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 10 turns · 9 min wall clock · 104,187 tokens · $0.015

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

Decisions

  1. Team preview
    MiMo V2.6 Flash brought Garchomp,gholdengo,kingambit2,615 tok · 22.3 s · $0.0004

    Plan: Lead garchomp for stealthrock chip (breaks Multiscale Dragonite, chips Volcarona) and EQ pressure. Scarf gholdengo handles Rotom-Wash, Annihilape, Volcarona. Kingambit provides sucker punch priority for Dragonite/Volcarona and late-game cleaning with Supreme Overlord. Watch for Rotom-Wash levitate blocking EQ and Annihilape Rage Fist buildup.

    Reasoning trace (172 words)
    Opponent team: dragonite, gholdengo, annihilape, volcarona, kingambit, rotomwash.
    
    My team: garchomp, gholdengo, kingambit, slowkinggalar, corviknight, palafin.
    
    Good core: garchomp (rocks + EQ), gholdengo scarf, kingambit. Palafin is strong but needs hero form. Corviknight handles dragonite/annihilape somewhat.
    
    Opponent threats: volcarona (needs priority or scarf), dragonite, annihilape, rotomwash (levitate blocks EQ).
    
    Garchomp lead with stealthrock is good vs most. Kingambit sucker punch handles volcarona/dragonite (if not multiscale... sucker punch breaks). Gholdengo scarf outspeeds.
    
    Consider palafin instead of garchomp? Palafin jetpunch priority, flip turn to get hero form. But garchomp rocks chip multiscale dragonite and volcarona.
    
    I'll bring: garchomp, gholdengo, kingambit. Solid.
    
    Actually annihilape is a big threat — rage fist. Gholdengo shadowball hits it. Kingambit sucker punch... annihilape often runs drain punch/taunt. Corviknight walls annihilape well (mirror armor, flying). Hmm.
    
    Rotomwash walls garchomp+kingambit partially (levitate, will-o-wisp). Gholdengo handles rotom.
    
    Alternative: garchomp, gholdengo, corviknight? Then no sucker punch for volcarona/dragonite. Gholdengo scarf makeitrain/shadowball can handle volcarona? Volcarona outspeeds scarf gholdengo potentially (167 vs 149). Risky.
    
    Kingambit sucker punch is key priority. Bring garchomp, gholdengo, kingambit.
    Muse Spark 1.3 brought Rotomwash,dragonite,gholdengo5,912 tok · 38.6 s · $0.0010

    Plan: Rotom checks Palafin/Garchomp/Corviknight, pivots. Dragonite Mega DD sweep with ESpeed. Scarf Gholdengo revenge + Trick walls. Expect Garchomp/Palafin lead. Keep Multiscale intact.

    Reasoning trace (71 words)
    Analyzing a 3-of-6 Pokemon team matchup with Mega Evolution rules and evaluating type and role synergies against the opponent lineup.Evaluating type interactions and move coverage against the opponent's core threats.Refining the three-Pokemon core by weighing Dragonite, Rotom-Wash, and Kingambit against opponent threats and coverage.Adding Corviknight, Palafin, and Garchomp to the threat matrix and adjusting counter picks.Selecting the third slot by weighing speed control, priority revenge, and Taunt utility against setup redundancy.
  2. Turn 1
    MiMo V2.6 Flash used Stealthrock2,736 tok · 20.5 s · $0.0005

    Rotom-Wash has Levitate, so Earthquake won't touch it. Setting Stealth Rock now is the safe, high-value play: it chips its switch-ins and breaks Dragonite Multiscale/Volcarona later. I avoid attacking into a likely Will-O-Wisp or Volt Switch. If it stays, next turn I can scale shot or switch to scarf gholdengo (speed close to Rotom's range — beware).

    Reasoning trace (292 words)
    Rotom-Wash has levitate, so earthquake won't work. Should I set up stealthrock or swordsdance? Rotom likely will use Hydro Pump or Will-O-Wisp. Garchomp with Life Orb. Stealth Rock is valuable for chip. Swordsdance could let me sweep if Rotom can't hurt me much — but Hydro Pump does significant damage.
    
    I could also switch to gholdengo (scarf) which outspeeds and hits with makeitrain/focusblast.
    
    Setting up stealthrock early is good since opponent has Volcarona/Dragonite. But Rotom may volt switch out. Actually, if Rotom volt switches, I'd get stealthrock anyway.
    
    Alternatively, Swords Dance: Rotom probably uses Willowisp or Hydro Pump. If Willowisp, garchomp crippled. Risky.
    
    I think stealthrock is the safe, valuable play. Or switch to gholdengo to apply pressure. Hmm, switching gholdengo in on a predicted status is nice, and gholdengo scarf forces Rotom out or kills it.
    
    Actually consider: the opponent knows I might EQ (which fails due to levitate). They might stay in and use Hydro Pump or Will-o-wisp. Switching to Gholdengo risks taking a Hydro Pump (neutral? Water vs Steel/Ghost — neutral, resisted? Water is not very effective vs Steel... actually Water is neutral vs Steel? Water is super effective vs Fire/Ground/Rock, neutral vs Steel. So neutral on Gholdengo). Scarf Gholdengo outspeeds max151 speed Rotom (149 speed... wait my gholdengo is 149 speed, Rotom range 95-151 — could be faster). Hmm, uncertain.
    
    Actually I should just set stealthrock — it's reliably useful. Note my gholdengo speed 149 vs Rotom 95-151 — near tie.
    
    Stealth rock: safe.
    
    Alternatively scale shot to boost speed — but hitting Rotom with dragon moves is neutral and rough.
    
    Let me do stealthrock.
    
    Actually, consider the chance Rotom uses Will-O-Wisp on the turn — I'm not attacking, so no loss. Stealth rock benefits all game. Yes.
    Muse Spark 1.3 used Willowisp4,061 tok · 20.8 s · $0.0006

    Plan: Cripple lead Garchomp with Will-O-Wisp, preserve Rotom to check Palafin/Corv. Keep Dragonite Multiscale intact for late sweep, Scarf Gholdengo to revenge. Avoid TWave/Volt vs Ground immunity. Foe may switch to Gholdengo/Slowking to block status.

    Reasoning trace (40 words)
    Parsing Pokémon Showdown battle rules and team data to choose a legal turn-one action.Evaluating Volt Switch immunity behavior against Garchomp to rule out a non-switching outcome.Assessing Will-O-Wisp versus Thunder Wave for crippling Garchomp while weighing switch risks and ability interactions.
  3. Turn 2
    Muse Spark 1.3 used Hydropump3,220 tok · 11.8 s · $0.0004

    Plan: Burned Garchomp crippled, rocks up. Keep Rotom in with Hydro Pump, only move that hits Ground. Avoid Dragonite switch into rocks breaking Multiscale. Scarf Gholdengo for revenge, Dragonite late sweep.

    Reasoning trace (27 words)
    Evaluating the type matchup and burn penalty to choose Rotom's move against Garchomp.Comparing Hydro Pump and Volt Switch against Garchomp and likely switch-ins like Gholdengo and Kingambit.
    MiMo V2.6 Flash switched to Gholdengo2,633 tok · 12.9 s · $0.0002

    Garchomp burned and can't touch Levitate Rotom with EQ. Switching to scarf Gholdengo: Scarf 149 Spe outspeeds Rotom's max 151 after 1.5x, Shadow Ball threatens KO. Expect Rotom to Will-O-Wisp the switch or Volt Switch out. Saves Garchomp for later chip/SR support. Kingambit preserved for late-game cleaning.

    Reasoning trace (102 words)
    Garchomp is burned, EQ won't hit Rotom (Levitate). Switch to gholdengo — scarf, can shadowball. But Rotom might Volt Switch or Hydro Pump. Switching gholdengo seems right.
    
    Actually, Scaleshot boosts speed and hits Rotom neutrally, but burned Garchomp damage is halved. Best play: switch to gholdengo.
    
    Note: gholdengo speed149 vs Rotom 95-151 — could be slower if Rotom is max speed. Scarf boosts1.5x though — wait, does the stat shown include scarf? The stats listed are "as built" — probably without item effects. Scarf would make gholdengo 223, outspeeding.
    
    Also could switch kingambit but Rotom has Will-O-Wisp possibly again and Hydro Pump.
  4. Turn 3
    Muse Spark 1.3 used Voltswitch3,675 tok · 14.5 s · $0.0005

    Plan: Volt out to Scarf Gholdengo to KO weakened foe Gholdengo with Shadow Ball. Keep Dragonite Multiscale intact, avoid rocks. Burned Garchomp crippled. Rotom checks Palafin/Corv later.

    Reasoning trace (32 words)
    Evaluating type matchups and move effectiveness for Rotom versus Gholdengo to choose the optimal turn 3 action.Comparing Volt Switch chip damage with pivot safety against Hydro Pump KO chance and accuracy risk.
    MiMo V2.6 Flash used Shadowball4,198 tok · 47.2 s · $0.0006

    Turn 3: Scarf Gholdengo in vs Rotom-Wash. Good as Gold blocks Will-O-Wisp, so staying in is safe from status. Shadow Ball (neutral 1x) is my best reliable option — Make It Rain is resisted (1/4x), Focus Blast only slightly stronger in expectation but 70% accurate. Shadow Ball also punishes a switch to Annihilape or their Kingambit (both 2x). Speed is uncertain (149 vs 95-151) but I must keep Gholdengo alive for late-game speed control; Kingambit risks being burned.

    Reasoning trace (928 words)
    Gholdengo is scarf, outspeeds maybe. Rotom-Wash is Water/Electric. Shadow Ball is neutral (Ghost vs Electric/Water: neutral). Make It Rain is 1/4x. Focus Blast neutral (Fighting vs Elec/Water — neutral, not very effective? Fighting vs Water is neutral, vs Electric neutral → neutral). Shadow Ball BP 80 neutral vs Focus Blast BP 120 70% accuracy.
    
    Also Good as Gold blocks status, so Rotom's Will-O-Wisp won't work on Gholdengo. Hydro Pump did 90→ well from 162 to 90 = 72 damage.
    
    Speed: my149 vs Rotom 95-151. If Rotom is scarf too... unknown item. Actually if I'm scarf, I likely outspeed unless Rotom is faster (151 max vs my 149 — could be slower!). Speed shows "either could move first". Risky.
    
    If Rotom moves first and kills me... it's at 100%. My Shadow Ball at SpA 185 (1.5x scarf = 277) vs SpD 114-174. Shadow Ball 80 BP... Let's estimate: 277*80/... vs neutral1x. Roughly 50%? Hmm.
    
    Trick could be interesting — give Rotom the Choice Scarf, lock it into a move. But then I lose my scarf. Actually tricking choice scarf onto Rotom locks it into Will-O-Wisp (which fails due to Good as Gold) or Hydro Pump. Hmm, but then I lose speed.
    
    Focus Blast: 120 BP, 70% accuracy, neutral. That's stronger if it hits. Expected damage: 0.7 * ~75% = 52.5%.
    
    Actually maybe switch to Kingambit to take the Hydro Pump? Kingambit is Dark/Steel, takes neutral from Water. Rotom's Hydro Pump on Kingambit: SpA 112-172 vs Def 140. Would do decent damage but Kingambit at 207 HP.
    
    But wait — the opponent might use Volt Switch or Will-O-Wisp. Good as Gold blocks Wisp so Rotom might just Hydro Pump again.
    
    I think Shadow Ball is the safe consistent play. If I outspeed, I get ~50% on Rotom. If I'm slower, I take another Hydro Pump (72 damage) and go to 18 HP — likely dead.
    
    Hmm, risk. Alternative: switch to Kingambit, absorbing Hydro Pump, then Sucker Punch or Kowtow Cleave.
    
    Actually, let's think about team composition. Gholdengo at 55.6% is valuable for scarf cleaning. Rotom at 100%. If I stay in and we trade, I might die.
    
    Kingambit switch: takes Hydro Pump for maybe ~40-50 damage (Water neutral on Steel/Dark: 1x). Actually Water vs Steel = 1x? Steel takes 1/2 from Water? No — Steel resists... Water: Steel doesn't resist Water. Actually Steel resists: Normal, Flying, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, Fairy. Not Water. Dark: Dark resists Dark, Ghost; weak to Fighting, Bug, Fairy. So Water is neutral on Kingambit. Hydro Pump 110 BP vs140 Def at SpA ~140: maybe 40-50%.
    
    Then Kingambit threatens with Kowtow Cleave or Sucker Punch. Rotom likely switches to Annihilape or something.
    
    Hmm. But Gholdengo scarf trapping — if I switch out I can come back later with scarf intact.
    
    Actually the cleaner play: Shadow Ball. If I'm faster (my Scarf 149 vs their potential 95-151), it's a coin flip on speed. Risky.
    
    Let me consider Trick: give Rotom my Choice Scarf. Then Rotom is locked. But I lose scarf permanently — bad for late game.
    
    I think switching to Kingambit is safest. Kingambit at full HP, takes a hit, then applies pressure. Opponent Rotom has Will-O-Wisp revealed — Kingambit doesn't want to be burned though! Burn halves Atk. That's bad for Kingambit.
    
    Hmm. But if they Will-O-Wisp Kingambit... that cripples it. Whereas Gholdengo is immune.
    
    So staying in with Gholdengo is actually good vs Will-O-Wisp. And Good as Gold means no status.
    
    If they Hydro Pump again: I go to 18 HP (if 72 damage) — survive barely. Then I Shadow Ball them.
    
    Actually if I'm slower, they hit first for 72 → I'm at 18, then I Shadow Ball for ~50%. Then next turn they finish me. Net: I dealt 50% and lost Gholdengo.
    
    If I'm faster: I Shadow Ball 50%, they Shadow Ball... they Hydro for maybe less (I'm weakened).Alternatively Focus Blast: 120 BP neutral, 70% acc. Expected: higher damage if hit. Against Rotom's SpD 114-174.
    
    Hmm, given Scarf Gholdengo is my speed control, I'd rather not lose it. Let me consider: does the opponent stay in? They might Volt Switch out — but Volt Switch isn't revealed, only Wisp and Hydro Pump.
    
    I'll go with Shadow Ball for consistency. Actually wait — is Shadow Ball really neutral on Rotom-Wash? Ghost vs Electric: neutral. Ghost vs Water: neutral. Yes, 1x.
    
    Focus Blast: Fighting vs Electric neutral, vs Water neutral → 1x. 120 vs 80 BP but 70% accuracy. Expected power = 84 vs 80. Slightly better expected but risk of miss and no damage at all. Shadow Ball also has 20% SpD drop chance.
    
    I'll pick Shadow Ball — reliable.
    
    Actually, hold on. Consider that they may switch. If they switch to Annihilape (Ghost/Fighting), Shadow Ball is resisted? Ghost vs Ghost = 1x, vs Fighting =... Ghost is neutral on Fighting. So neutral. Annihilape resists... Ghost moves: Ghost resists... no, Ghost is weak to Ghost and Dark. So Ghost is 2x on Annihilape. Good.
    
    If they switch to Kingambit (Dark/Steel): Ghost 2x on Dark, 1x on Steel → wait, Steel doesn't resist Ghost. Ghost vs Dark = 2x, vs Steel = 1x → 2x total. Good.
    
    So Shadow Ball hits most switch-ins well. Make It Rain would be better vs... no.
    
    Shadow Ball it is.
    
    Actually one more consideration: should I use this turn to Trick? No, save.
    
    Let me also think about whether I should switch to preserve Gholdengo. The opponent's remaining 2 Pokémon unknown. Gholdengo at 90/162 could still be useful. But Kingambit risks burn.
    
    I'll Shadow Ball.
    Muse Spark 1.3 switched to Gholdengo2,878 tok · 29.4 s · $0.0004

    Plan: Bring Scarf Gholdengo to KO 24% foe Gholdengo. Keep Dragonite Multiscale intact, avoid rocks. Burned Garchomp crippled. Rotom at 57% checks Palafin/Corv later. Unknown third foe likely Kingambit/Palafin.

    Reasoning trace (20 words)
    Analyzing the turn log to confirm Volt Switch forces a switch and selecting Gholdengo to KO the weakened opponent Gholdengo.
  5. Turn 4
    Muse Spark 1.3 used Shadowball3,225 tok · 12.3 s · $0.0004

    Plan: KO 24% foe Gholdengo with Shadow Ball. Keep Dragonite Multiscale intact, avoid rocks. Burned Garchomp crippled. Rotom at 57% checks Palafin/Corv. Unknown third likely Kingambit/Palafin.

    Reasoning trace (30 words)
    Evaluating type matchups and speed tiers to choose Shadow Ball over Make it Rain against opposing Gholdengo.Reconciling Ghost versus Dark resistance and locking move choice against a potential Kingambit switch.
    MiMo V2.6 Flash switched to Kingambit3,676 tok · 44.7 s · $0.0005

    Turn 4: Gholdengo at 24% faces their Gholdengo at 93% — a pure speed tie (149 vs 93-149). Losing it costs my late-game scarfer for only a 50% shot. Kingambit resists Shadow Ball (Dark) and Make It Rain, and threatens back with priority Sucker Punch (Dark hits Ghost 2x, Black Glasses). Switch to Kingambit, tank their attack, revenge next turn. Save Gholdengo at 39 HP for cleaning slower foes.

    Reasoning trace (563 words)
    My Gholdengo at 24% speed ties with opposing Gholdengo. Shadow Ball is super effective — would likely KO or heavily damage. But if they move first, I die. Speed tie 50/50.
    
    Switching to Kingambit: their Gholdengo likely uses Shadow Ball or Make It Rain — Kingambit resists both (Dark/Steel resists... Shadow Ball is Ghost, hits Dark for 2x? No — Ghost is super effective on Ghost/Psychic, not Dark. Dark resists... actually Dark takes 1x from Ghost? No: Ghost is super effective against Ghost and Psychic; Dark resists Ghost? Let me recall: Dark type resists Ghost? Type chart: Ghost → Dark = 0.5x (Dark resists Ghost). Yes, Dark resists Ghost. And Steel resists Shadow Ball too? Steel takes 1x from Ghost... Actually Steel resists Ghost? No. Steel resists: Normal, Flying, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, Fairy. Ghost is not among them. But Dark resists Ghost. Kingambit is Dark/Steel, so Shadow Ball is 0.5x. Make It Rain (Steel) on Kingambit: Steel resisted by Steel = 0.5x, Dark neutral → 0.5x. So Kingambit tanks well.
    
    But if they're Scarfed and use Shadow Ball, Gholdengo might outspeed or not. Risk: staying in = speed tie. If I win tie, Shadow Ball OHKOs (93% HP, super effective, SpA 185 vs SpD ~100ish). Likely KO.
    
    Expected value: 50% chance to KO their Gholdengo vs losing my Gholdengo at 24% (which still has value as scarfer but at 39 HP it dies to anything).
    
    Actually if I lose the tie, my Gholdengo dies and they're still at ~93% minus nothing. If I win, huge swing.
    
    Alternatively switch to Kingambit — safe, tanks their hit, and Kingambit threatens with Kowtow Cleave. Their Gholdengo has Focus Blast which threatens Kingambit heavily though. Hmm.
    
    Sucker Punch Kingambit could revenge later. Their Gholdengo likely has Focus Blast.
    
    I think staying in for the speed tie is reasonable given super-effective KO. But Gholdengo at 24% — even if I survive their hit (Shadow Ball from their Gholdengo at SpA 137-203 vs my SpD 113, at 39 HP — I definitely die).
    
    Coin flip for KO of a key threat vs losing my scarfer. My scarfer at 39 HP still outspeeds everything and chips. But I can't reliably kill their Gholdengo with anything else — Kingambit sucker punch? Gholdengo immune to... no, Sucker Punch works, but Gholdengo is Ghost — Dark moves hit Ghost for 2x? Ghost takes super effective from Dark and Ghost. Yes! Kowtow Cleave / Sucker Punch are super effective on Gholdengo.
    
    Wait — Dark → Ghost: Dark is super effective against Ghost. Yes. So Kingambit Kowtow Cleave hits Gholdengo 2x. Kingambit outspeeds? Kingambit Spe 70 vs Gholdengo 93-149 — I'm slower, so I need Sucker Punch (priority). Sucker Punch 70 BP *2 (SE) * Black Glasses 1.2 = decent. If they attack, Sucker Punch triggers.
    
    But if they set up or switch, Sucker Punch fails.
    
    Strategy: switch to Kingambit. Their Gholdengo likely attacks (Shadow Ball or Make It Rain or Focus Blast). Shadow Ball on Kingambit = 0.5x resisted, minimal damage. Then next turn Sucker Punch threatens KO.
    
    Actually if they're Scarfed and locked into something... unknown item.
    
    I think the safest play: switch to Kingambit, tank their attack, then Sucker Punch. Preserve Gholdengo at 39 HP for later speed control against slower threats.
    
    Notes suggest I value Gholdengo for late-game speed control. Switching keeps it alive.
    
    Decision: SWITCH: kingambit.
  6. Turn 5
    MiMo V2.6 Flash used Kowtowcleave3,469 tok · 18.8 s · $0.0004

    Turn 5: Kingambit in vs their Gholdengo (93%). Kowtowcleave is my safest play: it never fails, hits Gholdengo super effectively (per damage chart), and still catches a switch — neutral on their Kingambit, SE on Annihilape/Dragonite. Sucker Punch risks failing entirely if they switch, wasting the turn. Their Gholdengo can't threaten Kingambit much with Shadow Ball. Chip it down, keep Gholdengo (39 HP) and burned Garchomp in reserve.

    Reasoning trace (302 words)
    Kingambit vs Gholdengo. Sucker Punch: 70 BP * 1.2 Black Glasses * 2x (Dark vs Steel/Ghost — wait, Ghost is weak to Dark? Dark hits Ghost 2x. Steel resists Dark. So Steel/Ghost takes 2x * 0.5x = 1x neutral). So Sucker Punch is neutral. Super effective listed though — the interface says super effective, hmm. Actually Dark vs Steel/Ghost: Ghost weak to Dark (2x), Steel resists Dark (0.5x) → 1x neutral. But the prompt says "super effective on gholdengo". Maybe they consider it SE. Trust the prompt.
    
    But opponent likely switches — Sucker Punch fails on non-attack. Gholdengo might switch to Annihilape or Kingambit or Dragonite. Kowtowcleave is safe: 85 BP * 1.2 * SE. If they stay in and Shadow Ball, Kowtowcleave does good damage.
    
    If they switch to Annihilape (Fighting/Ghost): Dark is neutral? Fighting/Ghost: Dark hits Ghost 2x, Fighting resists? No — Dark vs Fighting is 1x, Dark vs Ghost 2x → 2x SE. Good.
    
    If they switch to their Kingambit: Dark vs Steel/Dark → 0.5x*2x = 1x neutral.
    
    Kowtowcleave seems safest. Their Gholdengo could also Nasty Plot but Good as Gold... Nasty Plot is a status move, not blocked by Good as Gold (that only blocks status moves targeting others? Actually Good as Gold blocks status moves targeting it — Nasty Plot self-target isn't blocked). So they could SD up.
    
    Sucker Punch risk: they might attack — but with93% HP Gholdengo vs Kingambit, Shadow Ball does little; they might stay in. Hmm. But if they switch, sucker punch fails entirely (turn wasted).
    
    Kowtowcleave hits everything at least neutrally except their Kingambit. I'll go Kowtowcleave.
    
    Wait — could also consider they'd switch to their Kingambit to tank. Then Kowtowcleave 1x, and their Kingambit has Defiant/Supreme Overlord, then they SD. Hmm.
    
    Alternatively Sucker Punch catches staying in. Given ambiguity, Kowtowcleave reliable.
    Muse Spark 1.3 switched to Rotom3,977 tok · 20.8 s · $0.0005

    Plan: Scarf locked Shadowball weak vs Kingambit. Switch Rotom to wall, burn Kingambit, preserve Dragonite Multiscale. Burned Garchomp crippled, foe Gholdengo 24% revenge later.

    Reasoning trace (32 words)
    Evaluating battle state and move legality to choose between locked Shadow Ball, switching to Dragonite, or switching to Rotom-Wash against Kingambit.Comparing Rotom-Wash burn utility against Dragonite's Earthquake coverage for the Kingambit switch.
  7. Turn 6
    MiMo V2.6 Flash used Kowtowcleave3,297 tok · 12.2 s · $0.0003

    Turn 6: Rotom at 20% will likely Volt Switch out to preserve itself (it moves first). Kowtowcleave is the safe play: kills Rotom if it stays, hits incoming Gholdengo SE, neutral on their Kingambit, SE on Annihilape/Dragonite. Sucker Punch fails on a switch. Keep Kingambit healthy; save SD for a clearer setup window.

    Reasoning trace (144 words)
    Rotom at 20% HP, active. Kingambit can kill with Kowtowcleave or Sucker Punch. But if they switch to Gholdengo (93%), Sucker Punch fails. Kowtowcleave is safe — it kills Rotom if stays, and hits Gholdengo super effectively.
    
    Actually, could they switch to their Kingambit or Annihilape? Kowtowcleave is neutral on their Kingambit, SE on Annihilape (Fighting/Ghost — Dark hits Ghost 2x, Fighting resists... Fighting takes 1x from Dark? Dark vs Fighting: Fighting is not weak or resistant to Dark. Actually Dark vs Fighting = 1x. Ghost 2x. So Annihilape takes 2x). 
    
    Rotom will likely Volt Switch or die. If Volt Switch, it goes first (faster) and switches out to Gholdengo or the unseen mon. Then my Kowtowcleave hits the incoming Pokémon.
    
    Best play: Kowtowcleave — kills Rotom if it stays, hits whatever comes in.
    
    Sucker Punch fails on switch. Kowtowcleave is the safe play.
    Muse Spark 1.3 used Willowisp4,538 tok · 32.2 s · $0.0007

    Plan: Rotom is sacked at 20% but can burn Kingambit first, likely outspeeds slow Kingambit. Burn halves Kowtow, lets Scarf Gholdengo Focus Blast KO and Dragonite setup later. Burned Garchomp crippled, foe Gholdengo 24% for ESpeed later.

    Reasoning trace (40 words)
    Evaluating switch options for Rotom against Kingambit while accounting for entry hazard damage and type matchups.Factoring in type effectiveness and scarf lock reset for Gholdengo's damage calculation.Evaluating burn utility versus switching to Gholdengo or Dragonite for accuracy and KO certainty.
    Muse Spark 1.3 switched to Dragonite3,553 tok · 15.0 s · $0.0005

    Plan: Send Dragonite to outspeed and EQ KO Kingambit. Rocks break Multiscale but still best play. Gholdengo risks Kowtow KO. Keep Gholdengo for Focus Blast later, ESpeed for 24% foe Gholdengo. Burned Garchomp crippled.

    Reasoning trace (24 words)
    Evaluating Stealth Rock damage and Multiscale interaction to choose between Dragonite and Gholdengo after Rotom fainted.Comparing Gholdengo's rock damage resistance against Kingambit's Dark-type threat.
  8. Turn 7
    MiMo V2.6 Flash used Kowtowcleave3,852 tok · 23.2 s · $0.0004

    Turn 7: Dragonite at 75% (multiscale broken) vs Kingambit. It likely Dragon Dances or attacks with EQ/Extreme Speed. Kowtowcleave (85 BP, Black Glasses, Supreme Overlord +10%) does ~65-80%, possibly KO — and works whether it attacks or sets up. Sucker Punch risks failing on a Dragon Dance. Keep it as priority for the follow-up if Dragonite survives.

    Reasoning trace (325 words)
    Dragonite at 75% (multiscale broken). Kingambit vs Dragonite. Dragonite likely sets up Dragon Dance or attacks. Sucker Punch is Dark, not very effective vs Dragonite? Dark vs Dragon/Flying — neutral actually. Dragon takes neutral from Dark, Flying takes neutral. So neutral.
    
    Dragonite probably has Extreme Speed, Earthquake, Dragon Dance. Kingambit can tank one hit. Sucker Punch priority is good — if Dragonite attacks, it goes first. If Dragonite Dragon Dances, sucker punch fails.
    
    Kowtow Cleave at 85 BP with Black Glasses + Supreme Overlord (1 ally fainted = 10% boost) would hit hard. Dragonite at 75%, defense 103-161. Kingambit Atk 205... likely KO.
    
    If Dragonite attacks (e.g., Earthquake or Outrage), Kingambit survives probably and Kowtow cleave kills. Sucker punch would go first and kill. Risk: Dragon Dance. Kowtow cleave is safe against both — if it Dragon Dances, we still hit it hard.
    
    Actually if Dragonite Dragon Dances, it outspeeds and could hit Kingambit hard next turn. But Kowtow cleave still does big damage. If sucker punch fails on Dragon Dance, we waste a turn and it's +1.
    
    Kowtow cleave is the safe play. Neutral on Dragonite, likely2HKO or KO at 75%.
    
    Let's estimate: Kingambit 205 Atk * 1.2 (black glasses) * 1.1 (SO) = ~271 effective. Dragonite def ~130. Kowtow 85 BP. Damage ≈ (85/100)*(271/130)*... roughly 0.85*2.08*0.5(chance... no). Physical damage formula: ((2*50/5+2)*BP*Atk/Def)/50+2 * modifiers. = (22*85*271/130)/50+2 ≈ (22*85*2.08)/50+2 = (3893)/50+2 ≈ 80. Hmm that's ~80% at def 130. At def 161, ~64%.
    
    So Kowtow cleave does 64-80% — Dragonite at 75% might survive if bulky. Then it hits back. Dragonite with DD could be dangerous.
    
    Sucker punch: 70 BP, priority, does ~55-68%. Not a KO.
    
    Hmm. Best: Kowtow cleave for max damage. If Dragonite has multiscale... it's at 75% so broken.
    
    Dragonite might have Extreme Speed (priority) — but Inner Focus prevents flinch. If Dragonite attacks with something, Kingambit takes hit then Kowtow cleaves. If it survives, next turn sucker punch.
    
    Go Kowtow cleave.
    Muse Spark 1.3 used Earthquakemega5,542 tok · 36.3 s · $0.0008

    Plan: Mega EQ Kingambit now for super-effective KO. Avoid Gholdengo into Kowtow, it dies. Keep Scarf Gholdengo to revenge 24% foe Gholdengo with Shadow Ball. Burned Garchomp crippled. Dragonite sweeps after Kingambit removed.

    Reasoning trace (52 words)
    Calculating damage range for Dragonite's Earthquake against Kingambit under current HP and defense estimates.Comparing Kingambit's Kowtow Cleave damage against Dragonite's HP and defense to assess survival.Evaluating Mega Evolution versus Dragon Dance for immediate KO chance and subsequent sweep risk.Reassessing the sequence to compare immediate KO probability against switch-in immunity and speed matchups.
  9. Turn 8
    MiMo V2.6 Flash used Suckerpunch3,477 tok · 11.9 s · $0.0003

    Turn 8: Dragonite at 17% outspeeds Kingambit; EQ kills me before Kowtow Cleave lands. Sucker Punch has priority and should KO if it attacks — most likely it does at 17%. If it Dragon Dances/Roosts instead, sucker punch fails, Kingambit likely falls, but burned Life Orb Garchomp EQ still cleans up 17% Dragonite. Gholdengo (39 HP) saved for their Gholdengo endgame.

    Reasoning trace (156 words)
    Dragonite at 17%, Kingambit at 41 HP. Sucker punch finishes it if it attacks. Dragonite likely attacks (EQ or Extreme Speed). Sucker punch priority kills. If Dragonite Dragon Dances, sucker punch fails but then Kingambit takes a hit — Dragonite at 17%... Kingambit would survive a non-EQ? EQ is super effective, would kill. But Dragonite attacking is likely at 17%.
    
    Kowtow cleave also kills if it goes first... but Dragonite outspeeds and would KO Kingambit first with EQ. So sucker punch is the play — priority. Risk: Dragonite uses Roost or Dragon Dance. At 17%, Dragonite probably just attacks. Sucker punch.
    
    If it fails, Kingambit dies to EQ, then Garchomp comes in and EQ/scald... Garchomp burned but Life Orb earthquake should kill 17% Dragonite. Actually Garchomp burned halves attack — Life Orb EQ from182 atk * 0.5 burn = 91, vs Dragonite def range... should still kill 17% Dragonite. So it's fine either way.
    
    Sucker punch.
    Muse Spark 1.3 used Earthquake5,275 tok · 37.0 s · $0.0008

    Plan: Must KO 19% Kingambit with EQ before it KOs 29HP Dragonite. ESpeed too weak and immune vs Gholdengo switch. Gholdengo switch dies to Kowtow. Risk Sucker Punch but EQ also KOs 24% Gholdengo switch. Burned Garchomp crippled.

    Reasoning trace (52 words)
    Analyzing damage calculations and move priority to confirm Earthquake KO and rule out Sucker Punch risk.Comparing Earthquake and Extreme Speed damage against Kingambit and potential Gholdengo switch.Evaluating priority interaction and damage ratio to rule out ExtremeSpeed and confirm Earthquake risk.Assessing Sucker Punch priority interaction and KO thresholds to weigh Earthquake against ExtremeSpeed.
    Muse Spark 1.3 switched to Gholdengo
    Incident report
    Only one legal action: played without asking.
  10. Turn 9
    MiMo V2.6 Flash used Suckerpunch4,964 tok · 55.2 s · $0.0009

    Sucker Punch chips Gholdengo (neutral, Black Glasses + Supreme Overlord) before it KOs Kingambit. Then my Scarf Gholdengo comes in — Focus Blast (70% acc) KOs their Gholdengo from ~50%. If Focus Blast misses, burned Garchomp can't break through (burn halves EQ). Key threat: their Gholdengo beats everything if my Focus Blast whiffs. Sucker Punch is guaranteed chip since they'll attack.

    Reasoning trace (842 words)
    Kingambit at 41 HP, Gholdengo at 87%. Gholdengo will likely Shadow Ball to KO Kingambit. Sucker Punch has priority and is super effective — Black Glasses + Supreme Overlord (2 fainted allies = +20%) gives 70 * 1.2 * 1.2 = ~100.8 BP effective vs Gholdengo's Ghost/Steel... wait, Gholdengo is Steel/Ghost, Dark is super effective against Ghost only — Steel resists Dark. So it's neutral! Steel resists Dark, Ghost is weak to Dark → neutral effectiveness.
    
    So Sucker Punch: 70 BP * 1.2 (Black Glasses) * 1.2 (Supreme Overlord +20%) = ~100.8 effective BP, neutral on Gholdengo. Gholdengo has ~162+ HP, ~115+ Def, Kingambit Atk 205. Rough calc: 205 Atk vs ~130 Def (min). Damage≈ (100.8/... let me estimate). Kowtow Cleave at 85 BP * 1.2 * 1.2 = 122 effective, also neutral. Both similar.
    
    Actually let me estimate damage more carefully. At level 50, damage formula: ((2*50/5+2)*BP*A/D)/50 + 2. With A=205, D≈130 (assuming mid-range def): (22*122*205/130)/50 + 2 ≈ (22*122*1.577)/50 + 2 ≈4210/50 + 2 ≈ 86. Gholdengo at 87% of ~178 HP≈ 155 HP. So 86 damage leaves it at ~69 HP. Not a KO either way.
    
    But if I use Sucker Punch and it lands, Gholdengo is at ~50%. Then Gholdengo attacks Kingambit and KOs it. Then I bring in Garchomp (burned, Life Orb). Burned Garchomp EQ vs Gholdengo at ~50%: burned halves attack. Life Orb + burn... Burn halves physical attack. Garchomp Atk 182, halved = 91 effective. EQ 100 BP * 0.5 (burn) * 1.083 (Life Orb) ≈ 54 effective BP. Vs Gholdengo Steel/Ghost: Ground is neutral on both. Damage≈ (22*54*91/130)/50 + 2 ≈ (22*54*0.7)/50 + 2 ≈ 832/50 + 2 ≈ 19. That's only ~11% — not enough!
    
    Hmm, wait — Garchomp is burned so physical attacks are halved. But I have Scaleshot (Dragon, physical) — also halved. This is bad. Garchomp's Life Orb + burn is really weak.
    
    Actually wait — Garchomp burned still deals damage but halved. 19 damage vs 155 HP Gholdengo won't work at all.
    
    Better plan: Switch Kingambit out to preserve it, bring in Garchomp? No — Garchomp is burned and weak.
    
    Hmm, actually let me reconsider. Gholdengo is at 87% and has Shadow Ball. It will attack Kingambit. Sucker Punch will land (it's attacking), dealing maybe 86 damage (neutral). Gholdengo goes to ~50%. Then Gholdengo Shadow Balls Kingambit (KO, since41 HP). Then my Gholdengo (39 HP, Choice Scarf) comes in. Scarf Gholdengo Make It Rain vs opposing Gholdengo: Steel is resisted by Steel/Ghost (Steel resists Steel, Ghost doesn't resist → not very effective actually... Steel resists Steel, Ghost is neutral to Steel → not very effective). Shadow Ball: 80 BP vs Steel/Ghost — Ghost is resisted by Steel. Neutral. Scarf Gholdengo SpA 185, Make It Rain... 
    
    Actually my Gholdengo has Choice Scarf so it outspeeds. Shadow Ball from my Gholdengo: 80 BP, SpA 185 vs SpD ~130. Damage ≈ (22*80*185/130)/50 + 2 ≈ (22*80*1.423)/50 + 2 ≈ 2505/50 + 2 ≈ 52. Vs 155 HP → ~103 left. Not enough.
    
    But Focus Blast: 120 BP, SpA 185 vs Def ~130. Gholdengo Steel/Ghost weak to Fighting. 120 * 2 = 240 effective. Damage ≈ (22*240*185/130)/50 + 2 ≈ (22*240*1.423)/50 + 2 ≈ 7514/50 + 2 ≈ 152. That KOs Gholdengo from ~155 HP if accurate (70% accuracy though).
    
    Hmm, but focus blast has 70% accuracy. Make It Rain is 100% but resisted.
    
    Actually wait — my Gholdengo is Scarf and their Gholdengo is not Scarf presumably. So my Gholdengo outspeeds and can Focus Blast. Risk: 70% accuracy. If it hits, we win. If it misses, their Gholdengo attacks — Shadow Ball KOs my 39 HP Gholdengo. Then my burned Garchomp comes in vs their Gholdengo at ~50%.
    
    Burned Garchomp EQ does ~19 damage — not enough. But wait, my Garchomp also has Life Orb. Life Orb doesn't help burn since attack is halved first.
    
    Alternative: If I Sucker Punch now with Kingambit, Gholdengo takes ~86 damage (to ~50%), KOs Kingambit. Then Scarf Gholdengo Focus Blast has a good chance to KO from 50% (77 HP). 70% accuracy Focus Blast vs 152 damage — from 155 HP it does 152, which barely KOs. From 77 HP it definitely KOs.
    
    Actually the safest is: Sucker Punch now to chip Gholdengo to ~50%, sacrifice Kingambit, then Scarf Gholdengo Focus Blast KOs from 50% comfortably.
    
    Or: Kowtow Cleave instead — it does ~86 damage too (actually Kowtow Cleave is 85 BP vs Sucker Punch 70 BP, but Kowtow doesn't get priority — Gholdengo moves first and KOs Kingambit before Kowtow lands). So Sucker Punch is better since it guarantees the chip damage.
    
    Actually, does Kowtow Cleave land? Gholdengo moves first (speed 93-149 vs70), uses Shadow Ball, KOs Kingambit at 41 HP. Then Kowtow Cleave never lands. So Sucker Punch is strictly better — priority guarantees the hit.
    
    Wait, could I Swords Dance? No — Gholdengo attacks, KOs Kingambit, no benefit.
    
    Plan: Sucker Punch. Chip Gholdengo to ~50%. Gholdengo KOs Kingambit. Bring in Scarf Gholdengo, Focus Blast for the KO.
    
    Let me go with Sucker Punch.
    Muse Spark 1.3 used Trick8,405 tok · 72.7 s · $0.0014

    Plan: Foe Kingambit 19% will Sucker Punch expecting attack, as Kowtow loses to faster KO. Attack dies to Sucker. Trick makes Sucker fail and swaps Scarf to survive. Then hit 24% foe Gholdengo with Shadow Ball, handle burned Garchomp later. Last mon, must stay alive.

    Reasoning trace (111 words)
    Analyzing a locked Choice Scarf move versus available options and accuracy to ensure a KO on low-HP Kingambit.Comparing Make It Rain and Shadow Ball damage against Kingambit’s typing and remaining HP.Evaluating Trick versus Sucker Punch priority and Kowtow Cleave damage risk for Gholdengo.Refining damage calculations to confirm Kowtow Cleave OHKO and comparing Trick versus attack outcomes.Evaluating item and ability modifiers to reconcile observed damage and move-choice probabilities.Ruling out survival against Sucker Punch and evaluating Shadow Ball versus Make It Rain for post-KO matchup preservation.Evaluating Trick versus Shadow Ball given Sucker Punch likelihood and switch-out lock reset.Extending the endgame analysis to Trick PP stalling versus predicting the switch and using Shadow Ball.
  11. Turn 10
    MiMo V2.6 Flash used Suckerpunch4,174 tok · 26.1 s · $0.0007

    Opponent's last mon is their Gholdengo at 87%. Kingambit is Scarf-locked but can pick a move now. Shadow Ball KOs my 41 HP Kingambit if they attack; Sucker Punch has priority and hits SE — likely 70-90%, possibly KO. They'd only dodge it with Nasty Plot/Trick. If Sucker Punch lands and they survive, my Scarf Gholdengo cleans up with Focus Blast/Shadow Ball. No allies fainted, so Supreme Overlord gives no boost. Go for priority damage now.

    Reasoning trace (429 words)
    Kingambit has Choice Scarf now (from Trick). Wait — Kingambit's item shows choicescarf. Interesting, opponent tricked Scarf onto Kingambit, and Kingambit's Black Glasses went to opponent's Gholdengo.
    
    Kingambit at 41 HP, Scarf locked... actually first move executed, so I can choose a move now. Opponent Gholdengo at 87%.
    
    Sucker Punch: priority, SE, but fails if they don't attack. They could use Nasty Plot or switch... they have no switch (Rotom and Dragonite fainted — they only have Gholdengo left). So opponent's last mon is Gholdengo at 87%.
    
    They will likely attack (Shadow Ball) to KO Kingambit. Shadow Ball KOes Kingambit from 41 HP easily. Sucker Punch: 70 BP * Black Glasses? No wait — Kingambit's Black Glasses was tricked away. Kingambit now has Scarf, no boost. Supreme Overlord 20% (2 fainted allies: Garchomp? no, Garchomp alive, Gholdengo alive — only fainted allies... actually none fainted? Garchomp alive, Gholdengo alive, Kingambit alive. So Supreme Overlord gives 0%).
    
    Hmm, my notes said "+10%" earlier but no allies fainted on my side. So no boost.
    
    Sucker Punch: 70 BP, SE vs Gholdengo (Steel/Ghost weak to Dark). Base Atk 205. Against Gholdengo min SpD... defensive Gholdengo: HP 162-194, Def 103-161. At 87% HP.
    
    Damage estimate: 70 BP * 2 (SE) = 140 effective. Atk 205 at level 50. Rough calc: (205/2 +2) * 140 * target_ratio... Let's estimate typical: sucker punch vs neutral does ~35-45% on defensive mon. SE doubles to ~70-90%. From 87%, might KO or leave low.
    
    Kowtow Cleave: 85 BP, not priority, but they move first and KO Kingambit. Unless I survive —41 HP, Shadow Ball from their Gholdengo:80 BP, SpA vs my SpD 107, at 41 HP definitely KO.
    
    So Sucker Punch is the only chance to get damage off. If it fails (they use a non-attack... they only know Shadow Ball and Trick revealed; they might have Make It Rain / Focus Blast / Nasty Plot). Good as Gold blocks status moves but they could Nasty Plot. Risk exists.
    
    If Sucker Punch hits and KOs or nearly — great. Then my Gholdengo (39 HP, Scarf) comes in vs their weakened Gholdengo with Focus Blast.
    
    Alternatively switch to Gholdengo now: my Scarf Gholdengo outspeeds theirs? Theirs93-149, mine 149 — mine could be faster. Shadow Ball from theirs KOs my 39 HP Gholdengo anyway. So switching loses.
    
    Best: Sucker Punch. If it lands, big damage. Their Gholdengo likely attacks to finish Kingambit.
    
    Actually could they use Make It Rain or Shadow Ball — both attacks. Sucker Punch works. Chance they Nasty Plot: low when they can just KO.
    
    Decision: suckerpunch.
    Muse Spark 1.3 used Shadowball10,835 tok · 104.9 s · $0.0019

    Plan: Foe Kingambit now holds Scarf but not locked, likely Sucker to beat attack. Sucker now no Black Glasses boost may not KO 144HP, low roll survives. Shadow Ball KOs 19% Kingambit and 24% Gholdengo switch. Trick loses to Kowtow. Attack is only win chance.

    Reasoning trace (140 words)
    Analyzing Pokemon Showdown Choice Scarf lock mechanics after Trick to determine Kingambit's locked move.Evaluating speed uncertainty and Sucker Punch priority against Focus Blast accuracy and damage for the KO.Calculating Sucker Punch damage to confirm it likely KOs Gholdengo and ruling out attacking.Evaluating Trick to avoid Sucker Punch and the resulting item-lock and follow-up KO risk.Extending the analysis to Trick-on-switch item swap and the resulting 50/50 prediction versus Shadow Ball KO.Simulating the post-Trick turn order and item swap to assess the speed and lock reset.Evaluating Trick's mid-turn item swap and Choice-lock interaction against Kowtow versus Sucker Punch.Reassessing Choice-lock timing and speed to weigh attack versus status options.Analyzing turn order and Choice-lock timing after the item swap to evaluate Sucker Punch versus Trick outcomes.Evaluating the speed reversal from the item swap and the resulting Sucker Punch versus attack versus Trick mind game.