Matches · 2026-10-14 · rules version c5
MiMo V2.6 Flash vs GLM 5.3 Flash
MiMo V2.6 Flash won in 8 turns · 5 min wall clock · 63,061 tokens · $0.009
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Decisions
- Team previewGLM 5.3 Flash brought
Garchomp,gholdengo,kingambitOpponent has Slowking-Galar (likely Regenerator, Poison/Fairy resist), Corviknight, Kingambit, Palafin, Gholdengo, Garchomp. Bring Garchomp lead for rocks/eq, Gholdengo to block status and beat Slowking/Corv, Kingambit as late cleaner. Dragapult/Primarina/Rotom sit out.
MiMo V2.6 Flash broughtPalafin,gholdengo,kingambitPlan: Lead palafin for Flip Turn momentum into hero form. Core: palafin (handles garchomp/kingambit/dragapult), scarf gholdengo (Make It Rain/Shadow Ball/Focus Blast beats primarina, kingambit, dragapult), kingambit (Sucker Punch for dragapult/gholdengo). Watch for their rotomwash (Levitate walls palafin's ground coverage, may Will-O-Wisp) and primarina (beats kingambit/palafin — gholdengo Focus Blast answers it).
Reasoning trace (292 words)
Opponent team: garchomp, dragapult, kingambit, gholdengo, primarina, rotomwash. My team: garchomp, gholdengo, kingambit, slowkinggalar, corviknight, palafin. Good core: palafin (jetpunch/wavecrash handles garchomp, kingambit, dragapult), gholdengo scarf (makeitrain/shadowball/focusblast), kingambit (sucker punch, kowtow). Slowkinggalar handles primarina/rotom somewhat. Consider: palafin lead — flip turn to gain hero form. Opponent rotomwash lead could wall palafin... but palafin with jetpunch still hits. Rotom levitate avoids earthquake. Bring: palafin, gholdengo, kingambit? Or garchomp instead of kingambit. Opponent has primarina which beats garchomp and kingambit... gholdengo focusblast handles primarina and kingambit. Slowkinggalar with sludgebomb/flamethrower handles primarina, gholdengo, corviknight... it's good vs primarina and gholdengo. But palafin handles garchomp/kingambit/dragapult. I'll bring: palafin, gholdengo, kingambit. Actually opponent's primarina threatens kingambit and palafin... gholdengo focusblast handles primarina. Rotomwash walls palafin somewhat (levitate, water resists) — jetpunch still does decent damage; wavecrash too. Kingambit sucker punch vs rotom? Rotom is not ghost, sucker works but weak. Alternative: garchomp lead with stealthrock/scaleshot. Opponent garchomp mirror. Hmm. Let's bring: garchomp, gholdengo, palafin? Garchomp EQ hits everything except rotom (levitate) and dragapult (immune? no, dragapult not immune to ground; it's Dragon/Ghost — takes ground). Garchomp roughskin + lifeorb. Opponent garchomp mirror — scaleshot can win speed ties. I think palafin, gholdengo, kingambit is solid: palafin handles garchomp/kingambit/dragapult, gholdengo handles primarina/kingambit, kingambit handles dragapult/gholdengo/psychic. But rotomwash walls kingambit? Kingambit kowtow does decent. Rotom washes with will-o-wisp maybe. Hmm. Actually consider slowkinggalar over kingambit: handles primarina, gholdengo (neutral), rotom (sludgebomb? neutral; flamethrower neutral), garchomp (shuca berry + EQ? shuca helps). Slowking regenerator is nice. But kingambit's sucker punch is key vs dragapult and gholdengo. I'll go: palafin, gholdengo, kingambit. Lead palafin for flip turn momentum. Actually leading palafin vs possible rotomwash lead: flip turn into gholdengo? Gholdengo scarf makeitrain vs rotom — neutral, decent. Or into kingambit. Fine.
- Turn 1GLM 5.3 Flash used
EarthquakePalafin is Zero form now (weak); punish with Earthquake before it transforms. Garchomp outspeeds most. Plan: EQ now, rocks later if safe. Gholdengo handles Slowking/Corv/status; Kingambit late cleaner. Watch for Palafin Hero Flip via switch-in.
Reasoning trace (15 words)
Palafin likely flips to Hero via switch later; Zero form weak. Earthquake hits hard now.
MiMo V2.6 Flash usedFlipturnTurn 1 lead: Palafin vs Garchomp. Garchomp may outspeed me (Spe 109-169 vs my 152). I'm still Zero Form, so raw damage is low, but I need hero form via switching out. Jet Punch's priority guarantees I move first; 4x effective on Garchomp. However, better play may be Flip Turn for momentum + hero form — risky if Garchomp earthquakes first and KOs me. Prefer Jet Punch to chip safely, or Flip Turn for momentum. Assess damage after.
Reasoning trace (139 words)
Garchomp may outspeed. Ice Punch 4x super effective but if garchomp is faster and hits earthquake... palafin is Water, not immune. Flip Turn gives momentum and gets hero form. But if garchomp faster, earthquake could hurt. Ice Punch could OHKO garchomp though. Safest: flipturn to get hero form and momentum, but risk being KO'd by earthquake first. Palafin HP 177, def 92 — earthquake from garchomp atk up to 200 could do heavy damage, possibly OHKO. Ice punch would KO garchomp if we outspeed. Given uncertainty, jetpunch priority ensures we hit first — but only 60 BP * 4x = 240 effective, likely OHKO. Jetpunch is safest: priority +1, 4x super effective, guarantees we move first. Actually hero form isn't active yet; Zero form palafin has weak stats. But jetpunch with4x should still do big damage. Go with jetpunch.
MiMo V2.6 Flash switched toGholdengoPalafin must switch; it becomes Hero Form now. Switching Gholdengo (scarf, 149 Spe) to pressure Garchomp at 71% — Make It Rain likely KO if I outspeed; even if Garchomp (Spe up to 169) outspeeds and Earthquakes, Gholdengo tanks it at full HP. Kingambit also weak to EQ and slower, so Gholdengo is safer. Palafin saved at 37 HP as Hero Form for late Jet Punch priority.
Reasoning trace (172 words)
Palafin must switch out (only switches legal). Flip Turn already used — wait, Flip Turn should have forced a switch, but legal actions show only gholdengo/kingambit switches. Palafin at 37 HP, hero form will activate on switch out. Which switch? Gholdengo scarf: outspeeds Garchomp (149 vs up to 169 — actually garchomp could be 169, so not guaranteed). Gholdengo takes neutral from Earthquake? No — Steel/Ghost takes 2x from Ground (Steel weak to Ground, Ghost immune... Ground hits Steel super effectively, Ghost doesn't resist; so 2x). Gholdengo at full HP survives EQ easily. Kingambit takes 2x from Earthquake too (Dark/Steel, Steel weak to Ground). Kingambit slower, Garchomp likely outspeeds and EQs. Gholdengo with scarf: if garchomp slower, Make It Rain or Shadow Ball. Garchomp at 71% — Make It Rain likely KO. But garchomp might be faster (Spe up to 169 vs 149). If garchomp faster, it EQs gholdengo for ~40-50%. Switch gholdengo: apply offensive pressure with scarf. Kingambit could SD on predicted switch, but garchomp stays in likely. I'll go gholdengo.
- Turn 2GLM 5.3 Flash used
EarthquakePalafin at 20% will likely Flip Turn out or die. Gholdengo blocks status, so rocks now would fail vs it—use EQ to pressure Gholdengo (SE). Garchomp outspeeds. Keep rocks for later vs Corviknight/Kingambit switch-ins. Watch for Palafin Hero form on switch-in; Kingambit saved as cleaner.
Reasoning trace (17 words)
Gholdengo immune to status; EQ hits it hard. Garchomp EQ does big damage to Gholdengo. Do EQ.
MiMo V2.6 Flash usedMakeitrainTurn 2: Scarf makes Gholdengo 223 Spe, outspeeds Garchomp max 169. Make It Rain for max damage — may not OHKO 77% Garchomp with SpD roll, but puts it in range for anything after. Accept -2 SpA; Garchomp can't safely stay in. Their remaining 2 are from dragapult/kingambit/gholdengo/primarina/rotomwash — primarina/rotom later are why I keep Kingambit healthy and Palafin (37HP hero) for Jet Punch.
Reasoning trace (206 words)
Garchomp at 77%. Make It Rain from185 SpA scarf Gholdengo vs Garchomp: SpD range 94-150. Neutral Steel hit: 120 BP * 1.5 STAB = 180 effective. Likely does ~60-80%. Might not KO at 77%. But if Garchomp outspeeds (Spe up to 169 vs my 149*1.5=223... wait scarf multiplies my 149 to 223.5). Scarf Gholdengo at 149 Spe * 1.5 = 223, always faster than Garchomp max 169. So I move first. Make It Rain at 77% Garchomp — likely KO or close. But -2 SpA after. If it doesn't KO, Garchomp EQs me. Let's compute: 185 SpA, 120 BP, 1.5 STAB, neutral. Garchomp Def 103-161, SpD 94-150. Damage calc roughly: (2*50/50+2)*120*185/def... At level 50, damage = ((2*50/50+2)*120*185/ (def*... )) hmm approximate. SpD 150 Garchomp: ~65-75%? Might not KO. Actually Make It Rain drops my SpA to -2, so followup is weak. Shadow Ball safer?80 BP but no drop. Garchomp Ghost-weak? No, Garchomp Dragon/Ground — takes neutral from Ghost and Steel. Make It Rain: 120 BP neutral, best damage. Even at -2 next hit is weak but Garchomp would be nearly dead. Alternative: Focus Blast to hit... Garchomp takes neutral from Fighting too. Same 120 BP but 70% acc. Just use Make It Rain for max damage.
MiMo V2.6 Flash switched toPalafinGarchomp at 18% — Palafin (Hero Form) revenges with Jet Punch priority, immune to Rough Skin since I attack first. Kingambit stays healthy as my win condition vs their back two (likely primarina/rotom/dragapult). Palafin is spent after this KO; save Kingambit for endgame Sucker Punch/Kowtow Cleave. If they switch, Jet Punch still chunks the incoming mon.
Reasoning trace (138 words)
Switch Palafin (hero form, 37 HP) to revenge kill Garchomp with Jet Punch? Palafin at 37 HP, Jet Punch priority kills18% Garchomp. But Rough Skin isn't an issue with priority. Kingambit could also kill with Sucker Punch... wait, Sucker Punch also priority. But Palafin's Jet Punch with Mystic Water should KO easily at 18%. However, if Garchomp uses Earthquake, it kills Palafin but Palafin attacks first with Jet Punch priority. So Palafin safely revenge kills. Kingambit at 100% also survives an Earthquake likely and kills next turn, but Garchomp might switch. Switch Palafin in and Jet Punch. Palafin at 37 HP remains useful only for this KO; then it's done. Kingambit stays healthy for endgame. Palafin in: if Garchomp switches out, Palafin's Jet Punch hits incoming Pokémon for decent damage (60 BP, STAB, mystic water). Fine. Bring Palafin.
- Turn 3GLM 5.3 Flash used
EarthquakePalafin Hero at 20% may outspeed or use priority Jet Punch and KO my 18% Garchomp. EQ likely KOs it first if I'm faster; worth the risk. Then bring Gholdengo vs their incoming switch (likely Slowking/Corv/Kingambit) to block status and set up. Kingambit saved as late cleaner; rocks still pending.
Reasoning trace (52 words)
Palafin Hero at 20%, likely faster or Flip Turn. Garchomp at 18%—EQ likely KOs Palafin (20% HP, EQ neutral 100BP from 178 Atk... Palafin Hero Def ~105-163; EQ does decent, likely KO). But Palafin may move first and KO Garchomp with Jet Punch priority. Protect risky. EQ is best: try to KO.
MiMo V2.6 Flash usedJetpunchTurn 3: Jet Punch priority KOs Garchomp at 18%, no speed risk. If they switch to save Chomp, Jet Punch still chips the incoming mon. Rough Skin won't matter if Chomp faints first. Palafin likely goes down to their revenge killer next; keep Kingambit (100%) as win condition with Black Glasses Sucker Punch/Kowtow Cleave. Their last two likely primarina/rotomwash/dragapult — Kingambit beats all except primarina (careful).
Reasoning trace (56 words)
Jet Punch kills Garchomp at 18%. Priority, safe. Rough Skin irrelevant since Garchomp faints. But if they switch, Jet Punch still hits. Ice Punch also kills but speed uncertain and Rough Skin damage. Jet Punch is safest. Actually consider: opponent might switch to save Garchomp. Jet Punch into incoming mon still does damage. Go with jetpunch.
GLM 5.3 Flash switched toKingambitPalafin Hero at 8% will likely Jet Punch (priority) my switch-in. Kingambit resists Water and can Sucker Punch/Kowtow to finish it. Gholdengo saved for Slowking/Corv; rocks still pending. Opponent's last slot unknown among garchomp/kingambit/slowking/corv/palafin.
Reasoning trace (30 words)
Palafin at 8%, will likely Jet Punch priority. Bring Gholdengo to wall it? Palafin Jet Punch priority hits Gholdengo neutrally. Kingambit resists Water and has Sucker Punch priority. Bring Kingambit.
- Turn 4GLM 5.3 Flash used
SuckerpunchPalafin Hero at 8% will Jet Punch; Sucker Punch kills first. Then their last slot arrives (likely Garchomp/Slowking/Corv). Keep Gholdengo for Slowking/Corv; rocks still pending. Kingambit boosted by Supreme Overlord (1 ally down).
Reasoning trace (21 words)
Sucker Punch kills Palafin at 8% (priority, they'll attack). Kowtow also kills but Palafin outspeeds and Jet Punches first—Sucker Punch safer.
MiMo V2.6 Flash switched toKingambitSwitch Palafin (15 HP) out to preserve Jet Punch priority for late game. My Kingambit enters the mirror match at full HP. Opponent may Sucker Punch (Palafin dies anyway if I stay) or Swords Dance. Mirror: both have Supreme Overlord +1 fainted ally (10%). Dark moves are 0.5x on Kingambit, Iron Head also 0.5x — bulky stall. Plan: enter, then decide Sucker Punch vs Swords Dance based on their first move.
Reasoning trace (318 words)
Palafin at 15 HP vs Kingambit. Kingambit likely sucker punch? Palafin is faster. Jet punch would KO? Kingambit at 100% HP, Palafin hero form Atk 233, mysticwater jet punch 60 BP... Jet punch60 * 1.2 mysticwater = 72 BP, STAB 1.5 = 108, vs Kingambit Def... Kingambit 207 HP max, Def140ish. Probably not a KO. But Kingambit might Sucker Punch Palafin — priority, kills Palafin regardless. Best: switch to my Kingambit. My Kingambit at 100% with Black Glasses. Opposing Kingambit — mirror match. My Kingambit has Sucker Punch. Actually, if opponent sucker punches, it hits Palafin and kills it. Switching Palafin out saves it. Actually should I keep Palafin for jet punch priority later? Yes. Switch to Kingambit. Mirror match: my Kingambit (Supreme Overlord? no, I have Supreme Overlord ability too... wait my kingambit has supremeoverlord) — Supreme Overlord gives 10% boost per fainted ally; I have 1 fainted (gholdengo) = 10%. Opponent has 1 fainted (garchomp) = 10%. Even. Sucker punch mind games. Sucker punch is not very effective vs Dark/Steel? Sucker punch is Dark type, Kingambit is Dark/Steel — Dark hits Dark for 0.5x? Dark is not very effective against Dark. And Steel resists... Dark vs Steel: neutral? Dark effectiveness: not very effective vs Dark, Fighting, Fairy. Steel resists? Steel resists: normal, flying, rock, bug, steel, grass, psychic, ice, dragon, fairy. Not dark. So Sucker punch on Kingambit = 0.5x only. Kowtow Cleave (Dark, 85 BP) also 0.5x vs my Kingambit? Same. Ironhead neutral on Kingambit (Steel vs Steel 0.5x... Steel vs Steel is not very effective). Hmm, Ironhead vs Kingambit: Steel resists Steel → 0.5x. So mirror is drawn out. Swords Dance could matter. Opponent might Swords Dance. My Sucker Punch could break their SD. Plan: switch in Kingambit, then use Sucker Punch or Swords Dance. Actually with Supreme Overlord both even. I'd rather SD if they SD... risky. Let's just switch to Kingambit now.
- Turn 5GLM 5.3 Flash used
KowtowcleaveMirror Kingambit; my Dark moves resisted. Kowtow Cleave (blackglasses, +10% Overlord) is best damage. Palafin Hero at 8% in back—Sucker Punch can finish it later. Their Kingambit may Sucker Punch me; I'm faster possibly. Keep Gholdengo for Slowking/Corv. Rocks never set—Garchomp gone, so no rocks.
Reasoning trace (54 words)
Opponent Kingambit active, Palafin 8% in back. Kowtow Cleave hits Kingambit neutrally? Dark vs Dark/Steel: Dark resisted by Dark... Dark vs Dark is 0.5, Steel doesn't affect Dark. So resisted. Iron Head resisted by Steel. Sucker Punch risky. Swords Dance? Kingambit mirror; mine has blackglasses, Supreme Overlord 1 ally. Kowtow is best damage option.
MiMo V2.6 Flash usedSwordsdanceTurn 5: Mirror stall. Dark and Steel both 0.5x, so damage is low either way. Their revealed Sucker Punch fails vs non-attacks, so Swords Dance is free if they spam it. If they attack (Kowtow/Iron Head), I tank the resisted hit and come out +2 to overwhelm. If they switch to their 3rd, free boost too. Save Palafin (15 HP) for late Jet Punch priority.
Reasoning trace (165 words)
Mirror match stall. Both Kingambit. Dark and Steel both resisted. They revealed Sucker Punch which failed last turn — meaning they may keep using Sucker Punch. If I Swords Dance, their Sucker Punch fails again (since status move doesn't trigger Sucker Punch... actually Sucker Punch fails if target is not attacking, and Swords Dance is non-attacking, so it fails). So Swords Dance is safe against Sucker Punch spam. And if they also Swords Dance, both boost. My Black Glasses already boosts. But if they attack with Kowtow Cleave while I Swords Dance, I take resisted hit and get +2. Then I can overpower. Their Sucker Punch does 0.5x damage. Kowtow 0.5x. Plan: Swords Dance. If they sucker punch, it fails. If they attack, I survive (resisted) and get +2. Risk: they could also switch to their 3rd mon. Then I get free SD. Alternatively attack now — but damage is halved, slow chip. I think Swords Dance is best. Notes need to be ≤60 words.
- Turn 6GLM 5.3 Flash used
KowtowcleaveMirror Kingambit at +2, 76%. Kowtow Cleave chips ~24%/turn; they may SD again or attack. Sucker Punch risky (fails if they status/switch, resisted). Keep Gholdengo healthy for Palafin (resists Water? no—Gholdengo resists nothing Water-wise but outspeeds and hits hard). Palafin at 8% in back—Sucker Punch later can finish it.
Reasoning trace (57 words)
Mirror Kingambit at +2, 76%. My Kowtow did ~24% last turn. Iron Head similar. Sucker Punch risky (they may SD again). Best: Swords Dance? Risky if they attack. They SD'd last turn; may attack now. Kowtow again is safe chip. Actually Sucker Punch: if they attack, I hit first with priority, resisted but boosted. Kowtow is safer.
MiMo V2.6 Flash usedKowtowcleaveTurn 6: Mirror Kingambit stall. At +2 with Black Glasses + Sup Overlord, Kowtow Cleave deals ~60-70% to their Kingambit — two hits KO. Their resisted Kowtow only does ~25-33% to my 159 HP, so I win the damage race attacking now. Kowtow never misses and also punishes a switch (2x into Dragapult, neutral into Rotom). Don't risk a failed Sucker Punch or trade SD turns. Keep Palafin (15 HP) for late Jet Punch.
Reasoning trace (585 words)
I'm at +2 Atk. Opponent Kingambit at full HP, resisted hits. Kowtow Cleave at +2 with Black Glasses and Supreme Overlord... but it's 0.5x on Kingambit. Let's estimate: Kowtow Cleave base 85, +2 Atk (2x), Black Glasses 1.2x, Supreme Overlord 1.1x (one fainted ally... wait, I have 1 fainted ally = 10%). Effectively 85 * 2 * 1.2 * 1.1 * 0.5 (resist) = 112.2 BP equivalent, times Atk ratio. My Atk 205 vs their Def range 126-189. At level 50, damage formula: ((2*50/5+2)*power*Atk/Def)/50 + 2. Actually let me just compute: (2*50/5+2) = 22. Damage = 22 * power * Atk/Def / 50 + 2. With effective power 112.2, Atk 205, Def say 157 (mid): 22*112.2*205/157/50 + 2 = 22*112.2 = 2468.4; *205 = 506,022; /157 = 3223; /50 = 64.5; +2 = 66.5. So ~66%. That's not a KO from100%. Hmm. But their Kowtow Cleave on me: they're +0, Sup Overlord 1.1x, Black Glasses maybe. Resisted 0.5x on me too. At +2 I need ~2 hits. But they also can't kill me quickly. Stall-ish. Actually if they're not Black Glasses (unknown item), their damage is lower. Second SD to +4 would make Kowtow ~22*(85*4*1.1... wait Sup Overlord depends on fainted allies. They have 1 fainted (Garchomp) = 1.1x. At +4: 4x multiplier. Effective power = 85 * 4 * 1.1 * 0.5 = 187 (if no Black Glasses). Damage: 22*187*205/157/50+2 = 22*187=4114; *205=843,370; /157=5372; /50=107+2=109%. That's a KO on mid defense. On189 Def: 22*187*205/189/50 = 4114*205=843,370 /189=4462 /50=89+2=91%. Hmm, close but not quite. But they could also SD themselves. Risk: if they SD too, they catch up. Alternative: attack now with Kowtow Cleave for 66%, then another Kowtow for KO. Meanwhile they deal maybe 30-40% per hit to me (resisted). I'm at 76%. Two of their hits = ~60-70%. Could be tight. Actually let's compute their damage on me: Kowtow 85, Atk 139-205, my Def 140. Assume Atk ~180.22*85*180*1.1/140/50... wait Sup Overlord 1.1 and Black Glasses 1.2 maybe. Base: 22*85*180/140/50+2 = 22*85=1870; *180=336,600; /140=2404; /50=48+2=50. Then *0.5 (resist) = 25%. With Black Glasses *1.2 = 30%. With SupOverlord 1.1 = 33%. So they deal ~25-33% per hit, I'm at 76%. I survive 2-3 hits. I deal ~66% per hit (if Black Glasses). Two hits KO them, they need 3 hits to KO me. So attacking is fine and faster. Actually the risk with SD: if they attack twice I take ~55-65%, still alive, and then I sweep with +4. But if they SD themselves, both at +4 — then whoever moves... it becomes a coin flip. Attacking now: I hit for ~66%, they hit me ~30%. Then next turn I hit again for KO. Total: I take ~30%, they die. That's better than SD. Wait but accuracy: Kowtow Cleave never misses. Good. Also could I Sucker Punch? It's priority but fails if they don't attack. Resisted too, and 70 BP vs 85. Kowtow is better. Let's go Kowtow Cleave. Actually consider: is there a chance they switch to their 3rd? If they switch to primarina/rotomwash/dragapult, Kowtow hits the incoming. Dragapult is Ghost — Kowtow Cleave (Dark) on Ghost: Dark is 2x on Ghost. That would be great. Primarina Fairy: Dark is resisted0.5x on... Fairy resists Dark, yes. Rotom Wash: neutral. Hitting into a potential switch is good value. Kowtow Cleave it is. Hmm, but if they switch, Sucker Punch also fails. Kowtow is best. One more consideration: Kingambit doesn't Mega in this... "Mega Evolution instead of Terastallization" — Mega available: No. OK. Decision: kowtowcleave.
- Turn 7GLM 5.3 Flash used
KowtowcleaveMirror Kingambit war: theirs +2 at 54%, mine 31% but Overlord-boosted. Kowtow Cleave chips ~22%/turn; theirs crit me once. Keep Kowtow Cleave; avoid Sucker Punch (fails on SD/switch). If I win, Palafin at 8% is Sucker Punch bait. Gholdengo stays fresh for cleanup; watch their speed (could be faster).
Reasoning trace (20 words)
Their Kingambit at +2, 54%, mine 31%. Kowtow Cleave chips ~22%/turn; theirs crits hurt. Sucker Punch risky. Continue Kowtow Cleave.
MiMo V2.6 Flash usedKowtowcleaveTurn 7: Their Kingambit at 31% — my +2 Kowtow (Black Glasses + Sup Overlord) should KO if they stay. If they switch, Kowtow still punishes: 2x into Dragapult/Gholdengo, neutral into Rotom, only 0.5x into Primarina. Sucker Punch risks failing on a switch or their SD. Even if they outspeed and hit me first, I survive (~47 dmg) and retaliate. Keep Palafin (15 HP) for late Jet Punch.
Reasoning trace (243 words)
Their Kingambit at 31%, my Kowtow at +2 with Black Glasses + Sup Overlord 10% should KO from 31%. Risk: they might switch to their third (dragapult/gholdengo/primarina/rotom). Kowtow is safe vs switch too — 2x vs Dragapult, neutral vs others, likely KO or heavy damage. Sucker Punch risks failure if they switch. Actually if they switch, Kowtow into incoming: vs Dragapult (Ghost) — Dark is 2x, at +2 that's a KO. vs Gholdengo — Dark neutral, super effective? Gholdengo Steel/Ghost: Dark is neutral on Steel, 2x on Ghost = 2x. KO. vs Primarina: Dark neutral... Primarina Water/Fairy, Dark 1x? Fairy takes Dark 1x... actually Dark vs Fairy is 1x (Fairy resists Dark? No — Fairy resists Dark? Bug, Dark, Fighting are resisted by Fairy? Fairy resists Bug, Dark, Fighting. Yes, Fairy resists Dark). So 0.5x. vs Rotom-Wash: Dark 1x. If they switch to Primarina, Kowtow does 0.5x but still decent at +2. If they stay, Kowtow KOs their 31% Kingambit. Sucker Punch at 31%: 70 BP * 0.5 * 1.2 * 1.2 * 1.1 ≈ ... Kowtow 85 BP does more. If they attack, Sucker Punch goes first and might KO — but if they SD instead, it fails. Kowtow is the safe play. Speed tie: if they're faster and attack, I take a hit first — I'm at 112 HP, their resisted Kowtow does ~47 last time (159→112). So I'd survive at 65 and then Kowtow KOs. Unless they crit. Go Kowtow.
GLM 5.3 Flash switched toGholdengoIncident report
Only one legal action: played without asking.
- Turn 8GLM 5.3 Flash used
MakeitrainTheir +2 Kingambit at 27% can't boost vs me (Good as Gold blocks SD). My Make It Rain chips ~25%/turn even resisted; their +2 Kowtow does ~65% to me, so I can Recover-stall (heal 81 > damage) while chipping. Shuca saved for Palafin/Flip Turn later. Palafin 8% in back—finish with Make It Rain or Shadowball. Win the stall war, then clean up.
Reasoning trace (256 words)
Their Kingambit at 27% +2. Gholdengo immune to status moves (Good as Gold blocks SD!). Kingambit can't boost. Make It Rain resisted but chips; Kingambit Kowtow Cleave hits Gholdengo neutrally... Dark vs Steel/Ghost = neutral. Make It Rain resisted (Steel vs Steel). Shadowball also resisted. Kingambit at 27%, +2 Kowtow does big damage. Make It Rain resisted ~ maybe 15-20%. Kingambit Kowtow on Gholdengo: +2, Overlord 2 allies? They have Palafin alive only... Overlord counts fainted allies: their Gholdengo fainted = 1 ally, +10%. Kowtow 85 BP neutral on Gholdengo, could do ~60-70%. Risky. But Gholdengo outspeeds; Make It Rain twice? First does maybe 20%, Kingambit KOs Gholdengo. Then Palafin 8% vs nothing... bad. Alternative: Nasty Plot blocked? No—Good as Gold blocks opponent's status moves targeting me; my own Nasty Plot fine. But Kingambit attacks. Recover stall? Kingambit +2 Kowtow ~65%, Shuca irrelevant. Recover then Make It Rain? Recover heals 81, Kowtow ~65-70, so I can stall while chipping with resisted Make It Rain (~20%/turn). Actually Make It Rain resisted: 120*0.5=60 BP, SpA 183 vs Def ~150: maybe 25%. Kingambit 27% → 2 hits KO. I take ~65 each turn, heal 81. Sustainable! Recover loop works. But crit risk. Still best plan: Make It Rain now (chip ~25%), then recover as needed. Actually could Nasty Plot first? Kingambit hits ~65, I survive, then +2 Make It Rain resisted still... 2x damage ~50%, KOs in 1-2. But Kingambit KOs me next turn if I don't recover. Make It Rain then recover cycle safer. Do Make It Rain.
MiMo V2.6 Flash usedSuckerpunchTurn 8: Only their Gholdengo remains (100%). I'm +2 but 57 HP — their Shadow Ball/Focus Blast likely KO me before I move if I use Kowtow. Sucker Punch is priority, 2x effective (Dark vs Ghost), and KOs easily with Black Glasses + Sup Overlord +2. They can't switch (no mons left) and a healthy Gholdengo should attack rather than Nasty Plot vs a +2 Kingambit. Sucker Punch is the safe kill.
Reasoning trace (1,094 words)
Kingambit at 57 HP, +2 Atk, vs Gholdengo at 100%. Gholdengo is Steel/Ghost: Dark is super effective (2x). Kowtow Cleave at +2 with Black Glasses + Sup Overlord (2 fainted allies = 20% boost): base 85 * 1.2 * 1.2 * 2 = 244 effective. Gholdengo defense ~115-161. Damage easily KO? Let's estimate: at +2, A205*2... Actually at +2 Attack means 2x. ATK stat 205 → effective 410. Against Def 161: 244 * (410+32)/(161+32)... standard formula: ((2*50/5+2)*power*Atk/Def)/50+2. ((2*50/5+2)=22; 22*244=5368; *410/161 ≈ 13749; /50 = 275 +2 = 277. Way over 162-194 HP. Even without boosts it'd be strong. So Kowtow KO's. But Gholdengo moves first (speed 93-149 vs 70). It could use Make It Rain or Shadow Ball. Kingambit at 57 HP. Shadow Ball from Gholdengo SpA 137-203 vs Kingambit SpD 107, HP 57: neutral80 BP. ((2*50/5+2)=22 *80=1760 * SpA/107... if SpA 170: 1760*170/107 ≈ 2806/50=56+2=58. Could KO from 57. Make It Rain 120 BP Steel, super effective vs Dark/Steel? Steel vs Dark/Steel: Steel resisted by Steel? Steel is not very effective against Steel... actually Steel resisted by Steel, Fire, Water, Electric. So Steel vs Kingambit = 0.5x. Dark? Make It Rain is Steel type. Kingambit Dark/Steel: Steel move hits Steel 0.5, hits Dark 1 → 0.5x. So 120 BP * 0.5 = 60 effective vs my 57 HP... similar calc: 22*120=2640*170/107=4186/50=83+2=85 *0.5 = 43. Survive at ~14. Shadow Ball neutral: 58 damage could KO. Focus Blast (Fighting) vs Dark/Steel: 2x super effective! 120 BP * 2 = 240. That would definitely KO. So risk: they use Shadow Ball or Focus Blast → I die. If they use Make It Rain, I survive and Kowtow KO. Sucker Punch: priority +1, goes first, super effective (Dark vs Steel/Ghost: Ghost weak to Dark 2x, Steel resist... Steel doesn't resist Dark. Dark vs Steel/Ghost: Ghost2x, Steel 1x → 2x). Sucker Punch 70 BP * 1.2 Black Glasses * 1.2 SupOverlord * 2 STAB... wait STAB: Kingambit is Dark, so 1.5 STAB. Let's compute: base effective = 70 * 1.5 STAB * 1.2 glasses * 1.2 sup = 151 * 2 (super effective) = 302. At +2 attack. Damage: 22*302=6644*410/161=16962/50=339. Overkill. Sucker Punch fails if target isn't attacking. Gholdengo could use a status move? Good as Gold blocks status moves targeting it, but it could use Nasty Plot, Recover, Trick, Make It Rain... Actually Gholdengo commonly runs Nasty Plot/Recover. If it uses a status move, Sucker Punch fails and then I need to tank a hit — but next turn I'd Kowtow. Alternatively Kowtow Cleave always hits and KOs if I survive the hit. But if they Focus Blast, I die before moving. Which is more likely? Their Gholdengo at 100%, my Kingambit at 57 with +2. They might be Choice Scarf'd (unknown item) — likely Scarf given their item unknown. If Scarf, they'd use Make It Rain probably or Shadow Ball. Sucker Punch is risky vs status but I'd still be alive if it fails (they'd use Nasty Plot maybe) and I'd get hit after? No — if Sucker Punch fails, my move fails, then they attack. Actually turn order: priority first. Sucker Punch fails, then they attack and might KO me. Kowtow Cleave: I take their hit first, might die, then no attack. Hmm. Between the two: if they attack, both Sucker Punch and Kowtow KO (Sucker Punch first avoids the hit entirely). If they use a status move (Nasty Plot/Recover), Sucker Punch fails, then they attack — I take the hit anyway which I'd take regardless with Kowtow. So Sucker Punch is strictly better? Not quite: with Kowtow, if they status-move, I survive the... no wait, if they status-move and I use Kowtow, order: they move first (faster), status move, then I Kowtow and KO. That's a win for me! So: if they attack → Sucker Punch wins (I KO first), Kowtow might lose (I die first to Focus Blast/Shadow Ball). If they status → Kowtow wins (I KO after their status), Sucker Punch fails then they attack → I might die. So it depends on prediction. Consider their perspective: I'm +2 with 57 HP. Would they Nasty Plot? Probably they'd just attack to KO me. Most likely they attack with Make It Rain (their main STAB) which I survive (~43 dmg). Shadow Ball also neutral. Focus Blast super effective but less common as click. Actually the safest general: Sucker Punch. If they attack (very likely against a +2 Kingambit that threatens a KO), Sucker Punch goes first and KO's. If they status, I survive their subsequent attack? If they Nasty Plot then attack — after Nasty Plot they attack with +2 SpA, that would KO me. Hmm. But also possibility: they could use Recover if damaged, but they're at 100%. Would a healthy Gholdengo use status vs a +2 Kingambit? Unlikely; they need to KO me now. So Sucker Punch is better. But sucker punch failure risk... Alternative: Kowtow Cleave — if they attack with Make It Rain (likely), I survive at ~14 and KO. If Shadow Ball (58 dmg) I barely die. If Focus Blast I die. Hmm, actually let me reconsider Shadow Ball damage more carefully. Their SpA range 137-203. If max, 22*80*203/107 = 3347/50 = 67+2 = 69 > 57. So even neutral Shadow Ball likely KOs if they're high SpA. So Kowtow has real death risk. Sucker Punch kills first regardless of their offensive move. Only fails on status. I think Sucker Punch is the play. Risk: they predict Sucker Punch and Nasty Plot — but then they'd still need to survive my next turn, and Nasty Plot on a 57 HP +2 Kingambit is greedy. Also good as gold doesn't matter. Another option: switch to Palafin at 15 HP to sac? Palafin dies to anything, then Kingambit comes back... but then I lose Palafin and Kingambit takes a hit on entry. Not great. Actually switching lets me scout their move — Palafin dies, then Kingambit comes in fresh against a locked... they'd have to attack. Then Kingambit at 57 comes in, and they attack again — I die to Shadow Ball anyway. No. Go Sucker Punch. Wait — could they switch? They have only Gholdengo left (all 3 seen: Garchomp fainted, Kingambit fainted, Gholdengo active). So no switch. Good — only Gholdengo. Their move options: status (Nasty Plot, Recover - useless at full, Trick, Thunder Wave?) or attack. Sucker Punch. Actually, if they're Choice Scarf, they must attack (unless Scarf locks into a status move, unlikely). If they're Scarf Make It Rain, Sucker Punch still KO's first. Decision: suckerpunch.