasoning trace (155 words)
    Garchomp vs Gholdengo. Earthquake is super effective. But Gholdengo might switch. Their Gholdengo likely outspeeds? Speed range 93-149 vs169 — I move first. Earthquake is best, covers switches (their Garchomp? no, they'd switch to something resistant... Ground hits Kingambit? Steel resists? Kingambit is Steel/Dark — Ground is neutral? Actually Steel resists Ground? No, Ground hits Steel super effectively? Ground is super effective against Steel... wait: Ground is super effective vs Fire, Electric, Rock, Poison, Steel. Yes, Ground SE vs Steel. So EQ is good broadly. Only Corviknight (Flying) is immune.
    
    Set up SD? Risky if they attack. I'll just EQ — safe damage, sash intact.
    
    Actually, if they switch to Dragapult, EQ is neutral, fine. If Corviknight comes in, immune — but they'd need to predict. Their Gholdengo might just attack with Make It Rain or Shadow Ball. But I move first and EQ does big damage. Play EQ.
    
    Alternatively SD is greedy. Go EQ.
    Chimps at the Zoo switched to Slowking
  3. Turn 2
    Chimps at the Zoo used Chillyreception
    MiMo V2.6 Flash used Earthquake2,823 tok · 28.3 s · $0.0004

    Turn 2: Gholdengo down, 3v2 lead. Slowking-Galar in, weak to Ground, I outspeed. Likely stays to attack (Scald/Psyshock/Future Sight) or dies. EQ is the safe strong midground; if it switches to Corviknight/Dragapult I learn their last mon and still have sash. Don't SD greedily while it can hit me.

    Reasoning trace (143 words)
    Slowking-Galar is Poison/Psychic, weak to Ground (yes, Poison weak to Ground). EQ super effective. It's slow, I outspeed. EQ likely OHKO or heavy damage. But it might have Regenerator and switch out. Their last Pokémon unknown.
    
    Safe: EQ. If it stays, it takes big damage. If it switches to Corviknight/Dragapult (immune/neutral), I lose a turn but sash intact.
    
    Actually consider: their last mon could be Dragapult or Corviknight or Kingambit or Garchomp. If Corviknight comes in on EQ, it's immune — I'd want rocks. But rocks are safe too... no, Slowking stays and attacks.
    
    I think EQ is fine — it's super effective and I'm faster. Alternatively set up SD. But Slowking could have Ice Beam/Scald. Let's just EQ.
    
    Actually, if Slowking switches out to a wall, EQ does nothing. But if it stays, I get a KO. Their bot likely attacks. EQ.
    Chimps at the Zoo switched to Kingambit
  4. Turn 3
    Chimps at the Zoo used Suckerpunch
    MiMo V2.6 Flash used Earthquake3,139 tok · 15.1 s · $0.0003

    Turn 3: Their team is fully revealed: Gholdengo, Slowking-Galar, Kingambit (all seen, no Ground-immune Corviknight/Dragapult). Two are down, 3v1. Kingambit is weak to Ground; EQ likely OHKOs or cripples it. Sash protects me if it survives and hits back. No reason to be greedy with SD.

    Reasoning trace (174 words)
    Kingambit: EQ is super effective. Kingambit has Def 126-189. My Garchomp Atk 182, EQ 100 BP super effective. Will likely KO or heavily damage. Risk: they could sucker punch? No priority issue — EQ is not affected. They could switch to Corviknight (only remaining, immune... actually Corviknight is Flying, immune to Ground). Their last mon is either dragapult or corviknight — wait, they brought 3: gholdengo, slowking, kingambit... and last one? "The opponent brought 3 of the 6: all have been seen." Wait, only 2 fainted + kingambit active = 3. So their team is gholdengo, slowking, kingambit. No Corviknight! So EQ is unresisted basically — Kingambit is weak.
    
    Actually wait, seen: kingambit (active), gholdengo fainted, slowking fainted = 3 brought. So no switch-in to Ground immunity.
    
    Kingambit could have sucker punch but that doesn't matter vs me. Just EQ. If Kingambit survives and hits me... their Kingambit could Kowtow Cleave/Iron Head, super effective on me? Garchomp Dragon/Ground — Iron Head neutral, Kowtow neutral. Sash saves me anyway. EQ.
    
    Could they SD? Still EQ.
  5. Turn 4
    Chimps at the Zoo used Kowtowcleave
    MiMo V2.6 Flash used Earthquake3,186 tok · 8.4 s · $0.0003

    Turn 4: 3v1, their Kingambit at 5%. Even if Sucker Punch KOs my Garchomp, I have two full mons to clean up their 5% leftover. EQ is the simple, risk-free win — no need to switch or play around priority. Faint their last mon and end it.

    Reasoning trace (119 words)
    Kingambit at 5%, Sucker Punch would KO Garchomp? Garchomp at 90/183 — Sucker Punch 70 BP, blackglasses, STAB, at +0 with Atk ~139-205... 90 HP out of 183. Sucker punch vs115 Def Garchomp: likely enough? Attack 205 (max) vs defense 115... base70 move, STAB 1.5, blackglasses 1.2 → 70*1.5*1.2=126 power. Rough estimate: ~50-60% of 183. Could KO at 49%. Not guaranteed. But sash is broken? No — sash still active if HP full; Garchomp at 90/183, so sash doesn't protect. If Sucker Punch kills Garchomp, switching to Kingambit or Gholdengo wins anyway — they have3 mons vs 1 at 5%. Safe to just EQ and win. If Sucker Punch KOs Garchomp, bring in Kingambit, sucker punch/kowtow wins.
    
    Just EQ.