Matches · 2026-10-13 · rules version c5

Muse Spark 1.3 vs MiMo V2.6 Flash

Player 1
Muse Spark 1.3's team
autopilot 0%
Player 2 · winner
MiMo V2.6 Flash's team
autopilot 0%

MiMo V2.6 Flash won in 9 turns · 9 min wall clock · 100,676 tokens · $0.015

The replay player loads from play.pokemonshowdown.com. The full battle log is below.

Decisions

  1. Team preview
    Muse Spark 1.3 brought Incineroar,dragonite,gholdengo3,122 tok · 17.0 s · $0.0004

    Plan: Bring Intimidate pivot + Scarf speed control + Mega Dragonite wincon. Incineroar leads to scout with Fake Out, handles Kingambit/Gholdengo. Gholdengo outspeeds Pult, Tricks walls. Dragonite sets up on Garchomp/Corviknight.

    Reasoning trace (29 words)
    Applying team matchup analysis and move coverage evaluation for a 3-pick selection in a Mega Evolution format.Selecting a 3-pick core and lead while evaluating speed tiers and type matchups.
    MiMo V2.6 Flash brought Garchomp,kingambit,gholdengo2,590 tok · 31.7 s · $0.0004

    Plan: lead garchomp (sash) for rocks/SD pressure; kingambit's sucker punch checks their dragapult and gholdengo; gholdengo handles garganacl/dragonite. Watch for azumarill huge power and incineroar intimidate — both threaten this core. Garganacl likely leads for them.

    Reasoning trace (186 words)
    Opponent team: dragapult, gholdengo, incineroar, garganacl, dragonite, azumarill.
    
    My team: garchomp (focus sash, SD, EQ, scaleshot, rocks), kingambit, gholdengo, dragapult scarf, corviknight, slowking-galar.
    
    Good core: garchomp leads (rocks/SD), gholdengo, kingambit. Or dragapult scarf for speed.
    
    Azumarill huge power threatens garchomp/kingambit. Incineroar intimidate. Garganacl bulky.
    
    Gholdengo handles garganacl and dragonite somewhat. Kingambit handles dragapult (sucker punch) and gholdengo.
    
    I'll bring: garchomp, gholdengo, kingambit. Garchomp lead with sash can set rocks/SD. Azumarill is a threat to all three though — aquajet huge power. Corviknight walls azumarill and dragonite... but body press weak.
    
    Consider: garchomp, gholdengo, corviknight? Kingambit sucker punch is valuable vs dragapult and gholdengo.
    
    Azumarill: my garchomp EQ, kingambit ironhead, gholdengo makeitrain all hit it. It's a threat but manageable. Corviknight with lumberry walls azumarill (huge power aquajet resisted... water vs flying = resisted, fairy resisted by steel). Corviknight is a good answer to azumarill and dragonite.
    
    But kingambit's sucker punch is key vs dragapult (scarf dragapult could outspeed my whole team). My dragapult is scarf too with 178 speed — could match theirs.
    
    I'll go: garchomp, kingambit, gholdengo. Standard strong core. Garchomp lead for rocks/SD pressure.
  2. Turn 1
    Muse Spark 1.3 used Fakeout3,318 tok · 15.0 s · $0.0005

    Plan: Fake Out Garchomp lead to block setup and scout, then Parting Shot into Dragonite to setup. Keep Gholdengo scarf for Pult/speed. Incineroar handles Kingambit/Gholdengo later. Garchomp at -1 Atk.

    Reasoning trace (29 words)
    Analyzing Pokémon Champions team matchup and lead options for a singles battle with Mega Evolution rules.Evaluating Fake Out chip versus Parting Shot pivot for the Incineroar lead against Garchomp.
    MiMo V2.6 Flash used Stealthrock3,576 tok · 72.8 s · $0.0007

    Lead Garchomp vs Incineroar, sash intact, atk -1. Sash guarantees I survive one hit, so get Stealth Rock up first — it breaks Dragonite Multiscale and their Focus Sashes later. Then EQ (70%+) and clean up. Garchomp outspeeds Incineroar's speed range. Kingambit checks Dragapult/Gholdengo; avoid staying in vs Fire moves once sash is gone.

    Reasoning trace (666 words)
    Incineroar is Fire/Dark, weak to Ground. Garchomp at -1 attack. Earthquake super effective. Sash is intact so Garchomp survives a hit. Incineroar might use Flare Blitz or Fake Out (priority). Fake Out would break sash? Fake Out is contact, roughskin chips. But sash intact.
    
    Earthquake at -1 vs Incineroar: 182 atk *0.667 = 121 effective, BP 100 SE = 200 base... let's estimate: 121 attack, EQ 100 BP SE vs def ~127: damage roughly (121*2*100/50/def...) — approx: base = 121*100/def ~ ... Let's just say it does around 60-70% SE. Actually with -1 atk and super effective, likely around 50-65%. Might not KO.
    
    Options: Swordsdance to +1 (net +0 from -1... SD +2, so -1+2 = +1). Then hit. But Incineroar could Flare Blitz and break sash, then KO next turn... but if I SD, I'm at +1 atk after, taking a hit to sash.
    
    Alternatively, switch to kingambit — but Incineroar has Flare Blitz (fire, SE on kingambit? kingambit dark/steel: fire SE, fighting SE). Bad.
    
    Gholdengo resists fire? Steel/Ghost resists fire (steel resists), dark — Incineroar's Darkest Lariat is neutral-ish? Ghost is immune to... no, ghost takes from dark normally (dark SE on ghost). Steel resists dark. So gholdengo resists both fire and dark. Switching gholdengo in is decent. But gholdengo loses lifeorb... it's fine.
    
    Actually the safe play: set up Stealth Rock since sash intact and Garchomp survives one hit. Or Swordsdance.
    
    I think Stealth Rock is good value: Garchomp survives a hit (sash), gets rocks up. But if Incineroar does Flare Blitz it takes recoil+roughskin.
    
    Alternatively EQ damage: let's compute more carefully. Level 50 formula: damage = ((2*50/5+2)*100*Atk/Def)/50 + 2, then modifiers.
    
    (2*50/5+2) = 22. 22*100 = 2200. *121 (atk after -1: 182*0.667≈121) = 266200. /def127 ≈ 2096. /50 = 41.9 +2 = 43.9. SE x2 = 87.8. STAB x1.5 = 131.7. So about 131/~185 HP = ~71%. Won't KO but close.
    
    If I SD first: atk +1 net (from -1): 182. Then EQ next turn: (22*100*182)/127/50+2 = 34.9... let's compute: 22*100*182 = 400400 /127 = 3153 /50 = 63 +2 = 65, SE=130, STAB=195 → over 100% KO. But the opponent attacks first? No, I'm faster. But turn 1 if I SD, Incineroar attacks (breaks sash or does damage), turn 2 I KO.
    
    Simplest: just EQ now for71%, then KO next turn if it doesn't heal. Risk: Incineroar could switch out to a flier/levitate? No fliers except dragonite/dragapult — dragonite has multiscale, dragapult ghost immune to... EQ not very effective vs dragapult? Ground vs Dragon/Ghost: neutral actually (ghost doesn't resist ground). So EQ fine.
    
    Hmm, but rocks are valuable for sash-breaking their mons. I'll set up Stealth Rock while sash intact? Actually opponent could just attack; Garchomp survives at 1HP with sash, gets rocks. That's a strong trade. But then Garchomp at 1 HP is limited.
    
    I think doing damage is fine — but rocks are important. Given my team (kingambit, gholdengo), rocks help vs dragonite multiscale etc.
    
    I'll go with swordsdance? Hmm, careful: Incineroar likely has Fake Out? Only on turn 1 — it's turn 1 now. Fake Out is priority, breaks sash, then Flare Blitz next turn KO. If I SD on turn 1, I take fake out (sash at 1hp), turn 2 Flare Blitz KO before I attack? No, I'm faster than incineroar, so I attack first turn 2 and KO. So SD gives +1 net, then KO.
    
    But if Incineroar is faster... speed range: incineroar 72-123 vs garchomp 169. I'm faster always.
    
    Simplest robust: EQ now does 71%, then second EQ KOs. If it's a tanky max HP max def incineroar, ~65-70%. Fine either way. If it switches, damage on incoming.
    
    I'll set Stealth Rock — no, offense. Actually let me think about what wins the game. My kingambit with SD and sucker punch handles a lot. Rocks punish their switches and break dragonite multiscale (key for gholdengo makeitrain to KO dragonite? Actually rocks break multiscale).
    
    I'll go Stealth Rock turn 1, sash intact guarantees survival. Good value.
  3. Turn 2
    MiMo V2.6 Flash switched to Kingambit2,922 tok · 19.0 s · $0.0005

    Sash won't trigger — Garchomp isn't at full HP (164/183). Flare Blitz would KO me. Switch to Kingambit: resists Fire 0.5x and Dark 0.5x, and Defiant cancels the Intimidate into a +1 Atk boost. From +1 with Black Glasses, Kingambit threatens KOs across their remaining team. Opponent's last two likely Dragapult/Azumarill or Gholdengo.

    Reasoning trace (265 words)
    Incineroar at 87%, Rough Skin damage. EQ at -1 Atk from Garchomp (182 → 91 effective... actually -1 = 182*2/3 ≈ 121). Super effective EQ into Incineroar with possible 99-156 Def. At -1 attack, this might not KO. But my sash is intact — if I attack and don't KO, I survive with 1 HP.
    
    Wait — my sash is intact only if HP is full. I'm at 164/183. So sash won't trigger! Important detail.
    
    So I should be careful. Flare Blitz would KO me. But does Incineroar stay in? My sash is broken now (not full HP). Options:
    
    1. Switch to Gholdengo (resists Fire, immune to... no, Dark moves hit it neutrally? Ghost/Steel — Dark is super effective on Ghost. Flare Blitz resisted by Fire resistance? Gholdengo is Steel/Ghost: Fire is resisted0.5x. Dark is 2x on Ghost but 0.5x on Steel = neutral. So Gholdengo takes Flare Blitz for ~resisted chip.
    
    2. Switch to Kingambit — Dark/Steel. Fire resisted 0.5x. Dark resisted. Flare Blitz resisted. But Intimidate would trigger Defiant boosting Atk! That's nice.
    
    Kingambit switch is great: Defiant +1 Atk, takes Flare Blitz for resisted damage + recoil. But Flare Blitz recoil on Incineroar is significant.
    
    Actually, if opponent predicts switch, they might use Knock Off or Darkest Lariat. Still resisted on Kingambit.
    
    Kingambit at +1 Atk with Black Glasses cleans up. Let's switch Kingambit in.
    
    Alternatively, my Garchomp outspeeds and could Scaleshot to raise speed and chip. But if Incineroar stays and Flare Blitzes, I die (no sash since HP not full).
    
    Best play: switch Kingambit, gain Defiant +1, tank the hit.
    Muse Spark 1.3 used Partingshot3,734 tok · 24.4 s · $0.0005

    Plan: Parting Shot Garchomp to -2 then go Dragonite to DD setup, immune to EQ. Keep Incineroar healthy for Kingambit/Gholdengo later. Keep Scarf Gholdengo for Dragapult speed. Garchomp Rough Skin, -1 Atk, 89%. Expect EQ.

    Reasoning trace (44 words)
    Evaluating Parting Shot versus Garchomp and weighing switch options for Incineroar while considering type matchups and recoil damage.Identifying Dragonite as the immune pivot and noting Parting Shot's forced switch constraint.Choosing Parting Shot over direct switch to preserve Incineroar and apply debuff before Dragonite setup.
    Muse Spark 1.3 switched to Dragonite3,786 tok · 18.6 s · $0.0004

    Plan: Kingambit is +3 from Defiant, very dangerous. Dragonite with Multiscale lives one hit and KOs back with Earthquake. Save Scarf Gholdengo for Dragapult/late game. Keep Incineroar for later pivot.

    Reasoning trace (28 words)
    Analyzing a Pokémon battle turn to evaluate forced switch options and Kingambit’s attack boost from Defiant.Evaluating Dragonite and Gholdengo type matchups against Kingambit’s boosted Dark and Steel moves.
  4. Turn 3
    Muse Spark 1.3 used Earthquake4,049 tok · 18.8 s · $0.0006

    Plan: Kingambit at +3 very dangerous. Keep Multiscale, do NOT Mega yet or lose it. EQ should heavily damage/OHKO. Save Scarf Gholdengo for Pult/late, Incineroar for pivot later. Garchomp at 89% Rough Skin.

    Reasoning trace (30 words)
    Evaluating a Pokemon Champions matchup with Mega Evolution and unknown Mega Dragonite stats against a +3 Attack Kingambit.Estimating damage ranges for Earthquake and Sucker Punch with type and stage modifiers.
    MiMo V2.6 Flash used Kowtowcleave3,778 tok · 24.6 s · $0.0005

    Turn 3: Kingambit at +3 Atk (Black Glasses) vs full-HP Dragonite (Multiscale). Kowtowcleave is strongest reliable option — Sucker Punch fails if Dragonite DDs or Roosts, and Kowtow never misses. Expect Dragonite to DD or attack; if it survives, Kingambit still has HP to take a hit. Save Garchomp/Gholdengo for later. Their last unknown is likely Dragapult/Azumarill — Sucker Punch will matter then.

    Reasoning trace (407 words)
    Kingambit at +3 Atk with Black Glasses. Dragonite at full HP — Multiscale halves damage. Kowtowcleave at +3: 85 BP * 1.2 (glasses) * 2.5 (STAB) * ... vs Dragonite bulk. Let's compute: Atk 205 base... Kingambit Atk stat is 205 at level 50, +3 = 205*2.5 = 512 effective? Actually stat multiplier: +3 = 2.0x? No: +1 = 1.5x, +2 = 2x, +3 = 2.5x. So 512.
    
    Kowtowcleave power: 85 * 1.2 (glasses) * 1.5 (STAB) = 153. Damage vs Dragonite Def ~130: (2*50/5+2)*153*512/130/50... rough. Level 50: damage = ((2*50/5+2)*153*512/130)/50 + 2 ≈ (22*153*3.94)/50 ≈ (13285)/50 ≈ 266... wait let me recompute: 2*50/5+2 = 22. 22*153 = 3366. *512/130 = 3366*3.94 = 13261. /50 = 265. Hmm that's way over 100... that formula gives HP percentage? Actually the base formula: ((2*Level/5+2)*Power*A/D)/50 + 2, that's raw damage in HP at level 100 scale. At level 50 with HP ~180, 265 would be way too much. Let me redo: 22*153*512/(130*50) = 22*153*512/6500 = 1,744,896/6500 ≈ 268. Hmm, that seems high. Real calc: level 50 Kingambit +3 Kowtow vs Dragonite multiscale... Dragonite HP ~180, multiscale halves. So268/2 = 134 — that's ~74%. Hmm, formula might be off but plausible it doesn't OHKO through multiscale.
    
    Actually let's sanity check: +3 Kowtowcleave with black glasses vs Dragonite multiscale. Typically Dragonite survives and Dragonites often carry Extreme Speed or Dragon Dance. Dragonite could DD here. Kowtowcleave 2HKOes through multiscale? If74% first hit, second hit no multiscale: ~148% — but Dragonite may have Roost.
    
    Sucker punch fails if Dragonite uses Dragon Dance/Roost. Safer: Kowtowcleave always hits. But if Dragonite is at full and I hit Kowtow, 74ish%, then it survives and hits me. Dragonite outspeeds Kingambit (90-145 vs 70) — Dragonite moves first. If it's a DD set, it boosts. Extreme Speed? Dragonite priority.
    
    Actually safest play: just attack with Kowtowcleave — it's a roll whether it dies. Alternatively sucker punch: if Dragonite attacks (Outrage, Extreme Speed, Dragon Claw), sucker punch goes first at priority and might KO. Sucker punch power 70 * 1.2 * 1.5 = 126 vs kowtow 153. Kowtow stronger.
    
    If Dragonite uses Extreme Speed (priority), Kowtow still hits after. If it uses DD or Roost, Kowtow still hits. So Kowtow is the reliable move; if it doesn't kill, we take a hit. Kingambit is 100% HP and resists nothing of Dragon — Dragon moves are neutral (Dark/Steel takes1x from Dragon). Kingambit could take ~50% from Dragonite.
    
    I'll go Kowtowcleave.
  5. Turn 4
    MiMo V2.6 Flash used Suckerpunch3,361 tok · 34.4 s · $0.0005

    Turn 4: Dragonite at 22%, outspeeds Kingambit — another EQ KOs my 93 HP. Sucker Punch has priority and kills Dragonite if it attacks. Kowtow would let Dragonite move first and likely KO me. If Dragonite DDs/Roosts or switches to a status move, Sucker Punch fails, but killing their boosted physical threat now is worth it. Their last unknown likely Dragapult/Azumarill/Garganacl — Gholdengo and Garchomp saved.

    Reasoning trace (296 words)
    Dragonite at 22%, Kingambit at 93 HP. Dragonite moves first (speed 90-145 vs 70). Dragonite used EQ last turn — will likely attack again. Sucker Punch priority +1 kills Dragonite at 22%. If Dragonite DDs or Roosts, Sucker Punch fails — but at 22%, Roost would heal it. Risk: Dragonite might switch out or use a non-attack.
    
    Kowtowcleave always works but Dragonite outspeeds and could KO Kingambit (93 HP, EQ was 114 damage last turn — actually it did 207-93=114 damage, so another EQ KOs Kingambit).
    
    So Sucker Punch is the right play — priority kills Dragonite before it moves. If it fails (Dragonite roosts/DDs), Kingambit likely dies to EQ. But Dragonite at 22% is more likely to attack or be switched. Actually, opponent might switch to save Dragonite... but Sucker Punch fails on switch too? No — Sucker Punch works if the incoming Pokémon... actually no, if the target switches, Sucker Punch still hits the incoming Pokémon? Let me recall: Sucker Punch fails if the target is not using an attacking move. If the target switches, the move fails? Actually in modern gens, Sucker Punch succeeds if the replacement uses an attacking move... no, I believe Sucker Punch fails when target switches (it checks the selected move of the original target? Actually it checks the move of whatever is in at execution). Hmm, in Gen 5+ Sucker Punch fails if the target switches out? I think Sucker Punch hits the incoming Pokémon if the incoming Pokémon's move is an attack... Actually no: Sucker Punch fails if the target is not attacking — the check happens after switch, against the new Pokémon's move. So if they switch to Incineroar using Parting Shot (status), it fails.
    
    Still, Sucker Punch is best play. If Dragonite attacks, it dies.
    Muse Spark 1.3 switched to Incineroar5,885 tok · 38.8 s · $0.0009

    Plan: Opp Kingambit +3 at 44% will not click Kowtow into faster EQ, likely Sucker or switch to EQ-immune Garchomp/Corv. Save low Dragonite for later ESpeed, block with Incineroar resist + Intimidate, then KO with Flare Blitz. Keep Scarf Gholdengo for Pult/late.

    Reasoning trace (65 words)
    Calculating damage and priority risk to choose between KOing Kingambit now or accounting for a potential switch.Evaluating type matchups and damage to rule out ExtremeSpeed and confirm Earthquake as the better option.Assessing Mega evolution timing and switch predictions against Garchomp and Corviknight immunities.Evaluating Sucker Punch priority and Incineroar's Dark resistance versus staying in with Earthquake.Comparing switching to Incineroar against Sucker Punch likelihood and damage calculations.
  6. Turn 5
    Muse Spark 1.3 used Fakeout4,883 tok · 35.7 s · $0.0006

    Plan: Kingambit +4 threatens Sucker/Kowtow. Fake Out out-prioritizes Sucker, flinches for free chip with no damage taken, keeps Flare Blitz KO next turn. Avoid Parting Shot into Defiant. Save Dragonite ESpeed and Scarf Gholdengo for last mon.

    Reasoning trace (46 words)
    Reviewing battle state and stat changes to determine the next move.Evaluating damage ranges and move legality to compare KO outcomes and priority risk.Verifying Fake Out's first-turn eligibility and priority interaction against Sucker Punch.Comparing Fake Out scouting against immediate Flare Blitz while weighing switch and priority risks.
    MiMo V2.6 Flash switched to Garchomp4,951 tok · 70.3 s · $0.0008

    Turn 5: Kingambit at +4 but Dark is resisted by Incineroar; Flare Blitz (Fire 2x on my Steel) KOs my 93 HP regardless. Can't break Incineroar with priority before it hits. Preserve the +4 Kingambit for later — switch to Garchomp: Fire is 0.5x on Dragon/Ground, Rough Skin chips. If they Parting Shot, Garchomp drops but I still revenge Dragonite (22%) with EQ since I outspeed.

    Reasoning trace (854 words)
    Kingambit at +4 Atk with Black Glasses. Incineroar at 87%, Fire/Dark resists Dark (0.5x) and Steel (0.5x). Kowtowcleave: 85 BP * 1.2 glasses * 0.5 resist = ~51 effective... at +4 (2.5x) attack ~205*2.5 = 512 atk. Against Incineroar def ~128: 51*512/128/2... let's estimate: damage ≈ (42*512*51/128/50+2)*... actually formula: ((2*50/5+2)*512*51/128/50+2)*... ~ (22*512*51/128)/50+2 ≈ (22*204.8)/50+2 ≈ 90+2... times modifiers 0.5 resist *1.2 glasses = 0.6 → ~55 HP. Incineroar HP ~186 → ~30%. Not enough.
    
    But Incineroar likely parting shots out or attacks. Flare Blitz would KO Kingambit (93 HP)? Fire resisted0.5x... wait Kingambit is Dark/Steel, Fire is 2x effective on Steel. Flare Blitz: 120 BP * 2 * STAB... at maybe 150 atk vs 140 def: significant. At +4 doesn't matter for defense. Damage ≈ (22*150*140/140/50+2)=~68... times STAB 1.5 = 102... hmm that would KO 93 HP. Actually let me recompute: base (22 * 150 * (140/140)) /50 + 2 = 22*150/50+2 = 66+2=68, *1.5 STAB = 102, *2 fire SE = 204. Way over 93. So Flare Blitz KOs me.
    
    If Incineroar attacks, Sucker Punch would hit first (priority) —70 BP * 1.2 * 0.5 resist * STAB 1.5 * 2.5 boost... wait sucker punch not very effective on Incineroar (Dark resists Dark, and Fire/Dark: Dark 0.5, Fire neutral to Dark... Incineroar Fire/Dark: Dark move → 0.5 on Dark type. Fire type takes neutral from Dark. So 0.5.
    
    Damage: 22*70*512/128/50+2 ≈ 22*70*4/50+2 = 12.3+2... hmm: 512/128=4, *70=280, *22=6160, /50=123+2=125, *1.5 STAB=187.5, *1.2 glasses=225, *0.5=112. Incineroar 87% of ~186 = 162. Not a KO.
    
    So Sucker Punch does ~112 damage vs 162 →35%. Then Incineroar hits back with Flare Blitz and KOs me.
    
    Better: switch to Gholdengo? Gholdengo is immune to... Flare Blitz fire — Gholdengo Steel takes 2x from Fire. Bad. But Incineroar might parting shot.
    
    Actually consider: Sucker Punch then die, or preserve Kingambit? Kingambit at +4 is huge threat but can't break Incineroar and dies to Flare Blitz.
    
    Option: switch to Garchomp — Garchomp at 164 HP, Rough Skin, Fire resisted0.5x (Dragon/Ground: Fire 0.5 on Dragon? Fire is neutral on Dragon, 2x on Ground? No — Fire: 2x on Grass/Ice/Bug/Steel, 0.5 on Fire/Water/Dragon/Rock. Ground takes neutral from Fire). Dragon/Ground: Fire →0.5 (dragon) * 1 (ground) = 0.5. Flare Blitz resisted. Garchomp at -1 Atk though (intimidate from earlier... did Garchomp's atk drop persist? Turn 1 Intimidate -1, and no further change. Yes still -1).
    
    Also Incineroar likely uses Parting Shot to pivot to Dragonite or last mon.
    
    If I switch to Garchomp, Incineroar's Flare Blitz does modest damage, or Parting Shot. Garchomp with Rough Skin + sash... sash won't trigger (not full HP).
    
    Alternatively, use Kowtowcleave with Kingambit — but resisted ~55 damage and then Flare Blitz KOs me.
    
    Hmm. Consider Gholdengo switch: Incineroar fire move 2x on Steel... bad if Flare Blitz. But Gholdengo at full HP, Life Orb. Fire 120 BP * 2 * 1.5 stab vs Gholdengo 115 def, ~150 atk: (22*120*150/115/50+2)=~69+... = 69*1.5=104*2=207? That would nearly KO 194. Risky.
    
    Garchomp safer vs Fire. Switch to Garchomp. If opponent parting shots, they bring Dragonite (22%) which Garchomp EQs... but Dragonite outspeeds Garchomp? Dragonite Spe 90-145, Garchomp 169 — Garchomp outspeeds. EQ kills Dragonite at 22%.
    
    But wait, if they switch to last unknown (dragapult could outspeed).
    
    Alternatively, Sucker Punch now to chip, then Kingambit dies — losing my +4 sweeper. Not great.
    
    Actually, is Flare Blitz guaranteed? Incineroar could use Darkest Lariat, Knock Off, etc. All would likely KO Kingambit at 93 with SE fire.
    
    What if I Sucker Punch (chip112 → 162-112=50, ~29%) then they kill me? Then I bring Garchomp and finish. Losing Kingambit but getting chip.
    
    Alternatively switch, keeping +4 Kingambit alive for later — Kingambit's sucker punch/priority is valuable against their last mon. But when would I get Kingambit back in safely? Their Incineroar parts out; Kingambit comes back in on a switch maybe.
    
    I think switching to Garchomp is good: Garchomp takes Flare Blitz well (resisted, rough skin), EQs Incineroar for big damage. If they Parting Shot, Garchomp -1 atk already, would get -2... hmm, that's bad, and Defiant doesn't apply to Garchomp.
    
    Actually if they Parting Shot into Garchomp, Garchomp goes to -2 Atk, then their Dragonite/last comes in. EQ at -2 still kills22% Dragonite.
    
    Alternatively switch Gholdengo: Parting Shot on Good as Gold — immunity! GoodAsGold blocks status moves targeting it. So Parting Shot fails on Gholdengo. And Flare Blitz does ~207 which nearly KOs. Risky though — but wait, actually would the opponent use Flare Blitz or Parting Shot? Turn 1 Fake Out, Turn 2 Parting Shot. Pattern suggests utility pivot.
    
    Hmm, but predicting is risky. Garchomp resists Fire — safest against both options. If Flare Blitz: Garchomp takes maybe (22*120*150/115/50+2)=69 *1.5=104*0.5=52 damage — fine. Rough skin chip.
    
    Let's switch to Garchomp. Then next turn EQ.
    
    Actually — alternative: keep Kingambit in and use Iron Head? 80 BP,0.5 resist (Steel on Fire? Fire takes 2x from... wait Incineroar Fire/Dark: Steel → 2x on Ice/Rock/Fairy, 0.5 on Fire/Steel/Water/Electric. So Steel on Fire = 0.5, on Dark = neutral.0.5. Iron Head does similar ~ similar to kowtow. Not enough.
    
    Decision: SWITCH: garchomp.
  7. Turn 6
    MiMo V2.6 Flash used Earthquake3,337 tok · 22.5 s · $0.0005

    Turn 6: Garchomp vs Incineroar (75%). Fire is resisted on me, EQ is SE on it — I move first. EQ also kills Dragonite (22%) if they switch it in, and chips whatever comes next. Sash is dead (not full HP), but Incineroar can't KO me with a resisted hit. Kingambit's +4 preserved in back; Gholdengo healthy for endgame. Their unrevealed 3rd is dragapult/garganacl/azumarill/gholdengo.

    Reasoning trace (152 words)
    Incineroar at 75%, EQ is super effective. Garchomp at -1 Atk (intimidate from turn 5). Rough skin already chipped. EQ from -1 Garchomp vs Incineroar: base 182 atk *0.67 = ~122 effective, EQ 100 BP SE... Incineroar def up to 156. Should do decent damage, maybe around 50-60%. Not a KO but good.
    
    Incineroar likely uses Flare Blitz or Parting Shot. Garchomp has focus sash but not full HP so sash won't trigger. Wait, sash requires full HP — Garchomp at 143/183, so sash is useless now.
    
    Actually, Flare Blitz vs Garchomp (Dragon/Ground): Fire is 0.5x. So Garchomp takes resisted hit. EQ is super effective. This is a good matchup — just EQ.
    
    Could also Sword Dance to threaten more. But Incineroar could Parting Shot. EQ deals damage regardless and hits whatever comes in too (except Flying/levitate). Dragonite at 22% — EQ would KO it if they switch in.
    
    Let's just EQ.
    Muse Spark 1.3 used Partingshot5,261 tok · 30.0 s · $0.0008

    Plan: Kingambit +4 at 44% still wins late, keep Incineroar healthy to wall it. Parting Shot Garchomp to -1, pivot to full Scarf Gholdengo to outspeed and pressure. Save 38 HP Dragonite ESpeed for Kingambit. Garchomp Rough Skin punishes contact.

    Reasoning trace (51 words)
    Evaluating damage and speed matchup to determine if Incineroar can survive Garchomp's likely super effective attack.Assessing Incineroar's survivability against Garchomp and Kingambit's +4 attack state.Evaluating pivot options and damage calculations to preserve Incineroar against Garchomp and Kingambit.Assessing Parting Shot target choice and move matchup risks for Garchomp versus Dragonite and Gholdengo.
    Muse Spark 1.3 switched to Dragonite4,895 tok · 26.3 s · $0.0007

    Plan: Send Dragonite immune to EQ to block Garchomp, save full Scarf Gholdengo for Kingambit +4 revenge with Focus Blast. Dragonite low but threatens EQ/ESpeed. Expect Garchomp Dragon/Rock coverage or switch to Kingambit.

    Reasoning trace (55 words)
    Evaluating type matchups and item effects to choose between Dragonite and Gholdengo against Garchomp.Assessing damage calculations and type interactions to compare Gholdengo's Make It Rain versus Dragonite's immunity.Evaluating switch options against Earthquake and Kingambit’s attack boosts while weighing Dragonite’s immunity versus Gholdengo’s revenge potential.Assessing Kingambit’s priority Sucker Punch threat against Gholdengo and Dragonite’s damage output.
  8. Turn 7
    MiMo V2.6 Flash used Scaleshot3,704 tok · 33.3 s · $0.0004

    Turn 7: Dragonite 22% active; EQ won't hit it (immune). Scale Shot is STAB + SE Dragon, I outspeed (169 vs ≤145) — likely KO. Even if it misses or they switch, Garchomp survives a hit (focus sash inactive anyway, not full HP). If they switch to their 3rd (dragapult/garganacl/azumarill/gholdengo), Scale Shot still chips. Kingambit +4 preserved in back, Gholdengo full for endgame.

    Reasoning trace (341 words)
    Dragonite at 22%, immune to EQ. Scale Shot is SE (Dragon on Dragon/Flying = 2x). Multi-hit, 90% accuracy. Dragonite speed90-145 vs Garchomp 169 — I outspeed. Scale Shot should KO at 22%. Even one or two hits likely enough? 25 BP * 2 = 50, at 182 atk vs ~130 def... roughly 30-40% per hit at -1 def after? Actually first hit no def drop. 50 BP * 1.5 (STAB? Garchomp is Dragon/Ground, yes STAB) = 75 BP, vs 2x SE = 150 effective. Should do 22%+ easily with even2 hits. But 90% accuracy risk.
    
    Alternative: Stealth Rock — if they switch Dragonite out, rocks chip. But Dragonite at 22% likely stays or they sack. If Dragonite stays and uses EQ, I take ~ok damage (143/183, EQ was 45 HP earlier at -1 atk... wait that was Kingambit taking it). Garchomp taking EQ: neutral? Dragon/Ground takes neutral from Ground? No — Ground hits Dragon/Ground for neutral (Dragon resists? no, Dragon doesn't resist Ground; Ground is neutral on Dragon). So neutral EQ on Garchomp, ~40% maybe.
    
    Scaleshot risk: 90% accuracy, miss = Dragonite moves, maybe EQ me. But even if I miss, I survive EQ. And Dragonite at 22% — if it attacks and I miss, next turn I kill it anyway. Also Scale Shot grants +1 Spe and -1 Def.
    
    Safest with sub options: Scale Shot — if it hits, Dragonite dies or is set up. If Dragonite switches out, Scale Shot chips incoming (resisted if gholdengo... Dragon resisted by Steel? Steel resists Dragon. Garganacl takes neutral).
    
    Actually consider Swordsdance: if Dragonite switches or uses non-damaging move, I get +2 and sweep. But if Dragonite attacks with EQ, I take damage. Risky either way.
    
    I'll go Scale Shot — direct damage on the active threat, priority isn't needed since I outspeed.
    
    Actually wait — Dragonite might have Extreme Speed (priority). At 22% HP, if it attacks with Espeed, it hits first regardless. But Espeed is80 BP, neutral on me, would do maybe 30%. Not a big deal.
    
    Scale Shot it is.
    Muse Spark 1.3 switched to Gholdengo9,294 tok · 65.5 s · $0.0016

    Plan: Preserve 38HP Dragonite EQ to KO +4 Kingambit 44%. Garchomp likely Dragon move to KO Dragonite, not EQ. Switch Scarf Gholdengo resists Dragon, saves Dragonite for later. Even if EQ predicted, Gholdengo survives full HP. Keep Mega for later.

    Reasoning trace (121 words)
    Analyzing Dragonite versus Garchomp matchup and move immunity to determine the optimal turn 7 action.Evaluating type effectiveness for Earthquake and Dragon Claw against Garchomp to choose the turn 7 move.Comparing Earthquake versus Dragon Claw damage and switch predictions for the turn 7 matchup.Evaluating ExtremeSpeed priority and Mega evolution against Garchomp's speed and move uncertainty.Balancing Earthquake to KO Kingambit against Focus Blast risk and Garchomp immunity.Evaluating priority versus power tradeoffs and Mega evolution timing given speed and KO risks.Assessing contact damage from Rough Skin and Ghost-type immunity when choosing priority versus coverage moves.Evaluating switching to Gholdengo to preserve Dragonite for a later guaranteed KO versus risking an Earthquake prediction.Assessing the opponent's move choice between KOing Dragonite and predicting a switch to Gholdengo.
  9. Turn 8
    Muse Spark 1.3 switched to Dragonite7,480 tok · 49.6 s · $0.0012

    Plan: Preserve Scarf Gholdengo for +4 Kingambit. Block predicted EQ from Garchomp with Dragonite immunity. EQ likelier than Scale Shot (resisted, just missed). Keep Dragonite EQ to KO Kingambit 44%, Gholdengo Make It Rain for Garchomp.

    Reasoning trace (82 words)
    Analyzing speed calculations and type matchups to decide the optimal move for Gholdengo against Garchomp.Comparing Make It Rain, Shadowball, and Focus Blast damage and STAB to assess the likely KO chance on Garchomp.Evaluating Earthquake versus Make It Rain and a Dragonite switch against Garchomp's type matchup and bulk.Shifting to a switch prediction to absorb Earthquake and preserve Gholdengo.Evaluating Scale Shot damage risk and Kingambit Sucker Punch priority against Dragonite.Assessing Trick to lock Garchomp into one move versus survival odds and speed loss.
    MiMo V2.6 Flash used Scaleshot4,901 tok · 63.8 s · $0.0008

    Turn 8: Gholdengo in, Garchomp faster (169 vs ≤149). EQ is SE on Gholdengo but Dragonite (22%) is immune to Ground and would threaten Garchomp with its own EQ. Scale Shot covers both: KOs Dragonite on any hit, chips Gholdengo + gives +1 Spe. Risk: 90% accuracy (already missed last turn). I'll take the safer coverage play.

    Reasoning trace (1,057 words)
    Gholdengo is Steel/Ghost: Ground is immune (Levitate? No, Good as Gold — but Steel/Ghost is immune to Ground due to... wait, Steel/Ghost typing: Ghost is not immune to Ground. Actually Steel/Ghost has no Ground immunity. Let me check: Ghost type doesn't grant Ground immunity. So Gholdengo takes neutral from Ground? Actually, Steel/Ghost — Ground hits Steel super effectively? No, Ground is neutral on Steel. Ground is not very effective on... hmm. Steel resists: Normal, Flying, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, Fairy. Ground is neutral on Steel. Ghost: Normal and Fighting immunity. So Ground hits Gholdengo neutrally. But the prompt says "super effective on gholdengo" — I should trust the game's annotation. Actually wait, maybe I'm wrong. Ground vs Steel/Ghost... hmm. Actually in Gen 9 Gholdengo, Ground moves like Earthquake hit it neutrally. But the legal action says super effective. I'll trust the prompt.
    
    Actually, let me reconsider. Hmm, maybe it's an error but I should just trust the given info. Earthquake is super effective — that's great. Garchomp is faster (169 vs 93-149). So Earthquake likely KOs or heavily damages Gholdengo.
    
    But wait — Gholdengo might have Focus Sash? No, it's full HP. Could survive if not2HKO... but Garchomp's EQ is powerful. Also Gholdengo could be holding a defensive item. But I should just fire Earthquake. If they switch to Dragonite (Flying, immune to Ground) that's a risk — but Dragonite is at 22%, so even Scale Shot... hmm, but Scale Shot is resisted on Gholdengo.
    
    Actually the risk: they might switch to Dragonite to absorb EQ. Dragonite is Flying type, immune to Ground. But Dragonite is at 22% HP and Garchomp outspeeds it — Scale Shot would hit it. But Scale Shot on Gholdengo is not very effective.
    
    Hmm, tricky. EQ is super effective on Gholdengo, and Dragonite is immune. If I EQ and they switch to Dragonite, Garchomp takes EQ from Dragonite (super effective, might KO Garchomp at 78%). Garchomp has Rough Skin but Focus Sash is dead (not full HP).
    
    The safer play might be Scale Shot — it hits 2-5 times, even if resisted on Gholdengo it chips, and would likely KO Dragonite at 22% (STAB dragon, 2+ hits). But Scale Shot at 90% accuracy and resisted...
    
    Actually, since Dragonite is at 22% and I outspeed, Scale Shot KOs Dragonite regardless (single hit of 25 BP STAB... maybe). And Scale Shot chips Gholdengo. But if Gholdengo stays in, Scale Shot is resisted (0.5x).25 BP * 0.5 * STAB = ~37 BP per hit, times 2-5 = 74-185 effective. Gholdengo has high SpD but this is physical. Gholdengo Def ~115-160. Hmm, might 2HKO if I get 3+ hits.
    
    EQ is stronger against Gholdengo. The question is whether they'll switch. Given Dragonite is at 22% and they've been aggressive, Gholdengo staying in seems likely — Gholdengo threatens Garchomp with Shadow Ball (super effective on Dragon? No, Ghost is neutral on Dragon/Ground. Wait — Dragon/Ground takes neutral from Ghost). Actually Gholdengo's Shadow Ball is neutral on Garchomp. But Garchomp is faster.
    
    I think EQ is the best play. It's super effective on Gholdengo and I move first. If they switch to Dragonite, that's bad but Dragonite would be KO'd next turn anyway since I outspeed. Actually if Dragonite comes in on EQ (immune), then next turn I can Scale Shot to KO it. So the risk is manageable.
    
    Wait, if Dragonite switches in and avoids EQ, then Dragonite's EQ hits Garchomp super effective — Garchomp at 78% might survive (Earthquake from Dragonite Aatk 138-204, Garchomp Def 115, HP 143). Might survive barely or be KO'd. Risky.
    
    Alternatively use Scale Shot — hits Gholdengo 2-5 times (resisted) AND would hit Dragonite 2-5 times (super effective, likely KO). Plus after Scale Shot, Garchomp gets +1 Spe and -1 Def.
    
    Given Dragonite is a bigger threat to Garchomp (EQ super effective), and Gholdengo can be handled by my own Gholdengo or Kingambit later... Actually my Kingambit is Dark/Steel, resists Gholdengo's Steel moves but weak to... hmm, Kingambit takes neutral from Ghost? No — Dark/Steel takes2x from Fighting (immune? Dark resists... wait). Kingambit Dark/Steel: Ghost is neutral (Dark takes1x from Ghost). Fighting is immune (Dark) but super effective... hmm Dark resists Dark, weak to Fighting, Bug, Fairy. Steel resists all those except Fighting. So Kingambit takes neutral from Fighting. Ghost is neutral on Kingambit.
    
    Anyway, I think Scale Shot is safer against the Dragonite switch-in scenario. But if Gholdengo stays in, Scale Shot is weak.
    
    Hmm, let me think about what's optimal. If Gholdengo stays in and I EQ: super effective, likely 2HKO or KO. If they switch to Dragonite: immune, then I'm in trouble next turn.
    
    Actually, Dragonite at 22% coming in on EQ is immune but then has to face Garchomp. If Dragonite uses EQ back, it's super effective on Garchomp. At 143 HP with 115 Def, vs Dragonite Aatk 138-204 — could be a KO.
    
    Scale Shot: if Dragonite comes in, it hits 2-5 times at 25 BP STAB SE = 50 BP effective per hit. At 22% HP, one hit KOs Dragonite. So Scale Shot handles both scenarios. It's just weaker vs Gholdengo.
    
    But wait — they already have Dragonite at 22%. If Gholdengo stays in and eats Scale Shot (resisted), Garchomp gets +1 Spe. Then next turn EQ to KO Gholdengo or hit whatever switches.
    
    I think Scale Shot is the safer play. It covers both Gholdengo staying in (chips + speed boost) and Dragonite switch-in (KO).
    
    Actually, let me reconsider EQ more carefully. Gholdengo's HP is 162-194. My Garchomp Aatk 182, but no item boost (Focus Sash, not attack boosting). EQ at 100 BP SE = 200 BP effective. Against Gholdengo Def ~103-161. This could2HKO at worst, maybe OHKO if Gholdengo is frail. Even if it doesn't KO, Garchomp is faster and can follow up.
    
    Hmm. I'll go with Scale Shot for safety against Dragonite switch.
    
    Wait actually — if Dragonite switches in on Scale Shot and gets KO'd, that's great. If Gholdengo stays in on Scale Shot, it chips and gives me +1 Spe (making Garchomp even faster). Then next turn I can EQ. This seems good.
    
    But there's the 90% accuracy miss risk. I already missed last turn with Scale Shot.
    
    You know what, I think Scale Shot is the right play. It's flexible and handles the Dragonite switch scenario.
    Muse Spark 1.3 switched to Gholdengo
    Incident report
    Only one legal action: played without asking.
  10. Turn 9
    MiMo V2.6 Flash used Earthquake3,484 tok · 14.0 s · $0.0004

    Turn 9: Gholdengo is their last Pokemon (all three seen: Gholdengo, Incineroar, Dragonite — both others fainted). EQ is super effective on Steel/Ghost. I'm at +1 Spe (253) and move first regardless. If EQ doesn't KO, Kingambit's Sucker Punch (priority) finishes it — Gholdengo can't block priority with Good as Gold. This is a clean win path: attack now.

    Reasoning trace (125 words)
    Gholdengo is Steel/Ghost — weak to Ground. EQ is super effective. Garchomp at +1 Spe outspeeds even fast Gholdengo. EQ should KO or nearly. Their last Pokemon is presumably one of the remaining... wait, they brought Gholdengo, Incineroar, Dragonite — all three seen. So Gholdengo is their last. If I KO it, I win.
    
    EQ is 2x effective, Garchomp atk 182 (no boost). Gholdengo def ~115ish. Should do heavy damage, likely KO or close. If it survives, my Sash is inactive but I can take a hit. Shadow Ball from Gholdengo would hurt Garchomp (resisted? Ghost vs Dragon = neutral). Actually Shadow Ball is neutral on Garchomp. Could KO from 78%.
    
    Just EQ. If it doesn't KO, Kingambit has Sucker Punch (priority) for the win.
    Muse Spark 1.3 used Makeitrain8,365 tok · 65.5 s · $0.0014

    Only Gholdengo left vs Garchomp 78% +4 Kingambit 44% Sucker. Garchomp +1 outspeeds scarf, EQ likely OHKO but may survive low roll. Need max dmg Make It Rain to KO Garchomp. Focus Blast ideal vs Kingambit but priority Sucker beats us anyway.

    Reasoning trace (98 words)
    Comparing Gholdengo and Garchomp speeds with Choice Scarf and stat boosts to assess turn order risk.Evaluating type matchups for Make It Rain, Shadow Ball, and Focus Blast against Garchomp.Assessing damage ranges and accuracy risk for Focus Blast versus Make It Rain given the scarf lock and Kingambit threat.Evaluating Earthquake KO odds against Gholdengo and the scarf lock versus Make It Rain damage.Assessing scarf lock risks and coverage moves against potential switches and priority threats.Evaluating damage rolls and switch coverage to choose between makeitrain and focusblast.Reassessing the move choice after factoring in Kingambit's Sucker Punch priority and lock-in constraints.