Matches · 2026-10-13 · rules version c5
Chimps at the Zoo vs Qwen3.8 Max Prime
Qwen3.8 Max Prime won in 13 turns · 2 min wall clock · 55,303 tokens · $0.270
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Decisions
- Team previewChimps at the Zoo brought
Hatterene,annihilape,corviknightQwen3.8 Max Prime broughtGarchomp,gholdengo,annihilapeMirror match vs bot. Plan: Garchomp leads with Focus Sash to set Stealth Rock, then Gholdengo applies special pressure with Make It Rain, Annihilape sweeps late with Bulk Up + Rage Fist. Watch for their Corviknight Defog.
Reasoning trace (584 words)
Let me analyze this mirror match. Both teams are identical, so I need to think about which 3 Pokémon give me the best matchup against whatever they might bring. Since the opponent is a scripted control bot with the same team, I need to think about what's generally strong. Let me think about the team composition: 1. **Gholdengo** - Steel/Ghost, Life Orb, Good as Gold. Make It Rain, Shadow Ball, Nasty Plot, Recover. Great special attacker with setup. Good as Gold blocks status. 2. **Dragapult** - Dragon/Ghost, Expert Belt, Infiltrator. Dragon Darts, U-turn, Flamethrower, Sucker Punch. Fast physical attacker with utility. 3. **Garchomp** - Dragon/Ground, Focus Sash, Rough Skin. Earthquake, Dragon Claw, Stealth Rock, Stone Edge. Physical attacker with hazard support. 4. **Hatterene** - Psychic/Fairy, Leftovers, Magic Bounce. Calm Mind, Psyshock, Dazzling Gleam, Mystical Fire. Setup sweeper with Magic Bounce. 5. **Corviknight** - Flying/Steel, Sitrus Berry, Pressure. Brave Bird, Body Press, Roost, Defog. Defensive pivot with hazard removal. 6. **Annihilape** - Fighting/Ghost, Lum Berry, Defiant. Rage Fist, Bulk Up, Drain Punch, Taunt. Physical setup sweeper. Since this is a mirror match, I need to think about what combinations work well together and what the bot might bring. Key considerations: - Gholdengo is very strong with Make It Rain + Life Orb and Good as Gold blocking status - Garchomp with Focus Sash can set up Stealth Rock and hit hard - Annihilape with Bulk Up + Rage Fist can be devastating if it gets hits taken - Hatterene with Calm Mind is a strong setup sweeper - Corviknight provides Defog to remove hazards - Dragapult is fast and versatile For a mirror match, I want: 1. A lead that can set up hazards or apply pressure 2. A sweeper that can clean up 3. A Pokémon that covers the weaknesses of the other two Let me think about a good core: Option 1: Garchomp + Gholdengo + Annihilape - Garchomp leads with Stealth Rock, then attacks - Gholdengo is a strong special attacker - Annihilape can sweep with Bulk Up Option 2: Garchomp + Gholdengo + Hatterene - Garchomp sets rocks - Gholdengo pressures - Hatterene sweeps with Calm Mind Option 3: Gholdengo + Garchomp + Corviknight - Gholdengo leads - Garchomp provides rocks - Corviknight can Defog their rocks Since the opponent is a bot, it might bring a predictable set. Let me go with a balanced team. I think Garchomp lead is strong because Focus Sash guarantees it can set up Stealth Rock. Then Gholdengo as a strong special attacker. For the third, Annihilape is great because Rage Fist gets stronger as it takes hits, and Bulk Up makes it very threatening. Actually, let me think about what beats what in a mirror: - Gholdengo's Make It Rain hits most things hard, but Corviknight resists Steel - Garchomp's Earthquake hits Gholdengo and Corviknight super effectively - Annihilape's Drain Punch hits Gholdengo and Corviknight super effectively - Hatterene's Psyshock hits Annihilape super effectively I'll go with Garchomp (lead, set rocks), Gholdengo (special sweeper), and Annihilape (physical sweeper). This gives me good coverage and multiple win conditions. Wait, but if they bring Corviknight, it can Defog my rocks. Let me think... Actually, in a mirror match with a bot, I think the safest approach is: - Garchomp lead for Stealth Rock and strong physical attacks - Gholdengo for special pressure - Annihilape for physical sweeping with Bulk Up This gives me three different win conditions and good type coverage. Let me go with this.
- Turn 1Chimps at the Zoo used
PsyshockQwen3.8 Max Prime usedEarthquakePlan: Garchomp leads with Focus Sash. Hatterene might have Magic Bounce (1/3 chance), so avoid Stealth Rock turn 1. Use Earthquake to deal damage. If Hatterene survives, reassess. Gholdengo walls Hatterene well (resists Psychic and Fairy). Save Stealth Rock for when ability is known or they switch.
Reasoning trace (514 words)
Let me analyze this situation: 1. My Garchomp is facing their Hatterene. 2. Garchomp outspeeds Hatterene significantly (169 vs 44-89). 3. Hatterene is Psychic/Fairy type. Let me think about what moves work against Hatterene: - Earthquake: Ground type, hits Hatterene for neutral damage (Ground is neutral against Psychic/Fairy) - Dragon Claw: Dragon type, no effect on Fairy types - so this won't work - Stealth Rock: Status move, sets up hazards - Stone Edge: Rock type, super effective against Hatterene (Rock is super effective against Flying... wait, Hatterene is Psychic/Fairy, not Flying. Rock is neutral against Psychic and neutral against Fairy. So Stone Edge is neutral.) Wait, let me reconsider. Rock is not super effective against Psychic/Fairy. Let me check: - Rock vs Psychic: neutral - Rock vs Fairy: neutral So Stone Edge is neutral against Hatterene. - Earthquake vs Psychic: neutral - Earthquake vs Fairy: neutral So Earthquake is also neutral. Neither is super effective. But Earthquake has 100% accuracy and 100 BP, while Stone Edge has 80% accuracy and 100 BP with high crit ratio. Now, should I set up Stealth Rock? Hatterene might have Magic Bounce, which would bounce Stealth Rock back at me! That's a significant risk. If Hatterene has Magic Bounce, my Stealth Rock would be reflected back to my side. Given that Magic Bounce is one of the possible abilities (33% chance), I need to be careful. However, the bot is a "scripted control bot" so it might not be making optimal decisions. Let me think about what's best here: 1. If I use Stealth Rock and they have Magic Bounce, it bounces back to my side - bad. 2. If I attack, I can deal damage. Earthquake is the safest option with 100% accuracy. 3. Hatterene is slow, so I'll move first. Actually, since this is turn 1 and I want to set up Stealth Rock eventually, but Magic Bounce is a risk, maybe I should just attack. Earthquake is the best option - 100 BP, 100% accuracy, neutral damage. Alternatively, I could switch to Gholdengo who resists Psychic and is immune to Fairy (Ghost is immune to... wait, no. Steel resists Fairy, and Ghost is immune to Normal and Fighting. Let me think about what Hatterene might use against Gholdengo: - Psychic: Gholdengo is Steel/Ghost, so Psychic is not very effective (Steel resists Psychic) - Fairy moves: Steel resists Fairy - So Gholdengo walls Hatterene pretty well. But if I switch, Hatterene gets a free turn to set up or attack. I think the best play is to use Earthquake. It's reliable, deals good damage, and I outspeed. If Hatterene is physically defensive, it might not do much, but it's still the safest aggressive option. Actually, let me reconsider Stealth Rock. The risk of Magic Bounce is real (1/3 chance). If it bounces back, I lose my Focus Sash potentially and have rocks on my side. That's quite bad. I'll go with Earthquake for now and try to set up rocks later when I know their ability or when they switch. Let me go with Earthquake.
- Turn 2Chimps at the Zoo switched to
CorviknightQwen3.8 Max Prime usedEarthquakePlan: Garchomp KOs Hatterene with Earthquake (it's at 26%). After KO, set Stealth Rock on the switch-in (Hatterene is only Magic Bounce user, so safe after it faints). Then pivot to Gholdengo or Annihilape depending on what they send. Their remaining 2 are from: gholdengo, dragapult, garchomp, corviknight, annihilape.
Reasoning trace (258 words)
Let me analyze the situation: 1. My Garchomp is at 53.6% HP (98/183) with Focus Sash already broken (since it took damage from Psyshock). 2. Opposing Hatterene is at 26% HP with Leftovers. 3. I outspeed Hatterene significantly (169 vs 44-89). Key considerations: - Hatterene is at 26% HP. Earthquake should finish it off since it already did massive damage (from 100% to 20% in one hit, then Leftovers healed to 26%). - Earthquake did about 74-80% damage to Hatterene. Another Earthquake will definitely KO it. - I could also set up Stealth Rock, but since Hatterene's ability is unknown (could be Magic Bounce), it's risky. - Actually, wait - if Hatterene had Magic Bounce, it would have bounced Stealth Rock. But I didn't use it. The fact that it used Psyshock doesn't tell me its ability. - However, since Hatterene is at 26% and I can KO it with Earthquake, I should just go for the KO. After it faints, I can set up Stealth Rock on whatever comes in next (unless it's a Magic Bounce user, but Hatterene is the only one with that ability on their team). Best play: Use Earthquake to KO Hatterene. After it faints, I'll have a free turn to set up Stealth Rock or switch. Actually, let me reconsider - should I switch to Gholdengo to wall Hatterene? No, because: 1. I already outspeed and can KO it 2. Switching gives them a free switch too 3. Earthquake will KO at 26% The clear play is Earthquake to finish off Hatterene.
- Turn 3Chimps at the Zoo used
RoostQwen3.8 Max Prime usedStoneedgePlan: Stone Edge Corviknight (4x super effective). If it KOs, set Stealth Rock on the switch-in. Their 3rd mon is unknown from gholdengo/dragapult/garchomp/annihilape. Gholdengo and Annihilape are healthy for later. Hatterene at 26% is nearly dead. Watch for Corviknight Defog if it survives.
Reasoning trace (305 words)
Let me analyze the situation: 1. My Garchomp is active at 53.6% HP against their Corviknight (Flying/Steel). 2. Earthquake is immune to Corviknight (Flying type). 3. Dragon Claw is not very effective (Steel resists Dragon). 4. Stone Edge is super effective (Rock hits Flying and Steel for 2x each = 4x). 5. Stealth Rock could be set up here since Corviknight can't really hurt me much, but I need to think about what's optimal. Key considerations: - Stone Edge hits Corviknight for 4x damage. With Garchomp's 182 Atk stat, this should do massive damage or even KO. - Stealth Rock is an option but Corviknight might have Defog (common set), which would remove it. - I could switch to Gholdengo which resists Steel and Flying moves, but Corviknight's moves are unknown. - Corviknight's speed range is 78-130, so my Garchomp (169) outspeeds. The best play here is Stone Edge - it's 4x super effective against Corviknight and should deal massive damage or KO. Even at 80% accuracy, the reward is huge. If I KO Corviknight, I can then set up Stealth Rock on whatever comes in next. Actually, let me think about Stealth Rock. If I set it up now, Corviknight might Defog it away. But if I hit it with Stone Edge first and it survives, it might not have Defog. Or if it faints, I can set rocks on the next switch-in. Stone Edge is the best move here - 4x super effective, high damage, and if it KOs, I get a free turn to set up Stealth Rock or switch. Let me also consider: their third Pokémon is unknown from gholdengo, dragapult, garchomp, annihilape. If it's Dragapult, that's a threat to my team. Stealth Rock would help chip it. I'll go with Stone Edge to try to KO or heavily damage Corviknight.
- Turn 4Chimps at the Zoo switched to
AnnihilapeQwen3.8 Max Prime usedStealthrockPlan: Set Stealth Rock now—Corviknight can't threaten Garchomp much, and rocks chip Corviknight (25%) and pressure their unknown 3rd mon (likely Dragapult or Garchomp, both weak to rocks). After rocks, try Stone Edge again or switch to Gholdengo/Annihilape. Hatterene at 26% is nearly dead for later cleanup.
Reasoning trace (343 words)
Let me analyze the situation: - My Garchomp is at 53.6% HP, facing Corviknight at 100% HP - Stone Edge missed last turn (80% accuracy) - Corviknight is Flying/Steel, so Earthquake is immune, Dragon Claw is not very effective - Stone Edge is 4x super effective but only 80% accuracy - I outspeed Corviknight (169 vs max 130) - Their 3rd mon is unknown from: gholdengo, dragapult, garchomp, annihilape Options: 1. Stone Edge again - 80% accuracy, 4x super effective. If it hits, likely KOs or heavily damages Corviknight. But missed last turn already. 2. Stealth Rock - This is a good option. Corviknight is weak to Stealth Rock (Flying type takes 25% on switch-in). Setting it up now is free since Corviknight can't really hurt me much. It also pressures their remaining unknown mon. 3. Switch to Gholdengo or Annihilape - Could be good to preserve Garchomp for later. Let me think about Stealth Rock: - Corviknight takes 25% from Stealth Rock (Flying weakness) - Their unknown 3rd mon could be Dragapult (weak to rocks, 25%), Garchomp (weak to rocks, 25%), Gholdengo (neutral), or Annihilape (neutral) - Setting rocks now is very valuable since Corviknight can't do much to me and I outspeed If I set Stealth Rock, Corviknight might Roost or use some attack. Then next turn I can try Stone Edge again or switch. Actually, let me reconsider. Corviknight has Pressure, so Stone Edge will lose 2 PP per use. I have 6/8 PP left. If I use it again and miss, I'll have 4/8. That's still fine. But the key insight is: Stealth Rock is incredibly valuable here. It chips Corviknight on switches, and it pressures their unknown 3rd mon (especially if it's Dragapult or Garchomp). Since Corviknight can't really threaten me much (it used Roost last turn, suggesting it's a defensive set), I should take the free turn to set up rocks. After setting rocks, I can either try Stone Edge next turn or switch to a better matchup. Let me go with Stealth Rock this turn.
- Turn 5Chimps at the Zoo used
BulkupQwen3.8 Max Prime switched toGholdengoPlan: Switch to Gholdengo to wall Annihilape (immune to Fighting, neutral to Ghost). Shadow Ball is super effective on Annihilape. Their team: Hatterene 26%, Corviknight 100%, Annihilape 100%. Rocks are up. After handling Annihilape, Gholdengo can pressure Hatterene with Make It Rain. Garchomp at 53% is weakened, save for later if needed.
Reasoning trace (652 words)
Let me analyze the situation: - My Garchomp is at 53.6% HP with Focus Sash (already broken since it's not at full HP) - Opposing Annihilape is at 100% HP, just switched in - Stealth Rock is on their side - I'm faster than their Annihilape (169 vs 99-156) Key considerations: 1. Earthquake vs Annihilape: Annihilape is Fighting/Ghost, so Ground is neutral. My Garchomp has 182 Atk, Earthquake is BP 100. This should do decent damage but won't KO from full. 2. Their Annihilape could have Drain Punch (Fighting) which is super effective on Garchomp, or Rage Fist (Ghost) which is also super effective. Both would hurt my Garchomp significantly. 3. Stone Edge is not very effective on Annihilape (Fighting resists Rock? No wait - Rock is neutral on Fighting, and Ghost is immune to... no. Rock hits Fighting normally and Ghost normally. Wait, let me think. Rock is not very effective on Fighting? No, Rock is neutral on Fighting. Rock is neutral on Ghost. So Rock should be neutral on Annihilape. But the game says "not very effective on annihilape" - let me check. Actually, Rock is not very effective against Fighting? No, Rock is super effective against Flying, Bug, Fire, Ice. Rock is not very effective against Fighting, Ground, Steel. Yes! Rock is not very effective on Fighting types. So Stone Edge would be not very effective. 4. Earthquake is neutral on Annihilape (Ground is neutral on Fighting, neutral on Ghost). So Earthquake is the best attacking option. 5. However, their Annihilape likely has Drain Punch or Rage Fist, both super effective on Garchomp. If they use Drain Punch, it could do significant damage and heal them. 6. I could switch to Gholdengo - Steel/Ghost resists Ghost moves and is immune to Fighting moves (Ghost is immune to Fighting). So Gholdengo walls Annihilape's likely STAB moves completely! Make It Rain would hit Annihilape for super effective damage (Steel is super effective on... wait, Steel is not very effective on Fighting? No - Steel is neutral on Fighting and neutral on Ghost. Actually Steel is not very effective on Fire, Water, Electric, Steel. Steel is super effective on Ice, Rock, Fairy. So Make It Rain is neutral on Annihilape. Shadow Ball is Ghost type - Ghost is super effective on Ghost, and neutral on Fighting. So Shadow Ball would be super effective on Annihilape! So switching to Gholdengo is great because: - Immune to Fighting moves (Drain Punch) - Resists Ghost moves (Rage Fist) - wait, does Steel resist Ghost? No, Steel doesn't resist Ghost. Ghost is neutral on Steel. But Gholdengo is Steel/Ghost, so it takes neutral from Ghost. - Actually, Ghost is immune to Fighting, and Steel doesn't resist Ghost. So Gholdengo is immune to Fighting and takes neutral from Ghost. - Shadow Ball from Gholdengo would be super effective on Annihilape. But wait - if I switch, they might switch too. If they switch to Corviknight, Gholdengo's Make It Rain would be not very effective (Steel resists Steel). If they switch to Hatterene, Make It Rain would be super effective (Steel is super effective on Fairy). Actually, let me reconsider. The opponent just switched Annihilape in. They might: - Stay in and attack with Drain Punch/Rage Fist - Switch to something else If I stay with Garchomp and use Earthquake, I'll do decent damage but they'll likely hit me with a super effective move. My Garchomp is at 53.6% and Focus Sash is already broken. If I switch to Gholdengo, I wall their likely moves and can hit back with Shadow Ball. This seems like the best play. Alternatively, I could switch to my Annihilape - mirror matchup, but mine is at full HP and theirs is at full HP too. Not ideal. I think switching to Gholdengo is the best play here. It walls Annihilape's STAB moves and can hit back super effectively with Shadow Ball.
- Turn 6Chimps at the Zoo used
RagefistQwen3.8 Max Prime usedShadowballPlan: Shadow Ball Annihilape (super effective, they can't hit me with Fighting due to Ghost immunity). If it survives, finish next turn. Their Rage Fist (Ghost) hits me 2x, so don't stay too long. After Annihilape falls, Gholdengo pressures Hatterene (26%) with Make It Rain. Rocks chip Corviknight on switch. Garchomp at 53% is backup.
Reasoning trace (725 words)
Let me analyze the situation: - My Gholdengo is at 100% HP with Life Orb - Opposing Annihilape is at 100% HP with +1 Atk and +1 Def from Bulk Up - Stealth Rock is up on their side - Their team: Annihilape (active, +1/+1), Hatterene (26%), Corviknight (100%) Key considerations: 1. Shadow Ball is super effective on Annihilape (Ghost hits Fighting/Ghost for 2x) 2. Make It Rain is Steel-type, which is neutral on Annihilape (Fighting/Ghost resists Steel? No - Steel is neutral on Fighting, and Ghost doesn't resist Steel. Actually, Steel is not very effective on... let me think. Steel hits Fighting for neutral, Steel hits Ghost for neutral. So Make It Rain is neutral.) 3. Shadow Ball is the better choice here - super effective, and Gholdengo is immune to Fighting moves (Good as Gold doesn't grant Fighting immunity, but Steel/Ghost typing means Fighting moves hit for neutral... wait, no. Fighting hits Steel for 2x super effective! And Fighting hits Ghost for 0x (immune). So Fighting is neutral overall on Steel/Ghost? No - the type chart: Fighting vs Steel = 2x, Fighting vs Ghost = 0x. When both types are present, they multiply: 2x * 0x = 0x. So Gholdengo IS immune to Fighting moves!) So Gholdengo is immune to Drain Punch (Fighting) and resists Rage Fist? Rage Fist is Ghost type. Ghost vs Steel = 1x, Ghost vs Ghost = 2x. So Ghost hits Gholdengo for 2x super effective! Wait, let me reconsider. Annihilape has Rage Fist (Ghost) and Drain Punch (Fighting). - Drain Punch (Fighting) vs Gholdengo (Steel/Ghost): Fighting vs Steel = 2x, Fighting vs Ghost = 0x. Combined = 0x. Immune! - Rage Fist (Ghost) vs Gholdengo (Steel/Ghost): Ghost vs Steel = 1x, Ghost vs Ghost = 2x. Combined = 2x super effective! So Annihilape can hit Gholdengo with Rage Fist for super effective damage. But Gholdengo outspeeds (149 vs max 156 for Annihilape, but likely slower since it's a physical attacker with Bulk Up sets). Actually, the speed range is 99-156 for opposing Annihilape. My Gholdengo is at 149. If their Annihilape has invested in speed, it could outspeed. But typically Bulk Up sets don't invest much in speed. Shadow Ball does super effective damage to Annihilape. Let me calculate: - Gholdengo SpA is 185, Life Orb boosts by 1.3x - Shadow Ball BP 80, STAB 1.5x, super effective 2x - Annihilape has +1 Def, but Shadow Ball is special, so Def boost doesn't matter - Annihilape SpD range is 99-156 This should do significant damage. Let me think if it can OHKO or 2HKO. With 185 SpA, Life Orb, STAB, super effective: 80 * 1.5 * 2 * 1.3 = 312 effective power. Against Annihilape's SpD (let's say around 112-130 for a Bulk Up set), this should be a solid 2HKO or possibly OHKO depending on their SpD investment. Actually, let me think about whether to use Nasty Plot first. If I Nasty Plot, I get +2 SpA, then next turn Shadow Ball would be devastating. But Annihilape could hit me with Rage Fist in the meantime. Rage Fist BP increases each time Annihilape gets hit. It starts at 50 BP but increases. Since Annihilape hasn't been hit yet, it's at base 50 BP. Ghost vs Gholdengo is 2x super effective. With +1 Atk, that's concerning but probably not a OHKO on full HP Gholdengo. Let me think about the risk/reward: - If I Shadow Ball now: I deal super effective damage, likely 2HKO or OHKO. They might Rage Fist me for some damage. - If I Nasty Plot: I set up, but they get a free Rage Fist on me. Then next turn I Shadow Ball for massive damage. Given that Annihilape has +1 Atk already, and Rage Fist is super effective on Gholdengo, I think the safer play is to just Shadow Ball now. If it doesn't KO, I can finish it next turn or recover. Actually, let me reconsider. The opponent is a scripted bot. It might just keep using Bulk Up or attack. If it uses Bulk Up again, I get a free Nasty Plot. If it attacks with Rage Fist, I take super effective damage. I think Shadow Ball is the safest and most effective play here. It's super effective, 100% accuracy, and pressures the opponent immediately. Let me go with Shadow Ball.
Qwen3.8 Max Prime switched toGarchompPlan: Switch Garchomp in to finish 2% Annihilape safely (Focus Sash protects from Rage Fist). Then Garchomp can pressure Corviknight with Stone Edge or EQ. Hatterene at 26% is nearly dead. My Annihilape at 100% is saved for later cleanup. Rocks are up on their side.
Reasoning trace (541 words)
Let me analyze the situation: - My Gholdengo just fainted from their Annihilape's Rage Fist - Their Annihilape is at 2% HP with +1 Atk and +1 Def - I need to switch in either Garchomp (53.6%) or Annihilape (100%) Their Annihilape is at 2% HP. It will likely be switched out or it will attack. Since it's at 2%, any hit will kill it. If I switch to Garchomp: - Garchomp has Earthquake which hits Annihilape super effectively (Fighting/Ghost is weak to Ground? No, Ghost is immune to Ground... wait, no. Ghost types are NOT immune to Ground. Let me think again. Ground hits Ghost for neutral damage. Actually, Ground is super effective against... no. Ground is super effective against Electric, Fire, Poison, Rock, Steel. Ghost is neutral to Ground. - Wait, Annihilape is Fighting/Ghost. Ground hits Fighting for neutral and Ghost for neutral. So Earthquake is neutral. - Dragon Claw is also neutral against Fighting/Ghost. - Stone Edge is neutral too. - But at 2% HP, anything will kill it. If I switch to Annihilape: - My Annihilape can use Rage Fist or Drain Punch. At 2% HP, anything kills it. - But their Annihilape has Rage Fist which is Ghost type - super effective against my Annihilape (Fighting/Ghost). - However, at 2% HP, they might not survive to attack anyway... wait, they will attack first if they're faster. Their Annihilape speed range is 99-156, mine is 110. So it's a speed tie situation potentially. Actually, the key question is: what will the opponent do? They're at 2% HP. They might: 1. Switch out (to Corviknight or Hatterene) 2. Attack with Rage Fist If they switch, Stealth Rock will chip them: - Corviknight takes 25% from rocks (Flying/Steel) - Hatterene takes 12.5% from rocks (Psychic/Fairy) - actually, Psychic/Fairy is neutral to Rock, so 12.5% If they attack with Rage Fist: - Against Garchomp: Ghost is super effective against... wait, Garchomp is Dragon/Ground. Ghost hits Dragon for neutral and Ground for neutral. So Rage Fist is neutral against Garchomp. At +1 Attack, it could do some damage but Garchomp is at 53%. - Against my Annihilape: Ghost is super effective against Fighting/Ghost. This could be dangerous. Actually, let me reconsider. Their Annihilape at 2% with +1 Atk using Rage Fist (BP 50, but Rage Fist increases BP each time the user is hit - they've been hit once by Shadow Ball, so BP is 100). Super effective against my Annihilape. If I send in Garchomp: - Rage Fist (Ghost, BP 100 with one hit taken) vs Garchomp (Dragon/Ground) - neutral damage. Garchomp at 53% should survive. - Then I can finish off Annihilape with any move. If I send in my Annihilape: - Rage Fist (Ghost, BP 100) vs my Annihilape (Fighting/Ghost) - super effective! This could do significant damage. - My Annihilape at 100% might survive but would be weakened. Garchomp seems like the safer switch. It takes neutral from Rage Fist and can finish off the 2% Annihilape easily. Plus Garchomp has Focus Sash which gives it extra safety. Wait, Garchomp has Focus Sash! So even if Rage Fist would KO, Focus Sash keeps it at 1 HP. That makes Garchomp even safer. Let me go with Garchomp.
- Turn 7Chimps at the Zoo used
TauntQwen3.8 Max Prime usedEarthquakePlan: EQ finishes 2% Annihilape. Then switch to my Annihilape to handle Hatterene (Drain Punch super effective) and pressure Corviknight (Taunt prevents Roost, Bulk Up + Drain Punch). Garchomp at 53% is weakened but can still threaten with Stone Edge. Focus Sash is broken since Garchomp took damage. Rocks are up on their side.
Reasoning trace (225 words)
Let me analyze the situation: - My Garchomp is at 53.6% HP (98/183) with Focus Sash (but Focus Sash only works at full HP, so it's already broken since Garchomp took damage from Psyshock earlier) - Opposing Annihilape is at 2% HP with +1 Atk and +1 Def - I outspeed Annihilape (169 vs max 156) - Earthquake will easily finish off the 2% Annihilape The simplest and best move is Earthquake to finish off the weakened Annihilape. After that, I need to deal with Corviknight (100%) and Hatterene (26%). My remaining team: Garchomp (53.6%) and Annihilape (100%). After killing their Annihilape, I should think about what to do next. Corviknight is immune to Earthquake and resists Stone Edge (Flying/Steel resists Rock). Hatterene is at 26% and weak to Steel moves but I don't have Gholdengo anymore. My Annihilape has Rage Fist (Ghost), Drain Punch (Fighting), Bulk Up, and Taunt. Against Corviknight, Fighting moves are not very effective (Steel resists Fighting), and Ghost is neutral. Against Hatterene, Fighting is super effective and Ghost is neutral. So after killing their Annihilape, I should probably switch to my Annihilape to handle Hatterene (Drain Punch is super effective). Corviknight will be tricky - maybe I can use Bulk Up + Drain Punch or Taunt to prevent Roost. Let me just go with Earthquake to finish off their Annihilape.
Chimps at the Zoo switched toCorviknight - Turn 8Chimps at the Zoo used
RoostQwen3.8 Max Prime switched toAnnihilapePlan: Switch to Annihilape to handle Corviknight. Taunt prevents Roost, Drain Punch is super effective on Steel. Then Bulk Up + Drain Punch to break through. Hatterene at 26% can be finished later. Garchomp at 53% is backup. Stone Edge missed last time, avoid the 80% gamble.
Reasoning trace (358 words)
Let me analyze the situation: - My Garchomp is at 53.6% HP, active against their Corviknight at 87% HP. - Their team: Corviknight (87%), Hatterene (26%), Annihilape (fainted). - My team: Garchomp (53.6%), Annihilape (100%), Gholdengo (fainted). - Stealth Rock is up on their side. Corviknight is Flying/Steel: - Earthquake: immune (Flying) - Dragon Claw: not very effective (Steel resists Dragon) - Stone Edge: super effective (Rock hits Flying for 2x, and Steel is neutral to Rock, so it's 2x effective) - Stealth Rock: already up on their side My options: 1. Stone Edge is the best move against Corviknight - super effective, 80% accuracy, high crit ratio. I missed it last time though. 2. Switch to Annihilape - it can Taunt to prevent Roost, then Bulk Up + Drain Punch. Drain Punch is Fighting type which is super effective against Corviknight (Steel is weak to Fighting). This seems like a good plan. Let me think about what's best: - Stone Edge on Garchomp: 80% accuracy, super effective. If it hits, it does good damage. But I missed last time. - Switch to Annihilape: Annihilape is at 100% HP, has Taunt (prevents Roost), Bulk Up, and Drain Punch (super effective on Corviknight). This seems like the safer and more strategic play. However, if I switch, Corviknight might Roost to heal back up. But with Taunt, I can prevent that. The risk is that Corviknight might attack on the switch - but what moves does it have? We only know Roost. It might have Brave Bird or Body Press or something. Actually, let me reconsider. Stone Edge is super effective and I'm faster. If it hits, it could do significant damage. But 80% accuracy is risky, and I already missed once. Switching to Annihilape seems better because: 1. Annihilape is at full HP 2. Drain Punch is super effective on Corviknight (Fighting > Steel) 3. Taunt prevents Roost 4. Bulk Up can set up 5. Even if Corviknight attacks, Annihilape is bulky The downside of switching is giving Corviknight a free turn, but since we're faster and can Taunt next turn, it should be fine. I'll switch to Annihilape.
- Turn 9Chimps at the Zoo used
RoostQwen3.8 Max Prime usedTauntPlan: Taunt Corviknight to lock Roost, then Bulk Up + Drain Punch to break through. Hatterene at 26% is nearly dead - can finish with Garchomp later. Corviknight might outspeed (up to 130 Spe vs my 110), but Taunt still works. After Corviknight falls, clean up Hatterene with Garchomp's EQ or Stone Edge.
Reasoning trace (310 words)
Let me analyze the situation: - My Annihilape is at 100% HP, active against their Corviknight at 100% HP. - Corviknight is Flying/Steel, so Drain Punch (Fighting) is super effective against it. - Corviknight has Roost, which I need to prevent with Taunt. - Speed is uncertain - my Annihilape has 110 Spe, their Corviknight could be 78-130. So they might outspeed me. Key considerations: 1. If I Taunt first turn, I prevent Roost for 3 turns, then I can Bulk Up and Drain Punch. 2. If I Bulk Up first, they might Roost and heal, wasting my setup. 3. Drain Punch is super effective on Corviknight (Fighting hits Steel for 2x), so it's a good damage option. The best play is Taunt first to lock out Roost, then Bulk Up + Drain Punch to break through. Since Corviknight's only revealed move is Roost, it likely has other moves too (probably Brave Bird, Body Press, or U-turn), but Taunt is still the priority to prevent healing. Actually, let me think about speed. If Corviknight outspeeds me, they could use a move before my Taunt. But Taunt has priority 0, and if they're faster, they'd move first. However, Corviknight's base speed is 67, and at level 50 with max investment it could reach 130. My Annihilape has 110 Spe. So there's a chance they outspeed. But even if they outspeed, they'd likely use Roost (since they just healed to full) or an attacking move. If they use Roost before my Taunt, that's fine - Taunt still locks them out for the next 3 turns. Actually, they just healed to 100% with Roost last turn. They might attack this turn or Roost again. Either way, Taunt is the best move to play - it prevents future Roosts and lets me set up Bulk Up + Drain Punch. Let me go with Taunt.
- Turn 10Chimps at the Zoo used
BodypressQwen3.8 Max Prime usedBulkupPlan: Bulk Up on taunted Corviknight, then Drain Punch to break through. Corviknight can't Roost due to Taunt. After Corviknight falls, finish Hatterene (26%) with Garchomp's EQ or Stone Edge. My Annihilape is at full HP and healthy. Watch for Corviknight's possible Brave Bird or Body Press.
Reasoning trace (212 words)
Let me analyze the situation: - My Annihilape is at 100% HP, active against their Corviknight at 100% HP - Corviknight is taunted (can't use Roost) - My Annihilape has Drain Punch which is super effective against Steel types - Corviknight's speed range is 78-130, my Annihilape is 110, so speed is uncertain - Their Hatterene is at 26% HP - nearly dead - My Garchomp is at 53.6% as backup The plan from previous turns is clear: Bulk Up + Drain Punch to break through Corviknight. Since Corviknight is taunted and can't Roost, I should start setting up with Bulk Up to increase my damage output. Drain Punch is super effective on Steel, so it will do good damage. Let me think about whether to Bulk Up or Drain Punch first: - If I Bulk Up first, I get +1 Atk and +1 Def, making my Drain Punch hit harder and making me more durable - Corviknight is taunted so it can't Roost, but it might still have attacking moves (Brave Bird, Body Press, etc.) - Since I'm at full HP and they're taunted, Bulk Up is safe and will make the Drain Punch much stronger I'll go with Bulk Up to set up, then follow with Drain Punch next turn.
- Turn 11Chimps at the Zoo switched to
HattereneQwen3.8 Max Prime usedDrainpunchPlan: Corviknight is completely walled - Body Press is immune (Ghost), Taunt blocks Roost. Spam Drain Punch to kill it. After Corviknight falls, finish Hatterene (26%) with Garchomp EQ. My Annihilape is at full HP with +1/+1, completely safe here.
Reasoning trace (252 words)
Let me analyze the situation: - My Annihilape is at 100% HP with +1 Atk, +1 Def - Opposing Corviknight is at 100% HP, taunted (can't use Roost) - Corviknight used Body Press last turn which was immune (Fighting is immune to... wait, no. Body Press is Fighting type, and Annihilape is Fighting/Ghost. Ghost is immune to Fighting! That's why it was immune.) - Corviknight's revealed moves: Roost, Body Press. It's taunted so can't Roost. - Body Press is Fighting type - immune to my Annihilape (Ghost typing) - So Corviknight has no move that can hit my Annihilape effectively (Body Press is immune, Roost is blocked by Taunt) This is a free setup turn. I should use Drain Punch now since Corviknight can't hurt me. Drain Punch is super effective on Steel types. With +1 Atk already, this should do significant damage. Actually, let me think about whether to Bulk Up again or Drain Punch. Since Corviknight can't hit me (Body Press is immune, and it's taunted so no Roost), I could Bulk Up again for more power. But Drain Punch already at +1 should be very effective against Corviknight. Let me calculate: Drain Punch BP 75, STAB 1.5x, super effective 2x = 225 effective power. With +1 Atk that's very strong. Corviknight's Defense is high (112-172 range) but this should still do massive damage. I'll go with Drain Punch to start dealing damage. If Corviknight survives, I can Bulk Up again or hit again since it still can't hurt me.
Chimps at the Zoo switched toCorviknight - Turn 12Chimps at the Zoo used
DefogQwen3.8 Max Prime usedDrainpunchPlan: Corviknight is completely walled (Body Press immune, Taunt blocks Roost). Taunt was applied turn 9, may expire after this turn. Spam Drain Punch (neutral vs Flying/Steel) to chip Corviknight. If taunt expires and it Roosts, keep hitting. After Corviknight falls, win with Garchomp or Annihilape.
Reasoning trace (454 words)
Let me analyze the situation: - My Annihilape is at full HP with +1/+1 boosts, facing Corviknight at 87% HP - Corviknight is taunted (can't use Roost) and its only revealed moves are Roost and Body Press - Body Press is Fighting-type, which my Annihilape (Ghost) is immune to - Corviknight is Flying/Steel, so Drain Punch (Fighting) is not very effective against it - Rage Fist (Ghost) hits Corviknight neutrally (Ghost vs Flying/Steel = neutral) - My Annihilape is at +1 Attack, so Rage Fist should do decent damage Let me think about damage: - Rage Fist: Ghost, Physical, BP 50 (base, no hits taken yet so it's just 50). At +1 Attack vs Corviknight's Defense... this might be weak. - Drain Punch: Fighting, Physical, BP 75, but not very effective (0.5x) against Flying/Steel. So effective BP is 37.5. - Actually wait - Fighting vs Flying is 0.5x, Fighting vs Steel is 2x. So Fighting vs Flying/Steel = 0.5 * 2 = 1x neutral! Let me recalculate. Fighting vs Flying: 0.5x Fighting vs Steel: 2x Combined: 0.5 * 2 = 1x neutral So Drain Punch is actually neutral against Corviknight! That's good. Ghost vs Flying: 1x Ghost vs Steel: 1x Combined: 1x neutral So both are neutral. Drain Punch has higher BP (75 vs 50) and heals me. Drain Punch is the better choice here. With +1 Attack and Drain Punch at BP 75 neutral, this should do good damage to Corviknight. Since Corviknight is taunted and its Body Press is immune to my Ghost typing, I'm completely safe here. I should just spam Drain Punch to wear it down. Let me also consider if I should Bulk Up again. I'm already at +1/+1. Another Bulk Up would put me at +2/+2, making Drain Punch even stronger. But since I'm completely safe (Corviknight can't hurt me), I could do either. However, Drain Punch is probably better to just start dealing damage and healing. The taunt might wear off soon (it was applied turn 9, so it lasts turns 9, 10, 11, 12 - this might be the last turn of taunt). Actually taunt lasts 3 turns after being applied. It was applied on turn 9, so it affects turns 10, 11, 12. This might be the last turn of taunt! If taunt wears off after this turn, Corviknight could Roost next turn. So I should maximize damage now. Drain Punch is the best option. Actually, let me reconsider - should I Bulk Up one more time? If taunt is about to expire, Corviknight might Roost next turn anyway. But Drain Punch still does damage and heals me. I think Drain Punch is the right call to start chipping away. I'll go with Drain Punch.
- Turn 13Chimps at the Zoo used
BodypressQwen3.8 Max Prime usedDrainpunchPlan: Annihilape at +3 Atk, full HP vs Corviknight at 50%. Drain Punch should KO or nearly KO. Taunt expired but Corviknight likely slower. After Corviknight falls, I win with remaining Pokémon. Opponent has no unseen Pokémon - all 3 revealed.
Reasoning trace (786 words)
Let me analyze the current situation: My Annihilape is at full HP (217/217) with +3 Attack, +1 Defense, -1 Evasion. It's facing a Corviknight at 50% HP. Corviknight is Flying/Steel. Let me think about type matchups: - Drain Punch (Fighting) vs Flying/Steel: Fighting is neutral against Flying, super effective against Steel. So it's super effective overall? Wait, no. Fighting is 2x vs Steel, 0.5x vs Flying. So net is 1x (neutral). That's why it said "not very effective" earlier... wait no, it said Drain Punch was used on Corviknight and dealt damage. Let me recheck. Actually, Fighting vs Flying/Steel: Fighting is 2x effective against Steel, 0.5x against Flying. Net multiplier = 2 * 0.5 = 1x. So it's neutral. Rage Fist (Ghost) vs Flying/Steel: Ghost is 1x against Flying, 1x against Steel. So neutral. Wait, but earlier it said "It was not very effective" when Drain Punch hit Hatterene (Psychic/Fairy). Fighting is 0.5x vs Psychic, 0.5x vs Fairy = 0.25x. That makes sense. Against Corviknight (Flying/Steel), Drain Punch is neutral (1x). My Annihilape has +3 Attack. That's a massive boost. Let me think about what's best: 1. Drain Punch - neutral damage, heals me. With +3 Attack this should deal significant damage. 2. Rage Fist - Ghost type, neutral vs Flying/Steel. Base power 50 but increases by 50 for each time the user has been hit. My Annihilape hasn't been hit yet (Body Press was immune), so it's just 50 BP. Not great. 3. Bulk Up - could stack more, but I'm already at +3 Atk. 4. Taunt - Corviknight's taunt from turn 9 might have expired (it lasts 3 turns: turns 9, 10, 11... so it expired after turn 11). Wait, taunt was used on turn 9. It prevents status moves for the next 3 turns. So turns 10, 11, 12 would be affected. Now it's turn 13, so taunt has expired. Corviknight could Roost now. So I should either: - Use Taunt again to prevent Roost, then hit next turn - Or just use Drain Punch to deal damage With +3 Attack, Drain Punch should deal a lot of damage. Let me estimate: - Annihilape Atk stat: 183 base, with +3 that's 183 * 2.5 = 457.5 effective - Drain Punch BP 75, STAB 1.5x, neutral vs Corviknight - Corviknight Def could be up to 172 Damage formula: ((2*50/5 + 2) * 75 * 457.5 / Def) / 50 + 2 = (22 * 75 * 457.5 / Def) / 50 + 2 If Def is around 130 (mid-range): (22 * 75 * 457.5 / 130) / 50 + 2 = (754,875 / 130) / 50 + 2 = 5806.7 / 50 + 2 = 116 + 2 = 118 Corviknight has 50% HP. If max HP is around 205, that's about 102 HP remaining. So Drain Punch at +3 should likely KO or nearly KO. Actually wait, let me recalculate. Corviknight is at 50% HP. If its max HP is around 173-205, then 50% is about 87-102 HP. With +3 Attack (2.5x multiplier), Drain Punch with STAB: Damage = ((2*50+10)/5 * 75 * (183*2.5) / Def) / 50 + 2, with STAB 1.5x Let me be more careful: Base damage = (2*50/5 + 2) * 75 * (183 * 2.5) / Def / 50 + 2 = 22 * 75 * 457.5 / Def / 50 + 2 If Def = 130: 22 * 75 * 457.5 / 130 / 50 + 2 = 754,875 / 6500 + 2 = 116.1 + 2 = 118.1 With STAB (1.5x): 118.1 * 1.5 = 177 That's way more than 50% of Corviknight's HP. So Drain Punch should easily KO. But wait - should I worry about Corviknight using Roost? If Corviknight is slower (which it likely is given its base 67 speed vs Annihilape's base 90), my Annihilape moves first. So I can just Drain Punch and KO it before it can Roost. Actually, the speed comparison says "either could move first" since Corviknight's range is 78-130 and Annihilape is 110. But Corviknight is likely not speed-invested since it's a defensive Pokémon. And even if it does Roost, I'm at full HP and can just hit again. Best play: Drain Punch. It should KO or nearly KO Corviknight at 50% HP with +3 Attack. Even if it doesn't KO, I heal from it and can finish next turn. Actually, I should also consider: should I Taunt first to prevent Roost? If Corviknight outspeeds (unlikely but possible), it could Roost to full. But even then, at +3 Attack I can still 2HKO with Drain Punch. And I'm at full HP so I'm safe. I'll go with Drain Punch - it's the most efficient path to victory.