Matches · 2026-10-13 · rules version c5
MiMo V2.6 Flash vs Muse Spark 1.3
Muse Spark 1.3 won in 5 turns · 8 min wall clock · 67,629 tokens · $0.011
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Decisions
- Team previewMuse Spark 1.3 brought
Dragonite,gholdengo,garchompPlan: Lead Dragonite safe with Multiscale, setup DD. Gholdengo NP sweeps Slowking, Pult, opposing Gholdengo. Scarf Chomp revenge kills Volcarona, Pult, fast threats. Expect opp Gholdengo/Chomp/Pult core. Keep Chomp for Volc, Dragonite Fire Punch for Corv.
Reasoning trace (51 words)
Analyzing Gen 9 VGC team preview rules and Mega Evolution eligibility to select three Pokémon for the match.Evaluating speed tiers and type matchups against the opponent's lineup to prioritize targets.Assessing mega evolution item interaction and finalizing the three-Pokemon core for coverage.Evaluating Dragonite versus Mimikyu and Rotom-Wash for priority and Corviknight coverage.
MiMo V2.6 Flash broughtSlowkinggalar,garchomp,gholdengoPlan: lead slowkinggalar with chilly reception for momentum into mega garchomp. Slowking walls their Kingambit (poison resists Dark, flamethrower SE), checks Mimikyu (sludgebomb SE fairy) and Rotom/Garchomp. Scarf gholdengo cleans late. Watch Kingambit sucker punch on gholdengo/dragapult.
Reasoning trace (552 words)
My team: gholdengo (scarf), garchomp (mega), dragapult (lifeorb), slowkinggalar, corviknight, volcarona. Opponent: gholdengo, kingambit, dragonite, rotomwash, garchomp, mimikyu. Good core: gholdengo scarf outspeeds their gholdengo, hits kingambit with makeitrain/focusblast. Garchomp mega is strong. Slowking-galar handles rotom/garchomp/mimikyu. Volcarona can set up on slowking... Their team: gholdengo, kingambit, dragonite, rotomwash, garchomp, mimikyu. Scarf gholdengo: makeitrain hits kingambit/gholdengo/mimikyu. Focus blast for kingambit. Trick useful. Mega garchomp: EQ hits gholdengo (loses to levitate? no, gholdengo is steel/ghost, EQ hits), kingambit (defiant? EQ drops? no, EQ doesn't lower stats...). Kingambit is dark/steel, EQ hits for SE. Dragonite weak to dragon. Rotom levitate immune to EQ but scaleshot hits. Slowking-galar: poison/poison. Regenerator, chilly reception to bring in garchomp safely. Sludgebomb hits dragonite? no, dragonite resists... actually poison vs dragon = resisted. Sludgebomb hits mimikyu (SE vs fairy) and rotom (neutral). Flamethrower hits gholdengo? no, gholdengo resists fire? Steel resists fire yes. Kingambit weak to fire — flamethrower hits Kingambit SE. Futuresight is nice. Corviknight: bodypress, iron defense set — handles kingambit (defiant — bodypress doesn't lower stats, iron defense boosts def but defiant only triggers on stat drops on the opponent... actually Defiant triggers when stats are lowered, iron defense raises own stats, not an issue). Corv walls dragonite, garchomp (EQ immune as flying), mimikyu (resists? mimikyu is ghost/fairy — corv steel resists fairy and ghost neutral... wait steel resists fairy, ghost neutral on steel? Corviknight flying/steel: ghost hits neutral. Fire weakness? mimikyu sometimes has play rough, shadow sneak. Corv handles it. Volcarona: quiverdance on dragonite (multiscale... dragonite can't touch it), garchomp (immune to? chomp EQ hits for SE? Volcarona bug/fire: ground hits neutral (fire resists? no, fire doesn't resist ground). EQ hits volc neutrally. Rock moves hit4x). Rock blasts from chomp could kill. Their garchomp often runs scale shot/swords dance or rock tomb... risky. I'll bring: gholdengo, garchomp, slowkinggalar. That covers a lot. Alternatively corviknight over slowking. Slowking's chilly reception gives momentum. Their team: gholdengo, kingambit, dragonite, rotomwash, garchomp, mimikyu. Kingambit can threaten garchomp? Sucker punch hits gholdengo and dragapult hard. Gholdengo scarf makeitrain + shadow ball are fine. Kingambit's iron head hits garchomp... it's fine. Slowking walls their garchomp/rotom mostly, resists kingambit? no, dark hits poison/poison? Dark vs poison = neutral... wait poison resists dark? Poison resists dark and fighting. Yes! Poison resists dark — so slowking resists sucker punch and iron head (steel vs poison neutral). Slowking walls their kingambit decently, flamethrower hits it SE. Slowking also handles mimikyu (disguise — sludgebomb breaks it, poison SE vs fairy). Rotom: slowking resists water (poison resists water? Poison resists fighting, poison, bug, grass, fairy. Doesn't resist water.) Electric hits poison neutral. So neutral. Regenerator helps. Bring: gholdengo, garchomp, slowkinggalar. Lead: gholdengo scarf — makeitrain is safe, or trick on switch. Alternatively slowking lead with chilly reception to set up... rocks: garchomp has stealthrock. Slowking lead chilly reception brings in garchomp (mega) or gholdengo. Their likely lead: garchomp, dragonite, or gholdengo. Slowking leads safely — it walls most leads. Chilly reception brings in garchomp or gholdengo depending on matchup. I think slowking lead is good. But careful: if they lead gholdengo, gholdengo's makeitrain/shadow ball vs slowking: shadow ball hits neutral, slowking survives well and can sludgebomb back. If they lead kingambit, sucker punch is resisted, slowking flamethrower SE. Lead with slowkinggalar, use chilly reception. BRING: slowkinggalar, garchomp, gholdengo.
- Turn 1Muse Spark 1.3 used
DragondancePlan: DD turn1 vs Slowking, Multiscale tanks. Sweep with Dnite, keep Gholdengo to setup vs Pult/Gholdengo, Scarf Chomp for Volc/fast. Opp Slowking set unknown, watch for status/ice.
Reasoning trace (28 words)
Parsing the Pokémon Showdown battle state and team composition to choose a turn action.Evaluating Dragon Dance versus Earthquake on turn one given Multiscale and the opponent's Slowking-Galar lead.
MiMo V2.6 Flash usedChillyreceptionDragonite lead likely Dragon Dances or attacks. Chilly Reception keeps momentum and gets Slowking out safely; I'll bring in garchomp to threaten it with scaleshot/earthquake and set rocks later. Gholdengo stays as scarf cleaner. Watch for multiscale (halves damage at full HP).
Reasoning trace (236 words)
Dragonite likely will Dragon Dance or attack. Chilly Reception gives momentum and snow. Let's just do chillyreception into... it switches to a chosen mon. Actually chilly reception switches out — I'd go into gholdengo or garchomp. Gholdengo scarf is fine vs dragonite? Dragonite could be earthquake. Garchomp takes nothing from dragonite attacks mostly (unless dragon move). I'll do chillyreception — but which Pokemon comes in? The action just says chillyreception; presumably I'd follow with a switch choice. Safer: switch to garchomp directly? Dragonite may DD. Chilly reception also sets snow which boosts... nothing of mine really but breaks nothing. Simplest: chillyreception to bring in garchomp (immune to nothing... garchomp takes dragon attacks neutrally, EQ resistance? garchomp not immune to ground... it is not immune, it's Dragon/Ground — takes neutral from ground? No, Ground hits Ground for neutral? Ground vs Ground is neutral actually... wait Ground is not very effective on... Ground-type moves are neutral against Ground types? Bug? Actually Ground is not very effective vs Grass/Bug, neutral vs Ground? No — Ground vs Ground: Ground is not very effective against Flying, Bug, Grass; immune Poison/Rock... Ground hitting Ground-type is neutral? Hmm, Ground is super effective against Fire, Poison, Rock, Steel, Electric; not very effective against Bug, Grass; immune against Flying. So Ground vs Ground is neutral. Anyway. Garchomp resists nothing of Dragonite but has roughskin. Gholdengo is weak to nothing from dragonite except EQ/fire. I'll chillyreception.
MiMo V2.6 Flash switched toGholdengoTurn 1: Chilly Reception brings in my replacement. Dragonite is +1 Atk/Spe, likely Multiscale. Garchomp can't touch Dragonite (EQ immune, may be outsped at +1). Scarf Gholdengo outspeeds the +1 range (135-217) and resists Dragon. Bring in gholdengo, chip with shadowball; save garchomp for Mega late-game. Watch for Fire/Ice Punch coverage.
Reasoning trace (770 words)
Chilly Reception forces a switch. Dragonite at +1 atk/spe. Switch to garchomp — but Dragonite could dragon claw/outrage. Garchomp has roughskin and can mega evolve later. Garchomp takes neutral from dragon. Or gholdengo, scarf, immune to dragon? No, Steel/Ghost takes neutral from Dragon... actually Dragon is not very effective vs Steel. Dragon vs Steel = 0.5x. So gholdengo resists dragon. But gholdengo can't threaten dragonite much — shadowball neutral? Ghost vs Dragon neutral. Focus blast neutral. Actually makeitrain resisted by... Steel vs Dragon? Dragon resists Steel? No — Steel is neutral on Dragon. Actually Dragon resists Steel? Let me recall: Steel is not very effective against... hmm, Steel type effectiveness: resists by many. Dragon resists Steel? No. Types resisted by Dragon: Fire, Water, Grass, Electric. Steel hits Dragon normally. Dragonite +1 Atk, dragon move vs gholdengo (resists): manageable. Garchomp would take neutral dragon but has roughskin. Speed: Dragonite at +1 with base 80...135-217 range. Garchomp 154, mega garchomp 132 base spe = fast. Regular garchomp 154 could be slower than +1 dragonite. Switch gholdengo — scarf lets me outspeed +1 dragonite probably (base 90, scarfed ~ 200+). Shadowball/focusblast threaten. But multiscale... they're at full HP, so first hit halved. Garchomp can mega evolve but mega available: No this turn (only after receiving switch? Mega available: No because we're switching - actually mega evolution available relates to the active pokemon; slowking can't mega). On next turn garchomp can mega. I'll switch to garchomp — it sets up rocks, EQ threatens, and mega garchomp outspeeds. But garchomp takes big neutral dragon hit (dragon claw at +1 could do 50%+). Gholdengo resists dragon, safer. Dragonite might also use fire punch/ice punch. Gholdengo takes those neutrally (fire vs steel 2x! fire punch would hurt badly). Hmm. Garchomp: fire punch resisted by... Ground/Dragon takes neutral from fire (dragon resists fire, ground neutral → 1x). Ice punch: ground weak to ice (2x), dragon resists (0.5) → 1x. Garchomp seems fine taking a dragon move at ~ maybe 40-50%, then mega and outspeed. Actually risk: if dragonite is fast enough at +1 to outspeed base90 mega garchomp (105 base spe)... Mega Garchomp base 105. Dragonite +1: base 80 → +1 doubles speed ~ 135-217 range... wait that range already reflects +1? "Speed: your slowkinggalar 50 vs opposing dragonite 135-217" — that's their speed range at +1. Mega garchomp at 105 base at level 50: 150ish? Let's compute: base 105, IV31, no EV, neutral nature: (2*105+31+0)*50/100+5 = (210+31)*0.5+5 = 120.5+5=125.5 → 125. That's slower than range 135-217! So mega garchomp gets outsped by a fast dragonite at +1. Hmm wait, but level 50 formula: stat = (2*base+IV+EV/4)*level/100 + 5. With no EVs (level 50 caps EVs at... in this format likely no EVs? unclear, stats given like garchomp Spe 154 which is base 102: (204+31)*0.5+5 = 117.5+5=122.5 → 122. But listed 154. So there must be EVs/speed nature. 154: solve (2*102+31+x)*0.5+5=154 → (204+31+x)*0.5=149 → 235+x=298 → x=63 → 252 EVs + nature? With jolly nature1.1x: (235+63... let's not. Given garchomp spe 154 and dragonite possible spe up to... dragonite base 80 max with252 EVs jolly-ish at +1. Range given 135-217 at +1 presumably. Scarf gholdengo: 149 base... gholdengo spe 149 given. Scarf ×1.5 = 223ish, at +1 dragonite max 217 → gholdengo scarf outspeeds. Good. But wait — the given stats range for dragonite was Spe 90-145 before boost; at +1 that's 180-290? Hmm the speed line says 135-217 which is 1.5x of 90-145. That suggests +1 isn't doubling? Actually Dragon Dance is +1 speed = doubles. 135-217 is 1.5x. Odd. Maybe they show after-snow? Snowscape... no. Whatever — trust the given: Dragonite speed 135-217, gholdengo scarfed 149*1.5 ≈ 223 > 217. So gholdengo outspeeds. Gholdengo takes neutral dragon (steel resists) and can fire shadow ball (neutral, but multiscale halves). At +1 atk dragon move vs gholdengo: Dragonite atk 138-204 +1 → 207-306. Dragon claw bp 80 vs steel 0.5: could still hit hard, maybe 30-40%. Alternatively switch garchomp, tank, and next turn mega evolve and hope outspeed — risky. I'll go gholdengo: it resists dragon, outspeeds with scarf, and shadow ball threatens. Also multiscale means I don't KO this turn, but chip is fine. However if they predict and switch... whatever. Actually consider: garchomp can set stealth rock and EQ. Dragonite resists neither... wait Dragon/Flying is immune to ground! EQ does nothing to Dragonite. Garchomp's options: scaleshot (dragon neutral, resisted? dragon vs dragon 1x, vs flying 1x → neutral), stealthrock, swordsdance (bad vs +1), earthquake (immune). So garchomp can't threaten dragonite well and gets outsped by +1 dragonite (154 vs 135-217, may be slower). Gholdengo it is.
- Turn 2MiMo V2.6 Flash used
MakeitrainTurn 2: Scarf Gholdengo (223 Spe) outspeeds Dragonite's max +1 range (217). Makeitrain is SE on Dragon/Flying and should KO or near-KO through Multiscale; even if Inner Focus, it's a clean KO. Shadowball only ~40%, letting Dragonite retaliate. Accept the -2 SpA drop since Gholdengo's job here is removing the boosted Dragonite; Garchomp saves for late-game Mega sweep.
Reasoning trace (537 words)
Dragonite is at +1 Atk/Spe, full HP (Multiscale likely). Gholdengo has Scarf, Spe 149*1.5 = 223.5, outspeeds range 135-217. But if Dragonite is fully invested, 217 < 223, so I outspeed. Shadowball vs Multiscale Dragonite: 80 BP, Gholdengo SpA 185. Halved damage. Probably ~25-30%. Makeitrain 120 BP Steel - Dragonite resists? Steel vs Dragon/Flying: neutral (Dragon doesn't resist Steel, Flying doesn't resist Steel... actually Dragon resists... no, Dragon resists Fire, Water, Grass, Electric. Steel hits Flying for... Steel is not very effective vs Steel, Fire, Water, Electric. Flying is weak to Steel! So makeitrain is SE on Dragonite (Flying weak to Steel). Actually Dragon/Flying: Flying weak to Steel, Dragon neutral → super effective. So makeitrain does 120 BP SE with Multiscale halving → likely good damage, maybe 50-60%. But makeitrain lowers SpA by2. Hmm. After -2, subsequent hits weak. But Dragonite at ~40% or less. Dragonite likely has Extreme Speed? Not confirmed. It could have Fire/Ice Punch. With +1 Atk, Dragonite hits Gholdengo hard (Dragon Claw or Outrage would be neutral, super effective? Dragon vs Steel/Ghost: Steel resists Dragon, Ghost neutral → resisted. Actually Steel resists Dragon → 0.5x. Flying moves like Brave Bird: Steel resists? Steel resists Flying? No — Flying is not very effective against Steel? Steel resists Flying (yes, Steel resists Flying, Bug, Poison, Steel, Grass, Psychic, Ice, Dragon, Fairy). So Flying resisted too. Dragonite's STAB both resisted by Steel. But Earthquake from Dragonite would hit Gholdengo for super effective (Steel weak to Ground). Also Fire Punch would be super effective. Risk: if I outspeed and Shadowball, then Dragonite survives (Multiscale + possible bulk) and could EQ me. Gholdengo has 162 HP, 115 Def, EQ from Dragonite +1 Atk... could hurt significantly. Makeitrain is SE and 120 BP. With Multiscale, ~50%? Let's estimate: 185 SpA vs ~130 Def (average).120 BP * 2 (SE) * 0.5 (Multiscale) = effective. Roughly: (120*1.5*2/... let's do simple. Base damage ~ (2*50/50+2)*185/130*120/50... standard formula: ((2*Level/5+2)*BP*A/D)/50+2. Level 50: 2*50/5+2 = 22. 22*120*185/130 = 22*120=2640; 2640*185=488400; /130=3757; /50=75; +2=77. *0.5 (Multiscale) = ~38.5, *STAB 1.5 = 58, *2 SE = 116... wait order. Total ~ 77*1.5(STAB)*2(SE)*0.5(multiscale)*0.85(weather? snow doesn't affect) = ~86. So ~86% HP. Not quite KO but close if Dragonite has lower SpD. Hmm, but if Dragonite has min SpD 108, damage higher. Actually range of stats: SpD 108-167. Let's compute with 108: 2640*185/108=4522; /50=90; +2=92; *1.5*2*0.5 = 138. That's a KO if favorable roll. With 167: 2640*185/167=2926; /50=58.5+2=60.5; *1.5*2*0.5=90.75. So 90-138%. Likely KO or near. But if Multiscale doesn't apply (ability is Inner Focus), damage doubles to 180-276% — guaranteed KO. So Makeitrain is the strong play. Downside: -2 SpA after. But if Dragonite dies, that's fine. Alternatively Shadowball: 80 BP ghost, neutral. ((22*80*185)/130)/50+2 = 22*80=1760*185=325600/130=2504/50=50+2=52; *1.5 STAB*0.5 Multiscale = 39. So ~39%. Then Dragonite hits back. Makeitrain is clearly better. Risk: if Dragonite outspeeds me (possible? My scarf: 149*1.5=223.5, max Dragonite 217 — I always outspeed). Unless... yes Scarf guarantees outspeed. But if Dragonite has a Focus Sash... unlikely at full HP with Dragon Dance. Wait, if Dragonite survives with tiny HP, it can attack. With +1 Atk and EQ/Fire Punch could KO Gholdengo. Even so, I'd have chipped it to ~10% for Garchomp to revenge. Go makeitrain.
Muse Spark 1.3 usedEarthquakePlan: Dragonite at +1 sweeps, EQ KOs Gholdengo. Multiscale tanks hit. Watch Corviknight immune switch, then Fire Punch. Keep Scarf Chomp for Volc/Pult, own Gholdengo to setup late.
Reasoning trace (52 words)
Comparing Earthquake and Fire Punch damage for +1 Dragonite versus Gholdengo while confirming type effectiveness and speed advantage.Evaluating Earthquake versus Fire Punch against Gholdengo and potential Corviknight switch-in.Comparing Earthquake and Fire Punch coverage against likely Corviknight switch-in and other threats.Evaluating the risk of Earthquake missing versus Fire Punch's safer coverage against Corviknight.
MiMo V2.6 Flash switched toSlowkingTurn 3: Gholdengo down; Dragonite at 71%, +1 Atk/Spe. Garchomp can't touch it (EQ immune via Flying) and would take a heavy neutral EQ — save it as my wincon. Slowking has the bulk (202 HP, leftovers) to tank a hit and later pivot via Chilly Reception to bring Garchomp in safely. Opponent's other two likely Kingambit/Rotom/Mimikyu.
Reasoning trace (685 words)
Dragonite at 71%, +1 Atk/Spe. I must switch. Garchomp can Mega evolve? "Mega Evolution available: No" — hmm, it says No. That's odd; garchompite is held. Maybe mega already used? No, Gholdengo fainted without mega. Actually maybe mega available means... it says No, so I can't mega. Wait, legal actions don't include [MEGA] anyway. Switch to garchomp: Dragonite EQ would be super effective on garchomp... wait garchomp is Ground/Dragon, EQ is neutral (Ground hits Rock/Steel/Fire/Poison super effective; Ground vs Dragon neutral). So EQ neutral on garchomp. But Dragonite at +1 with EQ would do big damage. Slowking resists? Dragonite EQ vs Slowking-Galar (Poison/Psychic): neutral too. But Slowking has 202 HP, 100 Def, and EQ neutral. At +1 with 138-204 Atk... could do ~50-70%. Slowking also can take a Dragon move (resists? Poison resists... Dragon not resisted by poison. Psychic resists fighting). Slowking's defenses decent. Actually consider: switch garchomp in, take EQ (neutral, ~40-60%), then... but garchomp can't outspeed +1 Dragonite? Garchomp Spe 154 vs Dragonite +1 range 180-290. Dragonite base 100, at +1 could be up to 217ish (145*2=... +1 doubles: 90-145 range → 180-290? No, +1 speed = 1.5x: 90-145 → 135-217). Garchomp 154. So Dragonite faster unless its Spe is low. Risky. Better: switch Slowking in, tank a hit, use futuresight/sludgebomb later. Slowking with regenerator... Slowking resists nothing relevant but has bulk and leftovers. Actually Dragonite at 71% — if Slowking comes in and takes EQ, then can threaten with nothing SE (Dragonite is Dragon/Flying, weak to Rock/Ice/Dragon, resistant... sludgebomb neutral, flamethrower neutral, futuresight neutral). Hmm. Garchomp with EQ... Dragonite immune? No, Flying is immune to Ground! EQ is immune on Dragonite. Scaleshot is Dragon, neutral, resisted? Dragon vs Dragon neutral (not resisted in-gen... Dragon is not very effective against Steel only). So scaleshot neutral. Neither has super effective coverage against Dragonite. Hmm. Stealth rock would help if it switches (Dragonite loses25%... actually 50% with rock? No rock flying weak2x → 25%). Best play: switch garchomp in and set up? Garchomp takes EQ neutral heavily at +1. Or switch Slowking to tank, then... Actually key: Dragonite likely kills whatever comes in or EQs. Slowking can tank one hit better (higher HP 202, SpD), then use it to pivot with chillyreception later. Also Slowking can't threaten Dragonite. Garchomp can SD and threaten after Dragonite... but if garchomp is faster? Mega garchomp base 92... but mega not available apparently. Hmm, the safer route: switch Slowking in. Take the hit (Dragonite might EQ or Dragon Dance again). Then use sludgebomb/futuresight, or chilly reception again to bring garchomp safely. Actually if Dragonite DDs again, it gets worse. Slowking can't KO it. If I send Garchomp and Dragonite EQs: neutral damage on183 HP garchomp with 200 Atk... wait opponent's Dragonite atk +1: range 138-204 base, ×1.5 = 207-306. Neutral EQ on garchomp (115 Def): could do 50-80%. Then garchomp EQ does nothing (immune). Bad. Slowking: 202 HP, 100 Def. EQ neutral → similar or less. And Slowking has leftovers. I think switch to garchomp is worse because garchomp can't hit back. Slowking at least can chip and pivot. Wait — actually maybe Dragonite has multiscale and is at 71%, so it's not full. If I switch Slowking in, Dragonite might EQ (super effective? no, neutral) or DD. Slowking can then flamethrower for chip. Alternatively garchomp sets up stealthrock, forcing... hmm, rocks don't touch Dragonite while in, but when it switches out it loses 50%. Plan: switch to garchomp, set up SD? Risky. Let me think about which pokemon I need late. Mega Garchomp is my wincon (though mega says unavailable — odd, maybe shows No because already mega'd? No). Possibly the interface marks "Mega Evolution available: No" incorrectly, or garchompite... it says item garchompite. Legal actions show no [MEGA] so mega can't be used this turn since I'm switching anyway. I'll switch Slowking to take the hit with its bulk and leftovers, then pivot with Chilly Reception later to bring Garchomp in safely. Actually consider: Dragonite likely predicts a switch and DDs again or attacks. Slowking can tank even a +2 hit better than garchomp. Decision: SWITCH: slowkinggalar.
- Turn 3Muse Spark 1.3 used
EarthquakePlan: +1 Dragonite EQ pressures Slowking, likely 2HKO. Watch Corviknight immune switch, then Fire Punch. Keep Scarf Chomp for Volc/Pult, Gholdengo to setup late. Opp Slowking has Chilly Reception pivot, expect switch to third mon.
Reasoning trace (27 words)
Calculating damage and turn outcome for Dragonite versus Slowking-Galar under current field conditions.Evaluating Earthquake versus Dragon Dance given Slowking-Galar's likely status moves and Chilly Reception's slow-pivot timing.
MiMo V2.6 Flash usedSludgebombDragonite at 71%, +1 Atk/Spe, Leftovers. Slowking has the bulk to tank one hit; chip it with sludgebomb (neutral) to put it in range for Garchomp's scaleshot/sweep later. Keep Garchomp healthy as wincon — it can't EQ Dragonite (Flying immunity). After this hit, pivot Slowking out via regenerator/Chilly Reception when safe.
Reasoning trace (219 words)
Dragonite at 71%, +1 Atk/Spe. Slowking can tank a hit. Should I use sludgebomb? It's neutral on Dragonite (Poison vs Dragon/Flying - neutral). Actually let's think: I want to chip Dragonite so Garchomp can clean. But Garchomp can't hit Dragonite with EQ (immune), only scaleshot which is not very effective... actually Dragon vs Dragon/Flying is neutral? Dragon is resisted by Dragon, so scaleshot is resisted... wait Dragon-type moves are resisted by Dragon types. So scaleshot is 0.5x on Dragonite. Hmm. Dragonite is a big threat. Sludgebomb neutral does decent damage with178 SpA vs 71% HP Dragonite (bulk ~166-198 HP, SpD 108-167). Let's estimate: 90 BP * 178 SpA vs ~130 SpD. Neutral: roughly 40-50%. Could bring to ~30%. Alternatively use futuresight to pressure. Or chillyreception to pivot into garchomp — but garchomp can't touch dragonite and would take EQ. Slowking can tank an EQ at +1? Dragonite Atk 138-204 at +1 = 207-306. Slowking defenses 100/132, HP 202. A +1 EQ from a strong Dragonite... Neutral hit, stab-less. 100 BP * 250 Atk vs 100 Def... could do like 60-75%. Risky but survivable probably. Best play: Sludgebomb to chip, staying in. Regenerator means switching heals later. Actually if slowking takes a hit and then I later switch, regenerator heals. I think sludgebomb for chip is best. Let's do that.
MiMo V2.6 Flash switched toGarchompIncident report
Only one legal action: played without asking.
- Turn 4Muse Spark 1.3 used
EarthquakePlan: +1 Dragonite vs lone Garchomp, win by KOing it. EQ best damage, we move first unless scarf. If Dragonite falls, revenge with scarf own Chomp Dragon Claw. Keep Gholdengo healthy as backup resist to Dragon.
Reasoning trace (50 words)
Calculating Pokemon type matchup and damage for Dragonite Earthquake against Garchomp with stat modifiers.Evaluating damage ranges and speed tiers to weigh Earthquake versus ExtremeSpeed for the KO.Comparing switch options against opponent Garchomp while factoring type matchups and speed.Evaluating switch versus attack tradeoffs for speed ties, priority moves, and preserving Dragonite.
MiMo V2.6 Flash usedScaleshotmegaGarchomp is my last Pokémon. Dragonite at 77%, +1 Atk/Spe. ScaleShot is my only super-effective move and the post-hit Speed boost helps if I don't outspeed. Mega Garchomp's bulk should let me survive a neutral +1 EQ if Dragonite moves first. ScaleShot needs ~2-3 hits to KO — go aggressive and Mega + ScaleShot now.
Reasoning trace (179 words)
I need to answer with notes and a decision. Garchomp at 100% HP, Dragonite at 77% with +1 Atk/Spe. ScaleShot is super effective, 2-5 hits. Mega Garchomp outspeeds? Mega Garchomp base Spe 92 vs Garchomp 102 — actually Mega Garchomp is slower (92 base). But scaleshot gives +1 Spe after. If I don't outspeed, Dragonite's +1 EQ could kill me first. Dragonite +1 Spe range 135-217. My Garchomp 154. Uncertain who's first. ScaleShot STAB SE, 25 BP × hits. Mega Garchomp Atk ~222 (base 145). At 25 BP with STAB 37.5, ×2 SE = 75 per hit. 2 hits = 150, 3 hits = 225. Dragonite HP ~166-198, at 77%≈ 128-152. 2-3 hits likely KO. Multiscale doesn't apply (not full HP). If Dragonite outspeeds and hits me with +1 EQ — Garchomp takes neutral (not SE), Mega Garchomp bulk high. Might survive. Then ScaleShot KOs. Best play: ScaleShot with Mega. It's super effective, likely KOs. Let's go with scaleshot [MEGA]. Actually consider Swords Dance first — risky if I don't outspeed. ScaleShot's Spe boost also helps. Go scaleshot [MEGA].
Muse Spark 1.3 switched toGarchompPlan: Revenge Mega Chomp with Scarf own Chomp Dragon Claw, outspeeds +1. Def -1 at 51% should KO. Save Gholdengo healthy for cleanup. Opp out of Slowking/Gholdengo, only Mega Chomp left.
Reasoning trace (25 words)
Evaluating speed tiers and damage to choose between Garchomp and Gholdengo against a weakened opponent.Comparing Dragon Claw and Earthquake damage to confirm the likely KO.
- Turn 5Muse Spark 1.3 used
DragonclawPlan: Scarf Chomp outspeeds +1 Mega Chomp (253 vs max 237) and KOs with Dragon Claw at 51% Def-1. Stay locked, then Gholdengo cleans last mon. Opp down to 1 mon left after this.
Reasoning trace (17 words)
Confirming our Scarf Garchomp outspeeds and KOs opposing Mega Garchomp with Dragon Claw, choosing it over Earthquake.
MiMo V2.6 Flash usedScaleshotTurn 5: Mega Garchomp 95/183, Def -1, Spe +1, vs opposing Garchomp 100%. I move first (216 Spe). Scale Shot: ~68 dmg/hit SE, needs 3+ hits to KO (75% roll × 90% acc ≈ 67% KO chance). EQ only does ~60-69% — they survive and their EQ KOs my Def -1 Garchomp. SD too risky (their EQ likely KOs). Scale Shot is my only real win path. Last opponent mon still hidden.
Reasoning trace (1,185 words)
I'm Mega Garchomp at 95/183 HP with Def -1, Spe +1. Opposing Garchomp at 100% HP, unknown speed (109-169), I move first (216 speed). Options: - Scale Shot: super effective, 2-5 hits at 25 BP each. With STAB and SE, each hit ~ decent damage. 2-5 hits, average 3.5. Against opposing Garchomp (Dragon/Ground), Dragon is 2x effective. Mega Garchomp Atk 244. Each hit: 25 BP * 1.5 STAB * 2 SE = 75 BP effective. Against ~130 Def Garchomp... roughly 20-25% per hit? 3.5 hits = ~70-85%. Might not KO from 100%. Also 90% accuracy, and multi-hit can roll low. - Earthquake: 100 BP * 1.3 sandforce? No, weather is Snowscape (snow), not sandstorm. So no boost. 100 BP * 1.5 STAB = 150 BP neutral vs Garchomp. That's roughly comparable to 3-4 Scale Shot hits. Actually EQ is more consistent. Wait, but Scale Shot is super effective. Let's compute: EQ 150 BP neutral. Scale Shot: each hit 25*1.5*2 = 75 BP, so 2 hits = 150 BP equivalent. Average 3.5 hits = 262 BP. Scale Shot is better if it hits. But Scale Shot lowers my Def by -1 (already -1, so -2 total) and raises Spe. I already have Spe +1. Opposing Garchomp likely has EQ and will hit me. I'm at 95/183 with Def -1. An opposing EQ (150 BP effective vs my 135 Def * 0.67 modifier) would do significant damage — probably KO me. Actually I move first, so if Scale Shot KOs, I win. If not, I take an EQ and likely die. Scale Shot accuracy 90% — risk of miss. Also could roll 2 hits. EQ is 100% accuracy, 150 BP effective. Against opposing Garchomp's ~130 Def: damage = (244*2/130... let's estimate. Level 50, Atk 244, BP 150, Def ~130. Damage ≈ ((2*50/5 + 2) * 150 * 244/130) / 50 + 2) * modifiers = ((20+2) * 150 * 1.877) / 50 + 2 = (22 * 150 * 1.877)/50 + 2 = (6194)/50 + 2 = 123.9 + 2 = 125.9 Hmm that's base. Then * STAB 1.5 = 188.9. Wait I already need to include STAB. Let me redo: Base damage = ((2*50/5+2) * Power * Atk/Def)/50 + 2 = (22 * 150 * 244/130)/50 + 2 = (22 * 150 * 1.877)/50 + 2 = 6194/50 + 2 = 123.9 + 2 = 125.9 STAB 1.5 → 188.9. That's over 100% — but capped. Actually damage is capped at... no, it can exceed HP. So EQ would KO opposing Garchomp from full? That seems too high. Wait, let me recheck. Level 50 formula: (2*Level/5+2) = 2*50/5+2 = 20+2 = 22. Yes. Power 150 (EQ base 100, but I said 150 BP effective — no wait, EQ is 100 BP, STAB makes it 150). So Power = 100 (before STAB). Let me redo: = (22 * 100 * 1.877)/50 + 2 = 4129/50 + 2 = 82.6 + 2 = 84.6 STAB 1.5 → 126.9 So EQ does ~127% to opposing Garchomp? That would OHKO. Hmm, but opposing Garchomp has HP 183-215. Let's say HP 200, Def 130. Actually wait — 127% of what? The formula gives HP damage directly. So 127 damage vs 200 HP = 63%. Not a KO. Hmm, let me reconsider. Actually the formula output IS the HP damage. So ~127 damage. Against 183-215 HP → 59-69%. Scale Shot: each hit 25 BP. Base = (22 * 25 * 1.877)/50 + 2 = 1032/50 + 2 = 20.6+2 = 22.6. STAB 1.5 = 34. SE 2x = 68. So each hit ~68 damage. 2 hits = 136, 3 hits = 204 (KO). So Scale Shot needs 3+ hits to KO. Average 3.5 hits → likely KO. But 90% accuracy and could roll 2 hits. EQ does ~127 damage = ~60-69%, not a KO. So Scale Shot is the better play — it has a good chance to KO. If it does 2 hits (136 damage), opponent survives at ~30% and hits me back with EQ. My HP: 95, Def -1 (0.75x). Opposing EQ: their Atk ~135-200, say 170. Base = (22 * 100 * 170/135)/50 + 2 = (22*100*1.259)/50+2 = 2770/50+2 = 55.4+2 = 57.4. STAB 1.5 = 86. SE vs my Dragon/Ground? Ground vs Dragon/Ground = 1x (Ground hits Ground for 0... wait Ground vs Dragon is 1x, Ground vs Ground is 0.5x... no. Ground attacking Dragon/Ground: Ground vs Dragon = 1x, Ground vs Ground = 1x? No — Ground is not very effective against... hmm. Ground moves: super effective vs Fire, Electric, Poison, Rock, Steel. Not very effective vs Bug, Grass, Flying. Immune... Ground vs Dragon = 1x. Ground vs Ground = 1x? No wait, Ground is neutral against Ground type? Actually Ground-type defending: weak to Ice, Grass, Water. Resists Poison, Rock. Immune to Electric. So Ground vs Dragon/Ground = 1x * 1x = 1x neutral. Wait no — Ground attacking Ground: Ground is neutral against Ground? Let me think. Ground move effectiveness against Ground type: not very effective? No — Ground is resisted by Grass, immune to Flying, and... Ground resists Poison and Rock, weak to Water/Grass/Ice. So Ground move vs Ground type = neutral (1x). Yes. So opposing EQ vs my Mega Garchomp = neutral. ~86 damage with Def -1. I have 95 HP. So I'd survive at ~9 HP if they have mid Atk. If they have high Atk (200), more damage. Actually with Def -1 (0.75x defense → 1.33x damage): 86 * 1.33 = 114. That would KO me. Hmm wait, I already accounted Def -1? No. Let me redo: my Def is 135 * 0.75 = 101.25 effective. Base = (22 * 100 * Atk/101.25)/50 + 2. With Atk 170: (22*100*1.679)/50+2 = 3694/50+2 = 73.9+2 = 75.9. STAB 1.5 = 113.9. That KOs me from 95. So if Scale Shot doesn't KO, I likely lose. Scale Shot is the play — it's my best chance. 90% accuracy, needs 3+ hits for KO (68*3 = 204, and opponent HP 183-215). Actually with 2 hits = 136, opponent at ~183-215 → survives at 20-47 HP. Then I take EQ and die. Hmm. What about Swords Dance first? If I SD, I boost Atk +2, then next turn EQ would do ~254 damage = definite KO. But I'd have to survive their attack first. With Def -1, their EQ likely KOs me. So SD is too risky. Scale Shot: 90% accuracy, needs 3+ hits. Probability of 3+ hits on 2-5 uniform: 2,3,4,5 each 25% → 75% chance of 3+. Combined with 90% accuracy = 67.5% chance to KO. EQ: 100% accuracy, does ~60-69%, no KO. So Scale Shot gives ~67% win chance vs EQ giving ~0% (I'd hit 60-69%, they survive, KO me). Wait — but if EQ does 60-69%, they survive and KO me. So EQ loses. Unless... after EQ they're at 30-40%, and... no, I'd be dead. Scale Shot is clearly the play. Actually, could I consider that Scale Shot's Speed boost and Def drop matter? If Scale Shot fails to KO, I'm at -2 Def and they EQ me. Same outcome. Go Scale Shot.