Matches · 2026-10-14 · rules version c5
MiMo V2.6 Flash vs Drex v1.5
MiMo V2.6 Flash won in 11 turns · 9 min wall clock · 82,354 tokens · $0.008
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Decisions
- Team previewDrex v1.5 brought
Garchomp,hydreigon,dragapultLead: 41% BRING: garchomp, 26% BRING: dragapult, 20% BRING: hydreigon Pick 2: 41% BRING: hydreigon, 31% BRING: dragapult, 10% BRING: gyarados Pick 3: 63% BRING: dragapult, 13% BRING: kommoo, 12% BRING: gyarados
MiMo V2.6 Flash broughtGarchomp,kingambit,gholdengoOpponent has heavy Dragon/Dark offense: Garchomp, Dragapult, Hydreigon, Kommo-o, Gyarados, Sylveon. My Gholdengo walls Sylveon/Kommo-o and threatens Hydreigon; Kingambit's Defiant + suckerpunch handles Dragapult/Hydreigon; sash Garchomp sets rocks/SD and checks Gyarados. Plan: lead Garchomp for rocks or SD, keep Kingambit and Gholdengo as wincons. Watch for Gyarados intimidate and Dragapult scarf.
Reasoning trace (68 words)
Opponent team: heavy dragon/dark offense. My Gholdengo checks Sylveon/Kommoo. Kingambit handles Dragapult/Hydreigon. Garchomp with sash + SD + scaleshot. Gholdengo beats Sylveon, Hydreigon (levitate... shadowball hits), Kommo-o. Kingambit beats Dragapult, Hydreigon. Garchomp beats Gyarados, Sylveon. Lead: Garchomp with sash can set rocks/SD. Or Gholdengo. I'll bring garchomp, kingambit, gholdengo. Actually opponent likely leads dragapult or garchomp. Garchomp lead with sash is fine — set stealth rock or SD.
- Turn 1Drex v1.5 used
Stealthrock54% MOVE: stealthrock, 17% MOVE: dragontail, 14% MOVE: earthquake
MiMo V2.6 Flash usedSwordsdanceMirror Garchomp. My sash lets me set up safely: if they attack, I survive at 1 HP and retaliate at +2; if they switch or SD, I gain free momentum. After SD, earthquake or scaleshot threatens their whole team (Sylveon/Kommo-o/Gyarados all take hits). Opponent likely has earthquake/scaleshot too. Save rocks for later if a switch happens.
Reasoning trace (294 words)
Mirror match. My Garchomp has sash. Opponent Garchomp speed uncertain. Scaleshot is super effective, boosts speed. But if opponent is faster and has an ice move... they revealed nothing. Common sets: rough skin + rocky helmet, or earthquake/scaleshot/dragon claw. Options: swordsdance is risky if opponent attacks. Stealthrock helps long-term. Scaleshot hits SE,2-5 times, could break through. But if opponent attacks first with something strong (earthquake or dragon move), my sash protects once. If I SD and opponent attacks, I survive via sash then can attack next turn at +2. But sash broken. If opponent also SDs, I get initiative with +2 attack... but they'd get SD too, speed tie matters. Scaleshot: SE, multiple hits, gives +1 speed after so I outspeed next turn. If I go first or survive, good damage. Actually scaleshot into opposing garchomp is super effective and neutralizes speed issue. Actually best: swordsdance. If opponent attacks, sash keeps me alive; then I hit at +2 with earthquake for big damage or sash is broken making me vulnerable. Alternatively scaleshot now for immediate damage. I think scaleshot is good—it hits SE now, gains speed. Let's go scaleshot. If it hits 3+ times, big damage. Actually, considering my sash, SD is greedy but powerful. If opponent switches, I get free +2. If opponent attacks, I take sash hit. Either way SD gives advantage. But if opponent SDs too, we both +2, speed still matters. Scaleshot risks: only 90% accuracy, 2 hits minimum weak (50 BP SE). SD guarantees value if opponent isn't attacking. Given mirror and sash, I lean SD because sash makes attacking into me less punishing... wait no, if opponent attacks and breaks my sash, I'm vulnerable to their followup while needing to attack. I'll go with swordsdance—sash allows setup safely.
- Turn 2Drex v1.5 used
Earthquake29% MOVE: earthquake, 26% MOVE: dragontail, 16% SWITCH: hydreigon
MiMo V2.6 Flash usedEarthquakeTurn 2: I'm +2 with Focus Sash intact. Opposing Garchomp only revealed rocks. Scaleshot is super effective but 90% accuracy and Sylveon/Kommo-o are immune/resist Dragon. Earthquake at +2 STAB hits everything hard and is 100% accurate. If I move first, massive damage or KO; if they attack first, sash saves me and I retaliate. Going earthquake for reliability over scaleshot.
Reasoning trace (129 words)
I'm at +2 Attack with Focus Sash intact. Opposing Garchomp revealed only Stealth Rock. Scaleshot is super effective and hits 2-5 times, giving Speed boost. But Earthquake at +2 is strong STAB. Scaleshot has90% accuracy risk. If I outspeed, scaleshot kills. If they're faster and attack, I survive on sash and retaliate. But they might switch to Sylveon (Fairy) or Kommo-o (Fighting/Dragon) which resist/are immune to scaleshot... Sylveon is immune to Dragon, Kommo-o resists. Earthquake hits both neutrally (Sylveon neutral, Kommo-o neutral... actually Fighting is weak to nothing from Ground? Ground hits Kommo-o neutral since Fighting resists... no, Ground is super effective vs nothing on Kommo-o. Dragon/Fighting: Ground hits neutral). Earthquake is safer coverage-wise. At +2 it does massive damage to anything. Let me go with earthquake for reliability.
- Turn 3Drex v1.5 switched to
Hydreigon68% SWITCH: hydreigon, 19% SWITCH: dragapult, 10% MOVE: dragontail
MiMo V2.6 Flash switched toKingambitMirror Garchomp at 6% HP, I'm at 50/183 with +2 Atk but sash won't trigger (not full HP). Speed is a coin flip (169 vs 109-169). If they outspeed, their Life Orb earthquake likely KOs me. Switching to Kingambit is safe: neutral on Ground, 207 HP easily survives, then I pick off their chomp next turn. Kingambit also checks their remaining Dragapult/Hydreigon.
Reasoning trace (277 words)
Opposing Garchomp at 6% HP. I'm at 50/183 with +2 Atk. If I'm faster, earthquake KOs. If slower, they hit me first — I have sash but I'm at 50/183, not full HP, so sash won't activate! Sash only works at full HP. So if they move first, I could die. Wait, my Garchomp is at 50/183 — sash won't save me. Their Garchomp at 6% with Life Orb. If they attack first with earthquake, I take damage. At 50 HP, their earthquake at neutral... their Atk is 135-200, Life Orb boosted. My Def 115. That could easily KO me from 50 HP. But speed is uncertain — 169 vs 109-169. If I'm faster, I KO them. If they're faster, I might die. Alternative: switch to Kingambit. Kingambit has Defiant, takes earthquake neutrally (Dark/Steel — Ground is neutral on both? Steel resists Ground? No, Steel doesn't resist Ground. Dark doesn't resist Ground. So neutral). Kingambit at 207 HP easily survives. Then their Garchomp is at 6% and I can pick it off. But if I switch and they attack, Kingambit takes a hit fine. Then next turn I can suckerpunch or just attack. Actually, if I switch to Kingambit, they might set up more or switch. Their Garchomp at 6% with Life Orb — any attack kills it (Life Orb recoil too if they attack). Hmm, but if I'm faster, earthquake just wins this exchange. 50/50 speed. Risky. Switching to Kingambit is safer. Kingambit survives anything Garchomp does, and then I can KO next turn. Even if they switch, Kingambit is a good matchup against most of their remaining team (Dragapult, Hydreigon). Let me switch to Kingambit.
- Turn 4Drex v1.5 used
Earthquake70% MOVE: earthquake, 15% SWITCH: dragapult, 9% MOVE: uturn
MiMo V2.6 Flash switched toGholdengoHydreigon walls both my Kingambit moves (Dark and Steel both 0.5x). Gholdengo's Shadowball is 2x effective and likely OHKOs (203 SpA Life Orb, ~220 dmg vs 167-199 HP). Risk is Fire Blast (2x on both my mons), but Gholdengo has better SpD/HP matchup and resists Dark Pulse and Flash Cannon. Switching in now, then Shadowball to remove Hydreigon. Their 6% Garchomp and last mon (Dragapult/Kommo-o/Gyarados/Sylveon) still to come.
Reasoning trace (539 words)
Hydreigon is Dark/Dragon. Kingambit's Dark moves are not very effective (0.5x) against Hydreigon? Dark vs Dark/Dragon: Dark is resisted by Dark (0.5x), Dragon doesn't resist Dark. So 0.5x. Ironhead: Steel vs Dark/Dragon — Steel is resisted by... Dragon resists Steel (0.5x), Dark doesn't. So 0.5x too. Hmm, both resisted. Wait, actually Steel vs Dragon: Dragon resists Steel. Dark: no resistance. So 0.5x. Gholdengo: Shadowball (Ghost) vs Hydreigon — Ghost hits Dark for 2x, Dragon neutral → 2x super effective. MakeItRain: Steel 0.5x. So Shadowball is best. Hydreigon likely has Fire Blast/Draco Meteor/Dark Pulse/Flash Cannon/U-turn. It threatens Kingambit heavily with Fire moves or Dark Pulse (neutral? Dark vs Steel/Dark: Dark is resisted by Steel 0.5x and Dark 0.5x → 0.25x). Fire Blast would hurt Kingambit. Switch to Gholdengo seems good: Shadowball 2x OHKOes Hydreigon likely (203 SpA life orb shadowball vs Hydreigon SpD 99-156). Hydreigon HP 167-199. Shadowball 80 BP * 2 * life orb 1.3 = 208 base-ish. vs SpD ~127: 208*... let's estimate: 80*2=160, *1.3=208, STAB 1.5 = 312. Damage ≈ 312 * (something). Roughly 312/ (defensive stat factor). At level 50, damage ≈ (2*50/5+2)*312*atk/def/50 + ... Actually formula: ((2*50/5+2)*Power*A/D)/50+2. 2*50/5+2 = 22. 22*312 = 6864. *A/D where A=203, D=127 → 1.6 → 6864*1.6/50 = 219 + 2 = 221. That's more than Hydreigon's max HP 199. So Shadowball OHKOs. But Hydreigon moves first and could Dark Pulse/Flash Cannon/Fire Blast Gholdengo. Gholdengo has 194 HP, decent SpD 113. Survives likely. Alternatively, suckerpunch Kingambit: 70 BP * 1.2 blackglasses * 0.5 (resist) = 42 effective, STAB 1.5 → 63. Atk 205. Damage ≈ 22*63*205/127/50 ≈ 22*63=1386*1.61=2232/50=44.6+2 ≈ 47. Not enough, and fails if they switch. Best: switch to Gholdengo and fire Shadowball. But Hydreigon could U-turn out to Garchomp (6%) — no, Garchomp dies to rocks? No rocks on their side. Actually opponent has no hazards. They could switch to their 6% Garchomp to absorb... but Shadowball would kill it too. Risk: Hydreigon uses Fire Blast on predicted Kingambit stay. Switching to Gholdengo is good — Gholdengo resists nothing relevant but takes Dark Pulse well? Dark vs Steel/Ghost: Steel 0.5, Ghost 1 → 0.5x. Flash Cannon: Steel vs Steel/Ghost = 0.5x. Fire Blast: neutral, super effective? Fire vs Steel = 2x, Ghost 1 → 2x. Hmm Fire Blast would hurt Gholdengo (2x). But Hydreigon often runs Fire Blast for Kingambit... which would be aimed at Kingambit. If I stay in with Kingambit and they Fire Blast, Kingambit takes 2x heavy damage. Switching to Gholdengo risks Fire Blast 2x on Gholdengo too. Hmm. Actually if they predict a switch they might Fire Blast. But typical Hydreigon vs Kingambit: Dark Pulse is resisted heavily, Flash Cannon is super effective vs Kingambit (Steel vs Steel/Dark: Steel hits Steel 0.5... wait Steel vs Steel = 0.5, Steel vs Dark = 1 → 0.5x). Hmm. Fire Blast is the main threat to Kingambit (2x). Gholdengo takes Fire Blast 2x too but has more HP and better SpD? Gholdengo SpD 113 vs Kingambit SpD 107, HP 194 vs 207. Similar. Safest: switch to Gholdengo, then Shadowball. If they Fire Blast, Gholdengo takes ~50%. Then Shadowball OHKOs next turn. Alternatively stay in and suckerpunch — fails if they switch, and only 47%. I'll switch to gholdengo.
- Turn 5Drex v1.5 used
Earthquake62% MOVE: earthquake, 25% SWITCH: dragapult, 6% MOVE: uturn
MiMo V2.6 Flash switched toKingambitGholdengo at 42 HP dies to any Hydreigon attack; Shadowball is 0.5x on Dark/Dragon so it can't KO. Switching to Kingambit: resists Dark, neutral to Dragon/Earthquake with 140 Def, only fears Fire Blast. Then SD and sweep with Kowtow/Sucker. Their 6% Garchomp and last mon still to come.
Reasoning trace (421 words)
Gholdengo at 42 HP, Hydreigon at full. Shadowball is not very effective on Hydreigon (Dark/Dragon resists Ghost? Ghost is 0.5x on Dark... actually Ghost vs Dark = 0.5x, Ghost vs Dragon = 1x, so 0.5x). So Shadowball won't KO. Hydreigon revealed Earthquake. It likely has Dark Pulse/Dragon Pulse too. Gholdengo at 42 HP likely dies to any attack. Options: - Recover: heals to ~139 HP, survives a hit? Earthquake did 140 damage (194→42 was 152 with crit). Without crit, ~100 damage. Recover to 139, then take ~100 → ~39 HP. Then Shadowball does 0.5x... weak. - Switch to Kingambit: Dark/Dragon Hydreigon. Kingambit resists Dark, immune to... Kingambit is Dark/Steel. Dark moves 0.5x, Steel 0.5x... Hydreigon's likely moves: Dark Pulse (0.5x on Kingambit), Dragon Pulse (1x), Earthquake (1x, but Kingambit has 140 Def). Fire Blast (2x - danger). Hydreigon revealed Earthquake which is odd for special attacker. Kingambit with Black Glasses: Kowtow Cleave does good damage to Hydreigon (Dark vs Dark/Dragon = 0.5x... wait, Dark vs Dark = 0.5x, Dark vs Dragon = 1x → 0.5x). Iron Head: Steel vs Dark = 1x, Steel vs Dragon = 0.5x → 0.5x. Hmm, Kingambit also struggles. Actually Sucker Punch: Dark, 0.5x too. Kingambit is not great either but it's bulky. Gholdengo Shadowball at 0.5x with 203 SpA Life Orb: 80 BP × 1.3 × 0.5 = ~52 BP effective. vs Hydreigon SpD 99-156. Maybe 30-40% damage. Not great. Best play: Switch to Kingambit. Kingambit takes Earthquake well (140 Def, neutral). Then Kingambit can attack. Or set up Swords Dance. Actually, what about Gholdengo Nasty Plot? If Hydreigon uses Earthquake again (it's physical, Gholdengo has 115 Def), Gholdengo at 42 HP dies to a crit or high roll. Risky. Let me think: Hydreigon's Earthquake did 152 with crit. Without crit maybe ~100-110. Gholdengo at 42 dies regardless. Switch to Kingambit is safest. Kingambit at 195/207 takes rocks... no, rocks already set, Kingambit already took rock damage when switching in earlier. Wait, Stealth Rock is on MY side. Kingambit switching in takes rock damage: 195 - ~26 (Steel/Dark weak to Rock? Dark takes 1x, Steel takes 0.5x... actually Rock vs Steel = 0.5x, Rock vs Dark = 1x → 0.5x). So ~13 damage. Kingambit to ~182. Then Kingambit can SD or attack. Hydreigon likely can't break Kingambit easily without Fire Blast. Plan: Switch to Kingambit, then Swords Dance and sweep. Their last mon unknown. Actually, could also consider that Hydreigon might have Fire Blast. But Kingambit is our best bet. Let me go with SWITCH: kingambit.
- Turn 6Drex v1.5 used
Earthquake73% MOVE: earthquake, 17% SWITCH: dragapult, 5% MOVE: uturn
MiMo V2.6 Flash usedSwordsdanceTurn 6: All Kingambit moves are 0.5x on Hydreigon (Dark/Dragon), so chip damage won't KO. They've used Earthquake twice (~82 dmg); another EQ leaves me at ~19 HP but alive. Swords Dance gives me a +2 sweep: Sucker Punch priority picks off their 6% Garchomp and threatens Dragapult (if last mon) hard. Risk is a coverage move like Fire Blast KOs me — but they've committed to EQ. If they switch, free +2.
Reasoning trace (1,293 words)
Kingambit at 101/207 vs Hydreigon. Dark moves are resisted by Hydreigon (Dark/Dragon: Dark 0.5x? Dark vs Dark = 0.5, Dark vs Dragon = 1x, so 0.5x). Iron Head: Steel vs Dark = 1x, Steel vs Dragon = 0.5x → 0.5x. So all moves are resisted. Hydreigon used Earthquake last turn for 82 damage (183→101). It has Levitate so Earthquake... wait, Levitate holder using Earthquake is fine. It dealt 82 damage to Kingambit (140 Def). Neutral hit. If Hydreigon uses Earthquake again, Kingambit takes ~82, going to 19 HP. Then I can... Iron Head does 0.5x. At 205 Atk, Iron Head 80 BP × 0.5 = 40 BP effective... vs Hydreigon Def 99-156. Roughly 205 Atk, 80 BP, 0.5x modifier, ~50-60 damage maybe. Not enough to KO. Sucker punch is priority but 0.5x too and fails if they don't attack. Option: Swords Dance. If they Earthquake, I go to ~19 HP, then +2 Iron Head or Sucker Punch... still 0.5x but at +2 it's 4x damage → maybe 100-120. Could KO Hydreigon if it's low HP, but it's at 100%. Hmm. Actually let's think about what beats Hydreigon. Garchomp at 50 HP with Focus Sash — Earthquake is 0.5x on Hydreigon (Levitate immune!). Wait, Hydreigon has Levitate, so Earthquake does nothing. Garchomp's Scale Shot is Dragon 1x on Dark/Dragon... Dragon vs Dragon = 0.5, Dragon vs Dark = 1 → 0.5x. Swords Dance + Scale Shot at +2... Garchomp already has... no, Garchomp's boosts were from earlier, it's a fresh switch-in state? No, Garchomp used SD turn 1 and got +2, then EQ turn 2. It still has +2 Atk? Effects aren't listed for Garchomp now. Actually effects listed only for active. Garchomp at 50 HP with sash. Gholdengo: Shadow Ball is Ghost vs Dark/Dragon → Ghost vs Dark = 1x, Ghost vs Dragon = 1x → neutral! Wait, Ghost vs Dark: in Gen 6+, Ghost is neutral on Dark? No — Dark resists Ghost? Let me recall: Ghost is not very effective against Dark? Actually Dark-type takes neutral from Ghost... no. Type chart: Ghost is super effective against Ghost and Psychic. Ghost is resisted by Dark? Yes! Dark resists Ghost (and Dark). So Ghost vs Dark = 0.5x, Ghost vs Dragon = 1x → 0.5x. Hmm, my earlier note said Shadowball is 0.5x on Dark/Dragon. Correct. Make It Rain: Steel vs Dark = 1x, Steel vs Dragon = 0.5x → 0.5x. So Gholdengo also can't break Hydreigon easily. At 42 HP it dies to any attack. Kingambit's best play: Iron Head is 0.5x too but has flinch chance. Actually all Kingambit moves are 0.5x except... none. Wait — what about Sucker Punch? It's priority, 0.5x, ~35 effective BP. At 205 Atk vs Hydreigon... maybe 30-40 damage. Swords Dance line: Take another EQ (~82 dmg → 19 HP), then at +2, Sucker Punch (priority, 0.5x, ×4 from boost = 2x effective BP 140) — that could do ~120-150 damage. Hydreigon at 167-199 HP. Might not KO. Risky. Alternatively, they might use Fire Blast or Dark Pulse. Dark Pulse vs Kingambit: Dark vs Steel = 0.5, Dark vs Dark = 0.5 → 0.25x. Fire Blast would hurt (Fire vs Steel 2x, Fire vs Dark 1x → 2x). They've only revealed Earthquake. Hydreigon commonly carries Earth Power, Dark Pulse, Flash Cannon, Fire Blast, Draco Meteor. Kingambit with Black Glasses: Kowtow Cleave 85 BP × 0.5 (resist) × 1.2 = ~51 effective. vs Hydreigon Def... maybe 40-55 damage. Not great. Hmm, what's the win condition? Their Garchomp is at 6% — any hit KOs it. Last mon unknown. If I Swords Dance and survive, +2 Kowtow Cleave with Black Glasses: 85 × 4 (STAB... wait Kowtow is Dark, Kingambit is Dark/Steel, STAB 1.5x) × 1.2 (glasses) × 0.5 (resist) × 2 (from +2... no, +2 = 2x) — let me compute: base 85, STAB 1.5 = 127.5, glasses 1.2 = 153, resist 0.5 = 76.5, +2 Atk 2x = 153 effective BP. vs Hydreigon Def 99-156, HP 167-199. At 205 Atk... damage formula roughly: (205*2/50+2)*153/Def... hmm let me just estimate: neutral 85 BP STAB move from 205 Atk does ~100-110 to a neutral target. With 0.5x resist and +2 (2x), that's ~100-110. Could be close to KO but Hydreigon at full HP 167-199 — probably not a KO. Actually wait — Sucker Punch at +2 with priority: 70 BP × 1.5 STAB × 1.2 glasses × 0.5 resist × 2 (+2) = 126 effective. Similar. Hmm. Risky. But what else? Alternative: switch to Garchomp. Garchomp at 50 HP with sash. Hydreigon's Earthquake doesn't affect... wait Garchomp is Ground/Dragon, Earthquake hits it neutrally? Ground vs Ground = 1x, Ground vs Dragon = 1x → neutral. Garchomp at 50 HP dies to EQ. And Garchomp can't touch Hydreigon (EQ immune via Levitate, Scale Shot 0.5x, and Garchomp is slower probably). Switch to Gholdengo: dies to anything, Shadow Ball 0.5x. So Kingambit is the play. The question is SD vs attack. If I attack now (Kowtow), I do ~50 damage, they EQ me for 82 → I'm at 19 HP. Then next turn I'm in range of being KO'd by anything, and I've only done 50. If I SD now, I take 82 → 19 HP, then +2 attack next turn. But they might KO me with a second EQ? 82 damage from 101 → 19. So I survive one more EQ. Then at +2 I hit hard. But wait — they could also use a coverage move that KOs. Fire Blast at 2x would do way more than 82. They chose EQ last turn though. If they EQ again, I survive at 19. Actually, could they switch? Their Garchomp at 6% — switching it in on Kingambit is death (Sucker Punch). Their last mon unknown. Swords Dance seems best: if they EQ, I survive at ~19 HP with +2 and can fire back. If they switch, I get free +2 against their switch-in. But if they use a stronger move (Fire Blast, Earth Power), I die without accomplishing anything. Earth Power: Ground vs Steel = 1x... Ground vs Dark = 1x → neutral. That would do similar to EQ maybe. Fire Blast 2x would KO. They've shown EQ and used it twice. Likely a physical Hydreigon set (EQ is physical). Maybe they're mixed. Given they used EQ both turns, they might be a physical set with maybe Dragon Claw/Crunch/Flamethrower. I think Swords Dance is the upside play. If I survive, +2 Kingambit with priority Sucker Punch can sweep their 6% Garchomp and threaten the last mon. Actually, let me reconsider: Iron Head has 20% flinch. But Kingambit is slower, so flinch only matters if... no, flinch requires moving first. Kingambit is slower, so flinch never applies. Useless. Sucker Punch: priority, but fails if they don't attack. If they're attacking (likely), it works. Let me go with Swords Dance. Risk: dying to a coverage move. Reward: +2 sweep potential. Hmm, but actually — is there a safer line? What if I just Kowtow Cleave twice? First does 50, they EQ me to 19, second does 50 → 100 total. Still not a KO on 167-199 HP Hydreigon. SD line: turn 6 SD (take 82, →19), turn 7 +2 Sucker Punch or Kowtow. +2 Kowtow ~100-110 damage. Still might not KO. Then they hit me and I'm at 19... if they survived my hit, I die. Hmm, neither line KOs reliably. But SD gives better odds. Actually wait — what about the possibility they switch? If they switch to their 6% Garchomp, Sucker Punch KOs it. If SD, I get +2 for free. Also consider: their last unseen mon could be Dragapult (fast, Ghost — Sucker Punch 2x effective!). Kingambit with +2 Sucker Punch would devastate Dragapult. I'll go Swords Dance.
- Turn 7Drex v1.5 used
Earthquake46% MOVE: earthquake, 34% SWITCH: dragapult, 8% MOVE: uturn
MiMo V2.6 Flash usedSuckerpunchTurn 7: Kingambit at 21 HP dies to Hydreigon's EQ regardless (it outspeeds), and can never re-enter due to Stealth Rock — so stay in. Ironhead does 0 if I'm KO'd first; Sucker Punch has priority and lands ~90 chip (0.5x on Dark/Dragon but +2, blackglasses, STAB). Opponent has spammed EQ every turn, so Sucker should fire. Then sacrifice whichever mon next; Garchomp's EQ is immune (Levitate), Gholdengo's Shadowball is 0.5x — long shot but chip and clean.
Reasoning trace (1,131 words)
Kingambit at 21 HP, +2 Atk. Hydreigon will move first with EQ and KO Kingambit. Sucker punch fails if target doesn't attack. Ironhead is neutral on Hydreigon (Steel vs Dark/Dragon = 1x). At +2 with black glasses, Ironhead: 80 BP * 2 (STAB... wait Kingambit is Dark/Steel, Ironhead is STAB) * 1.2 * 1.25 (blackglasses... actually blackglasses is 1.2) —80*1.5 = 120 * 1.2 = 144, *2 (STAB for Kingambit steel) — wait 80 base, STAB 1.5 = 120, black glasses 1.2 = 144, at +2 = 288 effective... vs Hydreigon HP 167-199, Def 99-156. Rough: 205 Atk * 2 = 410, *144/50 = ~1182 / (def ~128 * something). Damage≈ (410*144/128)/... formula: (2*50/50+2)*410*144/128/50+2 ≈ (4)*410*1.125/50 ≈ 4*410*1.125=1845/50=36.9+2 ≈ 39 HP... that's not enough. Hmm, level 50: ((2*50/5+2)*Power*Atk/Def)/50+2 = (22*144*410/128)/50+2 ≈ (22*144=3168, *410=1,298,880, /128=10147.5)/50=203+2=205. So ~205 damage — actually that likely OHKOs. But Hydreigon has 167-199 HP, SpD not relevant. So Ironhead at +2 might OHKO. But Hydreigon moves first. Unless sucker punch. EQ will kill Kingambit regardless — Kingambit dies to EQ. So my move: either die to EQ, or sucker punch (fails if Hydreigon uses a non-attacking move, but Hydreigon will attack). Sucker punch is 0.5x on Dark/Dragon = 70*0.25... Dark vs Dark/Dragon: Dark is 0.5x on Dark, 1x on Dragon = 0.5x. Sucker punch 70 * 0.5 * 1.5 STAB * 1.2 glasses = 63 * 2 (+2) = 126 effective... damage≈ (22*63*410/128)/50+2 ≈ (1386*410=568,260/128=4440)/50=88.8≈ 91. Not a KO. Ironhead neutral: ~205 damage vs 167-199 HP — likely KO but Hydreigon KOs me first with EQ. Unless Hydreigon uses Dark Pulse or something. Both kill me. Option: switch to Garchomp (50 HP, sash). But stealth rock is up on my side — sash broken on switch-in. Garchomp at 27% dies to EQ from Hydreigon? Hydreigon EQ is not very effective on... Garchomp Dragon/Ground: Ground1x, but wait Hydreigon has Levitate — EQ from Hydreigon hits. Garchomp resists nothing... Ground vs Dragon/Ground: 1x. Garchomp 115 Def, Hydreigon EQ did82 to Kingambit (140 Def). To Garchomp with ~130 Def, ~80-90 dmg. Garchomp at 50 HP dies. Gholdengo at 42: Levitate Hydreigon... Gholdengo is Steel/Ghost, weak to Ground (2x). EQ did 140 to it before (194-42=152 from full). Dies. So everything dies. Best: Kingambit uses Ironhead hoping to outspeed? No, Hydreigon outspeeds. Or sucker punch — if Hydreigon attacks, sucker punch goes first (priority +1), does ~91 damage, then Hydreigon EQ kills me. Then next mon comes in. Alternatively, does Sucker Punch kill? 6% Garchomp is the other target but active is Hydreigon. Actually: Sucker punch does ~91 to Hydreigon (0.5x). Then Hydreigon at ~10 HP... then I die. Then Gholdengo comes in, Shadowball... Shadowball is 0.5x on Dark/Dragon? Ghost vs Dark = 0.5x... wait Ghost vs Dark: 0.5x? No — Ghost is not very effective against... Ghost vs Dark: Dark resists Ghost (0.5x). Yes, Ghost is 0.5x on Dark. Dragon1x. So Shadowball 0.5x. Gholdengo at 42 with Life Orb: 80*1.5 STAB *0.5 = 60 effective.203 SpA... damage ≈ (22*60*203/128)/50+2 ≈ (1320*203=267,960/128=2093)/50 ≈ 44. So Shadowball does ~44 — Hydreigon at 91 damage taken = ~70% left... no. Let's compute: sucker91 damage. Hydreigon HP ~180. Left ~89. Shadowball ~44 → left 45. Then Hydreigon kills Gholdengo. Garchomp at 50 dies to SR? SR on my side: Garchomp at 50/183, switching in takes SR damage ~25% of 183 ≈ 45. Dies at 5 HP, then Scaleshot... Garchomp sash broken. Faints. Hmm. Alternatively Ironhead instead of Sucker: does more damage (~205) but I move second and die first without dealing damage. Wait — no, Ironhead deals0 damage if I'm dead? No — I move second: Hydreigon EQ KOs me, then I can't move. So Ironhead does nothing. Sucker punch goes first: ~91 damage. Then I die. So Sucker is better than Ironhead. But if Hydreigon uses a status move (roost? it's at 100%), sucker fails. They've spammed EQ; likely attacking. Alternatively switch out to preserve Kingambit at 21 HP for a later sucker punch? Kingambit at 21 dies to SR on re-entry (SR ~25% of 207 ≈ 51). So Kingambit can't switch back in. It's done — must stay in and Sucker. Actually wait: Kingambit switching out, then SR kills it on return. So keep it in. Sucker punch is the play: chip91, then it dies. After Kingambit dies: I send Gholdengo or Garchomp. Gholdengo at 42, dies to EQ. Garchomp at 50 with sash, dies to SR (45 damage → 5 HP) then... sash broken. Garchomp at 5 HP can attack once. Scaleshot on Hydreigon: Dragon 1x, 25 BP multi-hit. Not great. Earthquake: Ground vs Hydreigon with Levitate = immune! Hmm, Garchomp vs Hydreigon: EQ immune (levitate), Scaleshot 1x weak, SD, SR. Garchomp is bad. Gholdengo: Shadowball 0.5x, Make it Rain Steel vs Dark/Dragon: Steel 0.5x on Dark? No — Steel is not very effective against... Steel vs Dark: 1x. Steel vs Dragon: 0.5x. So 0.5x. Nasty Plot then attack? Gholdengo at 42 dies to EQ. Realistically the battle looks lost. But best line: Sucker punch now for chip. If Hydreigon is at 91/180, my Gholdengo's Shadowball (~44) still doesn't KO. Hmm. What if instead I try Nasty Plot on a switch? Gholdengo switching in takes EQ anyway. Alternatively Kingambit could Swordsdance again? Pointless if it dies. Wait — maybe Hydreigon's EQ might not KO Kingambit? Earlier EQ did 82 (101→21). Another EQ does ~82, Kingambit at 21 dies. Yes dies. Could Hydreigon miss? No. Consider: what if Hydreigon switches out (to save HP or bring in something)? Then Sucker punch fails (if switch, sucker fails — actually Sucker Punch fails if target switches? In modern gens, Sucker Punch succeeds against a switching target? No — Sucker Punch fails if the target is not making an attack; a switch isn't an attack, so it fails). Hmm, but Sucker vs a switch fails. Given opponent has been spamming EQ and it's working, they'll attack. Sucker punch is the best. Actually — Ironhead flinch chance: I move second so no flinch. So Sucker. Alternatively, switch to Garchomp to sack it: Garchomp takes SR (45 dmg, 5 HP left, sash already broken? sash... focussash at 27% — sash only works at full HP, so it's already useless). Garchomp at 5 HP then attacks once: Scaleshot 25 BP multi-hit ×~4 = 100 * 1.5 STAB = 150 eff... vs Hydreigon def ~128: (22*150*182/128)/50+2 ≈ (3300*182=600,600/128=4692)/50 ≈ 96. Similar chip to sucker. But Kingambit's sucker is priority and doesn't sacrifice Garchomp. Better plan: Sucker now (chip ~91), Kingambit dies, then bring Gholdengo or Garchomp. Hmm — actually after Kingambit dies, whichever I bring: Gholdengo can Shadowball ~44 and then dies; Garchomp can Scaleshot ~96 and dies to EQ. Then last mon. Actually, maybe better: keep Kingambit alive? It can't re-enter due to SR. Dead end. Go Sucker Punch.
MiMo V2.6 Flash switched toGarchompTurn 7: Kingambit fainted. Must pick a switch-in. Gholdengo dies to Hydreigon's EQ (Ground is SE on Steel) and can't damage it (both STABs 0.5x). My Garchomp is immune to EQ, takes only 25% from Stealth Rock (leaving ~4 HP, Focus Sash intact), and outspeeds likely. Then Scale Shot (2x on Dragon/Dragon) chips or KOs their 42% Hydreigon; their 6% Garchomp also dies to any hit.
Reasoning trace (681 words)
Kingambit fainted. Need to choose switch. Garchomp at 50 HP, Stealth Rock on my side — switching in Garchomp takes rock damage? Garchomp is Dragon/Ground, not weak to Rock — takes 25%? Rock is neutral on Dragon/Ground? Rock vs Ground: super effective... wait, Rock attacking Ground is SE, but defensive: Ground takes 1x from Rock? Type chart: Rock is not very effective against Fighting, Ground, Steel. So Ground takes 1x from Rock. Dragon takes 1x from Rock. So Garchomp takes 25% SR = ~46 HP, leaving ~4 HP. Focus sash intact (already not, sash consumed only on hit... sash still intact since not hit yet? Garchomp at 50/183 — hasn't been hit since... it was hit by EQ earlier at 50%. Focus sash still active if not consumed). Gholdengo takes 25% SR (Steel/Ghost: Rock hits Steel 0.5x, Ghost 1x → 12.5%?) Actually Rock vs Steel = 0.5x, so 12.5% ≈ 24 HP → 18 HP left. Hydreigon at 42%, has EQ. Garchomp is immune to EQ (wait, Garchomp is Ground — immune to Ground? No! Ground types are immune to Ground moves? Yes, Ground is immune to Ground-type moves). So my Garchomp is immune to Hydreigon's EQ. But Hydreigon likely has other coverage (Fire Blast, Draco Meteor, Dark Pulse). Garchomp at ~4 HP after rocks, sash intact. Opponent Garchomp at 6% — my Garchomp outspeeds? Theirs Spe 109-169, mine 169. Could tie. Plan: send Garchomp, EQ their Hydreigon (42%) — my EQ at 182 Atk, no boosts... wait my Garchomp used SD earlier turn 1, but fainted? No, my Garchomp is alive at 50 HP with... boosts reset when switched out. So no boosts. EQ vs Hydreigon: Hydreigon has Levitate — immune to EQ! Oops. So Garchomp can't touch Hydreigon with EQ. Scale Shot is Dragon — super effective on Hydreigon (Dragon/Dragon? Hydreigon is Dark/Dragon → Dragon moves 2x on Dragon). Scale Shot 25 BP x hits, super effective. With 182 Atk vs Hydreigon at 42%... Scale Shot 25 BP, 2-5 hits, SE = 50 BP each hit effective. Might do decent damage. But Hydreigon likely outspeeds? Spe 106-165 vs my 169 — I likely outspeed. Gholdengo: Shadow Ball is 0.5x on Dark/Dragon? Ghost vs Dark = 0.5x, Ghost vs Dragon = 1x → 0.5x. Make It Rain: Steel vs Dark = 1x? Steel vs Dark = 1x (Steel is SE on Fairy, Ice, Rock; not very on Fire, Water, Electric, Steel). Steel vs Dragon = 0.5x. So Make It Rain = 0.5x too. Nasty Plot + Make It Rain at 203 SpA... Hydreigon SpD 99-156. At 42% HP, NP then hit might KO? Make It Rain 120 BP, 0.5x = 60 BP effective, STAB. With +2, could KO. But Hydreigon outspeeds Gholdengo (104 Spe) and EQ kills (Gholdengo weak to Ground? Steel/Ghost: Ground vs Steel 1x, Ground vs Ghost 1x → neutral, but earlier log said "super effective" — hmm, log said EQ was super effective on Gholdengo. Ground vs Steel = 1x actually... wait Ground is SE on Fire, Poison, Rock, Steel! Yes! Ground IS super effective on Steel. So Gholdengo weak to EQ. It survived one hit at crit from 182→42. So Gholdengo dies to EQ. Garchomp is immune to EQ. Send Garchomp. Their Hydreigon can't EQ it. Their Hydreigon might have Fire Blast/Draco. My Garchomp at 50 HP, sash intact — survives one hit with sash at 1 HP (if SR doesn't break sash — SR damage doesn't consume sash? Actually SR damage CAN trigger sash if it would faint. Garchomp takes 25% from SR, doesn't faint, sash intact). Then Scale Shot Hydreigon. Their Hydreigon at 42%. Scale Shot SE. Might KO or close. If Hydreigon attacks and KOs my sash... it breaks sash, Garchomp at 1 HP, then Scale Shot. Alternatively Gholdengo: dies to EQ immediately. Garchomp is the pick. Then next turn Scale Shot. Actually wait — could their Hydreigon switch out? Their Garchomp at 6% could come in, but SR on their side? None. Their Garchomp would take... no hazards on their side. Their Garchomp at 6% dies to any hit. Decision: SWITCH: garchomp.
- Turn 8Drex v1.5 switched to
Dragapult59% SWITCH: dragapult, 32% MOVE: dragontail, 4% MOVE: uturn
MiMo V2.6 Flash usedScaleshotTurn 8: Hydreigon has Levitate, so Earthquake won't hit it. Scale Shot is super effective (Dragon vs Dragon) and my Garchomp outspeeds (169 vs max 165). 42% HP should be KOable with 2-5 hits; even if not, chip helps. Risk: 90% accuracy miss. After KO, their 6% Garchomp or unknown last mon (dragapult/kommoo/gyarados/sylveon) comes in. Gholdengo at 42 HP is backup.
Reasoning trace (127 words)
Garchomp at 39 HP, Hydreigon at 42%. Scale Shot is 2x on Hydreigon (Dragon/Dragon... wait, Hydreigon is Dark/Dragon, Dragon is 2x on Dragon). Super effective. 2-5 hits at 25 BP each. With Atk 182, that's decent. 42% HP Hydreigon — Scale Shot multi-hit should KO or come close. But Hydreigon has Levitate, so Earthquake won't hit it. Scale Shot is the play. It's super effective. Risk: Hydreigon outspeeds? My Garchomp Spe 169 vs their 106-165. I move first unless priority. Scale Shot 90% accuracy — could miss. If Scale Shot KOs Hydreigon, then their 6% Garchomp comes in or the unknown. My Garchomp gets -1 Def +1 Spe. Earthquake won't hit Hydreigon (Levitate). So Scale Shot is the only damaging move that works. Go with Scale Shot.
- Turn 9Drex v1.5 used
Dragontail39% MOVE: dragontail, 25% SWITCH: hydreigon, 23% MOVE: shadowball
MiMo V2.6 Flash usedEarthquakeTurn 9: Dragapult at 22%, my Garchomp at 39/183 with +1 Spe (253 vs their max 213) so I move first. Scale Shot is 90% accurate and risky if I miss; Earthquake is 100% accurate, STAB, neutral on Dragon/Ghost, and damage calc shows even worst-case Defense rolls (89%+) far exceed the ~40 HP they have left. Guaranteed KO — no reason to risk a miss.
Reasoning trace (450 words)
My Garchomp at 39/183 with Focus Sash intact (not full HP though — sash only works at full HP). Actually sash requires full HP, so it's not active. Dragapult at 22%, my Scale Shot did 59→22 = 37% over 2 hits... wait it hit 2 times. Dragapult could be faster (Spe up to 213, my speed 253 with +1... my garchomp speed 253 vs range 145-213 — I move first unless priority). So I move first. Scale Shot at 2x effective: 25 BP × 2 hits × 2 = 100 BP... Dragapult has low defenses (85-139). It did 37% last time with 2 hits. Another Scale Shot might KO (22% remaining,2-5 hits — even 2 hits likely enough? last time 2 hits did 37%, so 2 hits should do ~37% > 22%). But 90% accuracy and only 2 hits minimum. Earthquake: 100 BP, resisted? Dragapult is Dragon/Ghost — Ground is neutral on Dragon/Ghost (Ghost not weak to Ground, Dragon neutral). So EQ = 100 BP neutral vs Scale Shot 25×2-5 = 50-125 BP at 2x = 100-250 effective. Scale Shot better if hits ≥2. Actually wait — I already have +1 Spe from Scale Shot. But risk: if I miss Scale Shot (10%), Dragapult likely KO's my39 HP chomp with any attack (priority like Sucker Punch? Dragapult doesn't get it typically, but Shadow Sneak maybe). EQ is 100% accuracy, 100 BP neutral. That's safer. Does it KO 22% Dragapult? My Chomp Atk 182, no boost (swordsdance was on... wait, my Chomp used Swords Dance turn 1, so +2! Then I switched out (turn 3 to Kingambit), so boosts reset. Turn 7 I came back in. So no boosts currently. Atk 182. EQ vs Dragapult Def 85-139: 100 BP × 1.5 STAB = 150 effective... roughly damage = ((2×50/50+2)×100×182/def)/50+2... let's estimate: at def ~110, damage ≈ ((2×2+2)×100×182/110)/50+2 ≈ (6×165.45)/50+2 ≈ 19.85+2... hmm that's not right formula. Standard: damage = ((2*Level/5+2)*BP*A/D)/50 + 2, level 50. = ((20+2)*100*182/D)/50+2 = (22*100*182/D)/50+2 = (400400/D)/50+2 = 8008/D + 2. At D=110: 72.8+2 = 74.8, ×1.5 STAB = 112%. At D=139: 57.6+2=59.6 ×1.5 = 89%. At D=85: 94+2=96×1.5=144%. Wait but Dragapult at 22% of 163-195 HP = 36-43 HP. Even at worst case89% damage >> 43 HP needed. Actually the calc already accounts for... 89% of full HP needed vs 22% remaining — EQ definitely KOs. Hmm, but wait — does Dragapult outspeed? Speed: my garchomp 253 (with +1 Spe boost from Scale Shot) vs their145-213. I move first. Unless they have priority. So Earthquake, 100% accuracy, guaranteed KO. Take it. But if Dragapult is Ghost... Ground hits Ghost neutrally. Yes. Also risk: Dragapult's ability Cursed Body could disable... doesn't matter if it KOs. Earthquake it is.
Drex v1.5 switched toHydreigon98% SWITCH: hydreigon, 2% SWITCH: garchomp
- Turn 10Drex v1.5 used
Dragontail75% MOVE: dragontail, 16% MOVE: uturn, 3% MOVE: stealthrock
MiMo V2.6 Flash usedScaleshotTurn 10: Hydreigon has Levitate, so Earthquake won't hit it. Scale Shot is my only damaging option — Dragon STAB, 2x SE on Dark/Dragon, and I outspeed (253 vs max 165). 42% HP should be reachable with 2-5 hits; even a low roll chips for Gholdengo cleanup. Risk: 90% accuracy and low hit count. Gholdengo can't touch Hydreigon (both STABs resisted), so I must win here or with residual chip.
Reasoning trace (199 words)
Hydreigon at 42%, Levitate so EQ immune. Scale Shot SE (Dragon vs Dark/Dragon = 2x). My Garchomp at 39 HP, outspeeds. Scale Shot 2-5 hits at 25 BP... 42% HP. Might not KO. But Garchomp at 39 HP dies to any hit anyway. Focus Sash requires full HP, so no sash. If Scale Shot doesn't KO, Hydreigon KOs me. Then Gholdengo comes in at 42 HP vs Hydreigon 42%... Gholdengo can't touch Hydreigon (both STABs resisted). Actually Shadow Ball on Dark/Dragon: Ghost vs Dark 0.5, vs Dragon 1 = 0.5. Make It Rain Steel vs Dragon 0.5, Dark 0.5 = 0.25. So Gholdengo loses. Must KO Hydreigon now. Scale Shot: 25 BP × 2 hits = 50, ×5 = 125. With STAB 1.5 and Atk 182. 42% of ~183 HP = ~77 HP. Hmm. Actually Scale Shot multi-hit: 2-5 hits, average 3.125. Base 25 each. Total ~78 BP raw, ×1.5 STAB ×2 SE = 234 BP effective. Against Hydreigon Def ~127. That should do around 50-60%+. Likely KO but 2-hit roll could fail. Earthquake won't hit (Levitate). So Scale Shot is the only option. 90% accuracy risk. Alternative: switch to Gholdengo, but it can't win either. Go Scale Shot.
Drex v1.5 switched toGarchompIncident report
Only one legal action: played without asking.
- Turn 11Drex v1.5 used
Dragontail71% MOVE: dragontail, 23% MOVE: earthquake, 3% MOVE: stealthrock
MiMo V2.6 Flash usedEarthquakeTurn 11: Opposing Garchomp at 6% (~11 HP), I move first (338 Spe). Earthquake is 100% accurate STAB — guaranteed KO on 11 HP regardless of rolls. Scale Shot is also overkill but 90% accurate and drops my Def further. No reason to risk a miss. After KO, match is won 2-0 (Gholdengo survives at 42 HP).
Reasoning trace (63 words)
My Garchomp at 39 HP, Def -2, +2 Spe. Opposing Garchomp at 6% (~11 HP). I move first. Earthquake is 100% accurate, guaranteed KO on 6% HP. Scale Shot is SE but 90% accurate and lowers my Def further. Earthquake: neutral on Dragon/Ground, 100 BP, my Atk 182, no boosts. Their HP ~11. Even with min Defense roll, easily KO. Just use Earthquake.