Matches · 2026-10-14 · rules version c5

Solar Decide Flash vs MiMo V2.6 Flash

Player 1
Solar Decide Flash's team
autopilot 0%
Player 2 · winner
MiMo V2.6 Flash's team
autopilot 0%

MiMo V2.6 Flash won in 12 turns · 2 min wall clock · 87,018 tokens · $0.008

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

Decisions

  1. Team preview
    Solar Decide Flash brought Rotom,blaziken,taurospaldeablaze6,411 tok · 4.0 s · $0.0003

    Lead: 35% BRING: blaziken, 35% BRING: rotom, 11% BRING: excadrill Pick 2: 56% BRING: blaziken, 18% BRING: taurospaldeablaze, 13% BRING: excadrill Pick 3: 37% BRING: taurospaldeablaze, 29% BRING: bastiodon, 29% BRING: excadrill

    MiMo V2.6 Flash brought Garchomp,gholdengo,kingambit2,413 tok · 9.0 s · $0.0002

    Plan: Lead Garchomp to set Stealth Rock or SD against slower leads (Bastiodon/Audino). Gholdengo scarf cleans late; Kingambit's Sucker Punch picks off Blaziken/Tauros. Their Excadrill and Blaziken are main threats — Garchomp EQ handles both. Rotom-weak: keep Garchomp healthy vs Will-O-Wisp.

    Reasoning trace (95 words)
    My team: Garchomp, Gholdengo, Kingambit — strong offensive core. Opponent has Excadrill, Blaziken, Rotom, Bastiodon, Tauros Blaze, Audino.
    
    Garchomp with Stealth Rock, SD, Scale Shot, EQ. Gholdengo scarf. Kingambit with Sucker Punch.
    
    Opponent threats: Blaziken Speed Boost (maybe Mega), Excadrill (sandslash? no sandstorm setter visible... Bastiodon can set rocks but not sand). Tauros Blaze (Intimidate).
    
    Bring: garchomp, gholdengo, kingambit seems best. Garchomp leads, can set rocks/SD.
    
    Corviknight could wall Blaziken/Tauros, but Kingambit's sucker punch is valuable. Palafin needs switch-in to activate Zero to Hero — harder in singles without switching.
    
    I'll bring garchomp, gholdengo, kingambit.
  2. Turn 1
    Solar Decide Flash switched to Blaziken2,225 tok · 0.9 s · $0.0001

    62% SWITCH: blaziken, 12% MOVE: electricterrain, 11% SWITCH: taurospaldeablaze

    MiMo V2.6 Flash switched to Gholdengo2,533 tok · 6.3 s · $0.0004

    Rotom has Levitate, so Earthquake won't touch it. Good as Gold makes Gholdengo immune to status moves like Will-O-Wisp, and it resists Electric. Switching Garchomp out preserves it from a burn and brings in a strong attacker. Garchomp can set rocks later against their other two.

    Reasoning trace (185 words)
    Rotom has Levitate, so earthquake does nothing. Garchomp can't touch it with EQ. Scaleshot is neutral Dragon. Stealth Rock is good to set. Or switch to Gholdengo (immune to... Rotom is Electric/Ghost; Gholdengo takes neutral from Shadow Ball, weak to... Electric is resisted by Steel, Ghost neutral). Gholdengo resists Electric moves.
    
    Rotom likely Will-O-Wisp or Volt Switch. Setting Stealth Rock is safe and useful. Or switch to Gholdengo to threaten. I'll set Stealth Rock — but if Rotom burns Garchomp, that's bad. Garchomp with Life Orb and burn is crippled. Switching to Gholdengo seems safer: resists Electric, takes neutral Shadow Ball.
    
    Actually, Rotom's likely moves: Volt Switch, Shadow Ball, Will-O-Wisp, Thunderbolt/Hydro Pump. Gholdengo scarf can threaten with Shadow Ball/Make It Rain. Switching to Gholdengo is a good play. But if they Will-O-Wisp predicting... Gholdengo can't be burned? It can be burned (not Fire type). Good as Gold blocks status moves? No, Good as Gold blocks status moves targeting it — actually Good as Gold blocks status moves aimed at it. So Will-O-Wisp would be blocked! Great — Gholdengo switch is very safe.
    
    Switch to gholdengo.
  3. Turn 2
    Solar Decide Flash used Blastburnmega2,591 tok · 0.8 s · $0.0001

    78% MOVE: blastburn [MEGA], 15% MOVE: blastburn, 2% MOVE: gigaimpact

    MiMo V2.6 Flash used Shadowball2,997 tok · 5.8 s · $0.0005

    Turn 2: Blaziken in. Gholdengo scarf outspeeds (149 vs max 145). Shadow Ball is neutral on Fire/Fighting (80 BP, no drawback); Focus Blast is resisted (Fighting vs Fighting 0.5x) and only 70% accurate; Make It Rain is neutral but drops SpA -2, giving setup. Shadow Ball is the safe lock. Blaziken likely Speed Boost — don't give it free turns. Kingambit's Sucker Punch revenge-kills if Gholdengo can't finish it.

    Reasoning trace (282 words)
    Blaziken is Fire/Fighting. Focus Blast is Fighting — not very effective? Fighting vs Fire is not very effective (0.5x). Wait, Fighting vs Fire: Fire resists... Fighting is resisted by Fire? Actually Fire resists Bug, Steel, Fire, Grass, Ice, Fairy. Fighting is neutral against Fire. Fighting vs Fighting is not very effective. Blaziken is Fire/Fighting: Fighting move hits Fighting for 0.5, Fire neutral → 0.5x. Hmm.
    
    Ghost (Shadow Ball) vs Fire/Fighting: Ghost hits Fighting for... Ghost is neutral on Fighting? Ghost vs Psychic super effective, Ghost vs Dark not very, Ghost vs Ghost not very. Fire/Fighting: Ghost neutral on both → neutral. So Shadow Ball is neutral 80 BP.
    
    Make It Rain: Steel vs Fire = 0.5, Steel vs Fighting = 2x → 1x neutral. But -2 SpA after.
    
    Focus Blast: 0.5x effective.
    
    Shadow Ball neutral, no drawback. Scarf Gholdengo outspeeds most Blaziken (unless max speed 145 > 149? 149 > 145, we outspeed regardless). Shadow Ball does decent damage. But Blaziken might be bulky; 80 BP neutral from 185 SpA... decent.
    
    Actually Make It Rain is 120 BP neutral but drops SpA -2, making us setup fodder. Shadow Ball is safer and can be locked in.
    
    Alternatively switch to Kingambit — but Blaziken has Close Combat/Superpower potentially. Kingambit resists... Fighting hits Dark for 2x, Steel resists 0.5 → neutral. Risky.
    
    Gholdengo Shadow Ball seems best. Scarf locked into Shadow Ball is fine vs their team (Rotom ghost — resisted... Ghost vs Ghost 0.5. Hmm, Rotom is Electric/Ghost, Shadow Ball 0.5x). But we can switch later.
    
    Actually Make It Rain hits Rotom neutrally (Steel vs Electric neutral, Steel vs Ghost neutral) but -2 SpA. Shadow Ball vs Blaziken neutral.
    
    I'll go Shadow Ball.
    MiMo V2.6 Flash switched to Kingambit2,813 tok · 7.1 s · $0.0004

    Turn 2: Gholdengo down. Blaziken at 50%, +1 Spe. Kingambit's Sucker Punch is priority, super effective (Dark vs Fighting), boosted by Black Glasses — should KO if Blaziken attacks. Risk: Blaziken switches or uses status, Sucker Punch fails. Garchomp can't outspeed +1 Blaziken reliably. Bring Kingambit and fire Sucker Punch.

    Reasoning trace (186 words)
    Blaziken at 50% HP, +1 speed. Kingambit has Sucker Punch (priority) which would KO at 50%. But Blaziken might use a non-attacking move... it's Mega Blaziken, likely attacking. Sucker Punch is 70 BP * STAB 1.5 * Black Glasses 1.2 = ~126 effective. Blaziken at 50% HP with ~170 HP max, so ~85 HP remaining. Sucker Punch does super effective (Dark vs Fighting... wait Dark vs Fire/Fighting: Fighting weak to Dark (2x), Fire neutral. So 2x. 126*2 = 252 damage vs defense ~117 avg. That's plenty to KO.
    
    But Sucker Punch fails if opponent switches or uses status. Blaziken likely attacks though. Also Blaziken outspeeds Kingambit (70 Spe vs +1 speed). If Sucker Punch fails, Kingambit dies.
    
    Garchomp: 169 Spe vs Blaziken +1 (108-167 base → +1 could be 216-334). Garchomp outspeeds only if Blaziken min speed. Risky.
    
    Kingambit Sucker Punch is the safest play. If Blaziken attacks, it dies. If Blaziken switches, Sucker Punch fails but we learn.
    
    Actually Blaziken might predict Sucker Punch and use a status move or switch. But Sucker Punch is still best option - if it fails we can adapt.
  4. Turn 3
    Solar Decide Flash used 1
    Incident report
    Only one legal action: played without asking.
    MiMo V2.6 Flash used Kowtowcleave4,677 tok · 30.4 s · $0.0008

    Blaziken used Blast Burn turn 2, so it must recharge this turn — Sucker Punch would fail. Land Kowtow Cleave freely to drop Blaziken to ~10%, then Sucker Punch KOs it next turn before it moves. Keep Garchomp healthy as backup for Rotom and their unrevealed third (likely Excadrill/Bastiodon).

    Reasoning trace (1,035 words)
    Blaziken at 50%, used Blast Burn last turn — it must recharge? Actually in the log, Blaziken used Blast Burn turn 2. In Showdown, Blast Burn requires recharge next turn. So Blaziken must recharge this turn — Sucker Punch fails if target is not attacking! Recharge turn means Blaziken isn't attacking, so Sucker Punch would fail.
    
    Wait, but the log doesn't mention recharge. Turn 2: Blaziken used Blast Burn, Gholdengo fainted, Kingambit came in. Turn 3: Blaziken should be recharge turn. The battle log doesn't show "must recharge" yet because it's our turn to act.
    
    If Blaziken is recharging, Sucker Punch fails. Then Blaziken attacks next turn with Speed Boost +2... Actually Speed Boost triggers end of each turn. Blaziken got +1 at end of turn 2. End of turn 3 it'll be +2.
    
    If Sucker Punch fails, Blaziken attacks Kingambit next turn (recharge over). Blaziken's Blast Burn is special Fire — super effective vs Kingambit (Dark/Steel: Fire SE? Steel weak to Fire yes). Kingambit would die.
    
    So better: Kowtow Cleave — Dark vs Fighting is not very effective (0.5x). Blaziken 50% HP. Kingambit Atk 205, Supreme Overlord 10% boost (1 fainted ally), Black Glasses 1.2x. Kowtow Cleave 85 BP. Blaziken Def 90-145.
    
    Damage calc roughly: 205 Atk * 1.1 * 1.2 = 270.6 effective. 85 BP * 0.5 (NVE) = 42.5 effective BP. Against Def ~117 mid: (270/117)*42.5*... formula: ((2*50/5+2)*42.5*270/117)/50+2 ≈ (22*42.5*2.307)/50+2 = (2151)/50+2 ≈ 45. Blaziken at 50% HP (of ~171 = 85/171). Hmm, 45% damage wouldn't KO.
    
    Actually wait — Blaziken at 50% HP. Kowtow Cleave NVE would do maybe 40-50%. Not a KO.
    
    Sucker Punch: 70 BP * 0.5 = 35 effective, plus priority. Less damage.
    
    Hmm. But if Blaziken is recharging, we get a free hit. Kowtow Cleave does more damage than Sucker Punch. Then Blaziken at maybe 5-10%? Then next turn it attacks and we die... unless we KO.
    
    Alternatively switch to Garchomp. Garchomp outspeeds? Blaziken at +1 Spe: 162-250 range vs Garchomp 169. Uncertain. And Blaziken recharging can't attack this turn. Switch Garchomp in, then next turn Blaziken at +2 Spe attacks... Garchomp with Life Orb EQ. Blaziken at 50% — EQ would KO probably. But Blaziken at +2 outspeeds Garchomp likely.
    
    Hmm, but does Blaziken actually recharge? The log doesn't say. In Showdown, recharge happens turn after. The log for turn 3 would show "Blaziken must recharge!" when it tries to move. Since we're being asked before resolution, we don't know for sure but Blast Burn always causes recharge.
    
    Actually wait — some formats... no, Blast Burn always recharges.
    
    So this turn Blaziken is helpless. Best move: maximize damage or set up.
    
    Option: Swords Dance. Then next turn Blaziken attacks (probably KOs Kingambit with Fire move), but we'd have... no, Kingambit dies.
    
    Option: Kowtow Cleave to bring Blaziken low, then it attacks Kingambit and dies to... nothing.
    
    Hmm. Let's think: if we Kowtow Cleave now for ~45%, Blaziken goes to ~5%. Next turn Blaziken attacks Kingambit — Kingambit likely dies to Fire move. Then Garchomp comes in, Blaziken at 5% — Garchomp outspeeds? At +2 Spe Blaziken 162*1.5... wait +2 = 2x base range: 162-250 at +1, so +2 would be 243-375. Garchomp 169 — Blaziken outspeeds. Blaziken attacks Garchomp with Fire move — Garchomp survives (not SE... Fire vs Dragon/Ground is neutral, 1x). Garchomp EQ KOs Blaziken at 5%.
    
    Actually wait — but Blaziken's Blast Burn caused recharge; next turn it can attack. It might use a Fighting move (High Jump Kick) — neutral on Garchomp too. Garchomp survives and KOs.
    
    Alternatively: Sucker Punch now — if it works (Blaziken attacking? No, recharging → fails). So Sucker Punch fails for sure.
    
    So Kowtow Cleave is the safe damage. But wait — could Blaziken switch out instead? If Blaziken switches to Rotom, Kowtow Cleave hits incoming. Fine.
    
    Actually, could we just KO Blaziken? At 50%, Kowtow Cleave ~45% max. Not quite. With crit maybe.
    
    Alternative: switch to Garchomp this turn (free switch since Blaziken recharging). Then Garchomp at full HP faces Blaziken at +2 Spe. Garchomp EQ: Life Orb, 182 Atk, 100 BP Ground vs Blaziken 50% HP. Blaziken Def 90-145. Damage: (22 * 100 * (182/117)) /50 + 2 ≈ (22*100*1.556)/50+2 = 3423/50+2 ≈ 70%. Not a KO at 50%... hmm, mid rolls. Actually 50% of 171 = 85 HP out of 171. 70% damage = 120. Not KO.
    
    Hmm, but Blaziken would attack Garchomp first at +2. Fire move neutral does big damage.
    
    Better: Kowtow Cleave now to weaken Blaziken to ~5%, then when Blaziken attacks Kingambit, Kingambit might survive a non-Fire move? Blaziken likely uses Blast Burn again (recharged) — that would KO Kingambit.
    
    Actually, does Blaziken have to recharge? Yes. So turn 3: we attack freely. Turn 4: Blaziken attacks.
    
    Plan: Kowtow Cleave turn 3 → Blaziken ~5-15%. Turn 4: Sucker Punch — priority, would KO Blaziken at low HP if it attacks. Blaziken attacks → Sucker Punch goes first, KOs Blaziken. 
    
    That's the line! Sucker Punch at 5% Blaziken: 70 BP * 0.5 NVE * 1.2 glasses * 1.1 SO ≈ still ~30% damage, easily KOs a 5-15% Blaziken.
    
    But risk: Blaziken switches turn 4 → Sucker Punch fails. Then we're still alive though.
    
    So: Turn 3 Kowtow Cleave, Turn 4 Sucker Punch.
    
    But wait — is Kowtow Cleave enough to bring Blaziken into Sucker Punch range? Sucker Punch does ~30-35%. Kowtow does ~45%. Combined 75-80%. Blaziken at 50% → after Kowtow at ~5-15%. Yes, Sucker Punch KOs.
    
    But what if Kowtow rolls low and Blaziken at 25%? Sucker Punch ~32% might not KO. Hmm. Then Blaziken attacks, Kingambit takes hit, might survive, then... risky.
    
    Alternative: use Sucker Punch now? It fails on recharge for sure.
    
    Actually, does the log confirm recharge? Not shown. But Blast Burn always recharges. I'm fairly confident.
    
    Hmm, but what if the game doesn't force recharge in this format? Unlikely.
    
    Let's go Kowtow Cleave.
    
    Actually, consider: Blaziken revealed only Blast Burn (special). Its other moves unknown. If Blaziken attacks Kingambit turn 4 with a Fighting move (physical), Kingambit Dark/Steel — Fighting SE vs both → huge damage, likely KO. But priority Sucker Punch KOs first if Blaziken low.
    
    Go with Kowtow Cleave.
    
    Notes should be ≤60 words.
  5. Turn 4
    Solar Decide Flash switched to Rotom2,673 tok · 0.8 s · $0.0001

    74% SWITCH: rotom, 13% SWITCH: taurospaldeablaze, 10% MOVE: blastburn

    MiMo V2.6 Flash used Suckerpunch3,025 tok · 4.3 s · $0.0003

    Blaziken at 5%, +2 Spe. Sucker Punch has priority and will KO before it moves. If they switch, Sucker Punch fails harmlessly — Rotom or Excadrill comes in healthy but Kingambit takes no damage. Kowtow Cleave risks Blaziken moving first and potentially KOing Kingambit. Take the safe priority KO, then face Rotom and their unrevealed third (likely Excadrill/Bastiodon).

    Reasoning trace (166 words)
    Blaziken at 5%, +2 Spe. Sucker Punch priority, not very effective but Blaziken is at 5% — should KO. Risk: they switch to Rotom (Ghost, immune to... no, Sucker Punch is Dark, hits Ghost super effectively). Actually if they switch to Rotom, Sucker Punch hits Rotom super effective. If they switch to Excadrill... Dark hits neutral. But Sucker Punch fails only if target doesn't attack — switching counts as not attacking, so it fails on switch.
    
    If Sucker Punch fails on switch, Kingambit just loses a turn but takes no damage. If Blaziken attacks, Sucker Punch KOs. Kowtow Cleave would also KO at 5% but Blaziken moves first and could kill Kingambit... actually Blaziken at 5% — if it attacks Kingambit, Kingambit survives likely. But safer to Sucker Punch for priority.
    
    Actually if Blaziken attacks, it might KO Kingambit? Kingambit at 207 HP full. Blaziken +2 Atk, moves like Flare Blitz/Close Combat would do big damage. Sucker Punch priority ensures we move first.
    
    Use Sucker Punch.
  6. Turn 5
    Solar Decide Flash switched to Blaziken2,683 tok · 0.9 s · $0.0001

    50% SWITCH: blazikenmega, 39% SWITCH: taurospaldeablaze, 7% MOVE: electricterrain

    MiMo V2.6 Flash used Kowtowcleave3,124 tok · 4.8 s · $0.0003

    Turn 5: Rotom in, Levitate blocks EQ so Garchomp can't touch it. Sucker Punch fails vs status (Will-O-Wisp/Thunder Wave likely). Kowtow Cleave is super effective, unmissable, boosted by Black Glasses + Supreme Overlord (~112 BP) — guaranteed heavy damage even if Rotom burns Kingambit. Garchomp stays healthy as backup. Blaziken at 5% still lurking; Sucker Punch revenges it later.

    Reasoning trace (179 words)
    Rotom is Ghost/Electric. Kowtow Cleave is super effective (Dark vs Ghost). Sucker Punch risky if Rotom uses status (Will-O-Wisp, Thunder Wave, Trick). Rotom likely Will-O-Wisp or Volt Switch.
    
    Kingambit at full HP. If Rotom burns Kingambit, physical attacker crippled. Options: Kowtow Cleave for guaranteed damage — super effective, boosted by Black Glasses and Supreme Overlord (1 fainted ally = 10%). 85 * 1.2 * 1.1 = ~112 BP. Against Rotom's SpD... it's physical, Rotom's Def. Could do big damage.
    
    Sucker Punch fails if Rotom uses status. Kowtow Cleave is safe damage. Rotom might Volt Switch out. Kowtow Cleave doesn't check accuracy.
    
    Switch to Garchomp risks burn too, and Garchomp can't touch Rotom (Earthquake immune due to Levitate). Actually Garchomp has Scale Shot and Swords Dance but nothing super effective vs Rotom.
    
    Best: Kowtow Cleave for guaranteed heavy damage on Rotom. If Rotom burns Kingambit, still have damage done. Alternatively Sucker Punch — if Rotom attacks (Volt Switch, Shadow Ball), it goes first and hits hard.
    
    Rotom likely wants to burn or pivot. I'll go Kowtow Cleave for guaranteed damage.
    Solar Decide Flash switched to Rotom2,403 tok · 1.0 s · $0.0001

    56% SWITCH: rotom, 44% SWITCH: taurospaldeablaze

  7. Turn 6
    Solar Decide Flash switched to Tauros2,696 tok · 1.3 s · $0.0001

    94% SWITCH: taurospaldeablaze, 4% MOVE: electricterrain, 2% MOVE: risingvoltage

    MiMo V2.6 Flash used Kowtowcleave3,047 tok · 2.6 s · $0.0003

    Turn 6: Rotom in at full HP, Levitate blocks EQ so Garchomp can't touch it. Kowtow Cleave is super effective, unmissable, boosted by Black Glasses + Supreme Overlord (~112 BP effective) — guaranteed heavy damage even if Rotom burns Kingambit with Will-O-Wisp. Sucker Punch risks failing vs status. Garchomp stays healthy as backup. Their last mon is unrevealed (likely Excadrill/Bastiodon/Tauros).

    Reasoning trace (83 words)
    Rotom at full HP. Kowtow Cleave super effective with Black Glasses + Supreme Overlord (1 fainted ally = 10% boost). Should do heavy damage. Rotom likely status or Shadow Ball. Sucker Punch risky if status. Kowtow Cleave is the play — big damage, unmissable.
    
    Rotom's SpD range 87-141, but this is physical defense vs special... Kowtow Cleave is physical, Rotom's Def 87-141. Should do a lot.
    
    If Rotom uses Will-O-Wisp, Kingambit gets burned but still deals damage. Kowtow Cleave is the right call.
  8. Turn 7
    Solar Decide Flash switched to Rotom2,834 tok · 0.9 s · $0.0001

    82% SWITCH: rotom, 14% MOVE: gigaimpact, 2% MOVE: ragingbull

    MiMo V2.6 Flash switched to Garchomp3,314 tok · 5.1 s · $0.0003

    Turn 7: Tauros-Blaze (Fire/Fire-Fighting) at 74% threatens Kingambit with a Fighting move — super effective vs Dark/Steel, likely KO. Kingambit already atk -1. Switch to Garchomp: Fighting/Fire are neutral on Dragon/Ground, Garchomp takes the hit comfortably. Then Garchomp threatens EQ (Tauros has no Levitate) or SD. If they switch to Rotom instead, Garchomp still positions well; Levitate blocks EQ but Stealth Rock or Scale Shot options remain. Preserve Kingambit for late-game Sucker Punch.

    Reasoning trace (115 words)
    Tauros Blaze at 74%, Kingambit at -1 Atk. Fighting/Fire type — Fighting moves super effective on Kingambit (Dark/Steel: Fighting SE on both). Tauros likely carries Fighting moves (Close Combat / Raging Bull). Kingambit is threatened heavily.
    
    Switch to Garchomp: Fighting moves are neutral on Dragon/Ground. Fire neutral. Garchomp takes hit well. But then Rotom in... Actually opponent might switch to Rotom expecting Kingambit move.
    
    Intimidate already applied. If Tauros stays, it likely uses Fighting move — Kingambit could die. Switch Garchomp is safest. Garchomp has Life Orb EQ, Scale Shot, SD, SR.
    
    If Tauros uses Fighting move on Garchomp switch: neutral damage, fine. Then Garchomp threatens with EQ (Tauros not levitate). Good.
    
    Switch to garchomp.
  9. Turn 8
    Solar Decide Flash switched to Tauros2,787 tok · 0.9 s · $0.0001

    88% SWITCH: taurospaldeablaze, 7% MOVE: electricterrain, 3% MOVE: risingvoltage

    MiMo V2.6 Flash used Scaleshot3,488 tok · 5.3 s · $0.0003

    Turn 8: Rotom has Levitate — EQ is useless despite the type matchup. Scale Shot is neutral, bypasses no immunities, and boosts Garchomp's Speed (+1) after hits, helping outspeed Tauros (Spe up to 167) later. Rotom likely carries Will-O-Wisp/Thunder Wave; status hurts but Garchomp still positions. Kingambit preserved at full HP for late-game Kowtow Cleave/Sucker Punch. Tauros at 74% is the other threat.

    Reasoning trace (218 words)
    Rotom has Levitate — EQ won't work. Wait, legal actions say earthquake is super effective on rotom? That's odd — Rotom is Electric/Ghost, Ground is super effective on Electric but Ghost... Ground hits Electric super effective, Ghost doesn't resist Ground. So 2x super effective. But Levitate blocks it. The legal action description doesn't account for Levitate.
    
    Rotom revealed no moves. It's likely to burn or Thunder Wave. Scale Shot is neutral, hits 2-5 times, boosts speed. Swords Dance could let Garchomp sweep Tauros too. But Rotom could have Will-O-Wisp.
    
    Best play: Scale Shot — neutral damage, no immunity, boosts speed. Or Swords Dance to threaten both remaining mons. If Rotom burns Garchomp, physical attacks weakened.
    
    Actually Kingambit has Kowtow Cleave super effective vs Rotom. Maybe switch to Kingambit? But Rotom could Will-O-Wisp it. Earlier notes said Kowtow Cleave is super effective vs Rotom.
    
    Hmm, but switching back and forth is risky. Garchomp with Scale Shot: 25 BP × ~3.5 hits × STAB 1.5 × Life Orb 1.3 ≈ 25×3×1.5×1.5×1.3 ≈ 219 raw, vs Rotom's SpD... it's physical, vs Def 87-141. Decent damage. Plus speed boost helps vs Tauros.
    
    Swords Dance: if Rotom doesn't burn, Garchomp sweeps. If it does burn, Garchomp crippled. Risky.
    
    Scale Shot is the safe aggressive play — damage + speed. I'll go with scaleshot.
  10. Turn 9
    Solar Decide Flash switched to Rotom3,029 tok · 0.7 s · $0.0002

    91% SWITCH: rotom, 7% MOVE: gigaimpact, 1% MOVE: ragingbull

    MiMo V2.6 Flash used Earthquake3,635 tok · 11.5 s · $0.0003

    Turn 9: Tauros at 9% — finish it. Earthquake is super effective, 100% accurate, and even at Atk -1 with Life Orb it easily KOs 9%. If they switch to Rotom, Levitate blocks it but Tauros is preserved at 9% for later (Kingambit's Sucker Punch cleans it). Scale Shot risks 90% accuracy and doesn't guarantee the kill. Garchomp stays in.

    Reasoning trace (211 words)
    Tauros at 9%, Garchomp at -1 Atk with Life Orb. Earthquake super effective should KO even at -1 with Life Orb. Roughskin also punishes contact. Let's just EQ.
    
    At -1 Atk (0.67x), Life Orb 1.3x: base 100 EQ from Atk 182*0.67≈122... vs Tauros def ~140ish. Neutral-ish super effective 2x. Should be plenty for 9% HP. Yes, EQ.
    
    If they switch to Rotom, Levitate blocks — but Tauros at 9% likely stays or dies. Risk: they switch to Rotom and I lose a turn. But Tauros at 9% is a kill opportunity; if they switch, Rotom comes in at 100% and I wasted a turn but Garchomp still fine. Alternatively Scale Shot hits Rotom too (neutral) but 90% accuracy and Tauros might survive at 9% if -1 Atk... EQ is safer for the kill.
    
    Actually consider: they might switch to preserve Tauros. Scale Shot would hit whatever comes in (unless it's... all three are hit by Dragon neutrally? Rotom: neutral, Tauros: neutral... wait Tauros is Fire/Fighting, Dragon neutral). Scale Shot at -1 Atk, 5 hits at 25 BP each... vs Tauros 9%: probably kills. But 90% accuracy and multi-hit.
    
    EQ is super effective, guaranteed hit, likely KO on Tauros. If they switch to Rotom, I lose momentum but nothing fatal. Go EQ.
  11. Turn 10
    Solar Decide Flash switched to Tauros3,050 tok · 0.9 s · $0.0002

    87% SWITCH: taurospaldeablaze, 9% MOVE: electricterrain, 2% MOVE: risingvoltage

    MiMo V2.6 Flash switched to Kingambit3,852 tok · 27.0 s · $0.0006

    Turn 10: Rotom has Levitate — EQ useless despite the misleading action list. Garchomp is Atk -1 and risks Will-O-Wisp; preserve it. Switch to Kingambit: resists Ghost, neutral to Electric, full HP with Black Glasses, threatens Kowtow Cleave/Sucker Punch. If Rotom burns Kingambit, still playable. Tauros sits at 9% for late cleanup.

    Reasoning trace (350 words)
    Rotom has Levitate, so EQ fails. Wait, the legal action says "super effective on rotom" but Rotom has Levitate. Actually Rotom is Electric/Ghost — Ground is not super effective on Electric... actually Ground vs Electric is immune normally, but Levitate also. The list says super effective which is wrong. Anyway EQ will be immune.
    
    Switch to Kingambit? Kingambit is Dark/Steel, takes neutral from Electric, immune to Ghost... wait Dark is immune to Ghost? No, Dark resists Ghost. Kingambit resists Ghost moves. Rotom likely has Will-O-Wisp — Kingambit hates burns. Garchomp at Atk -1 already.
    
    Scale Shot hits Rotom neutrally (Dragon vs Electric/Ghost = neutral). At Atk -1 with Life Orb, 5 hits at 25 BP... weak but chips.
    
    Better: switch to Kingambit to absorb status, then threaten. But Rotom could Volt Switch. Actually Kingambit at full HP with Black Glasses, Sucker Punch... Rotom at 100%.
    
    Alternatively, use Stealth Rock with Garchomp — safe, sets hazards. Then Rotom likely Will-O-Wisp Garchomp. Burn ruins Garchomp.
    
    Hmm. Garchomp at -1 Atk, burn potential. Switching to Kingambit seems safest — Kingambit resists Ghost, takes neutral Electric, and burn on Kingambit is also bad but Supreme Overlord + full HP.
    
    Actually Rotom hasn't revealed any moves. Common Rotom: Volt Switch, Will-O-Wisp, Thunderbolt, Hydro Pump/Trick.
    
    Plan: switch Kingambit in. If Rotom burns Kingambit, that's bad but manageable — Kowtow Cleave still works at reduced damage? Burn halves attack. Hmm.
    
    Alternatively keep Garchomp, use Scale Shot to boost speed and chip. Garchomp already at Spe +1.
    
    I think switching to Kingambit is reasonable but burn risk. Garchomp with burn would be useless anyway. Let's think: Rotom will likely burn the active Pokemon. Whoever stays in gets burned. Garchomp at -1 Atk already, burn makes it dead weight. Kingambit at full HP with Black Glasses — burn halves attack too.
    
    Maybe use Swords Dance with Garchomp to offset the Intimidate -1 (net +1), then threaten. But burn would cripple.
    
    Alternatively Stealth Rock — even if burned, Garchomp's utility was mostly done.
    
    I'll switch to Kingambit to preserve Garchomp and absorb status. Kingambit resists Ghost, threatens with Kowtow Cleave.
  12. Turn 11
    Solar Decide Flash switched to Rotom3,137 tok · 0.8 s · $0.0002

    85% SWITCH: rotom, 12% MOVE: gigaimpact, 2% MOVE: ragingbull

    MiMo V2.6 Flash used Kowtowcleave3,701 tok · 3.0 s · $0.0006

    Turn 11: Tauros at 9%, Kingambit Atk -1 but Black Glasses + Supreme Overlord (+10%) still kills 9% even resisted. Kowtow Cleave also punishes a Rotom switch-in (super effective on Ghost). Sucker Punch risks failing if they switch or status. Garchomp preserved at 90% for cleanup. Kill Tauros now.

    Reasoning trace (174 words)
    Tauros at 9%, Kingambit at -1 attack. Kowtow Cleave at -1 with Black Glasses + Supreme Overlord (1 fainted ally = 10%)... Tauros is Fighting/Fire, Dark is not very effective (Fighting resists Dark). 85 * 0.5 = 42.5 * 1.2 (black glasses) * 1.1 (supreme overlord) = ~56, at -1 attack = ~28. Tauros at 9% of ~166 HP = ~15 HP. Should be enough even resisted.
    
    Actually let's compute: base 85 power, resisted 0.5, black glasses 1.2, supreme overlord 1.1 → 85*0.5*1.2*1.1 = 56.1 effective power. Atk -1 halves damage. Against ~150 Def Tauros with ~205 Atk... damage formula roughly: (2*50/5+2)*85*Atk/Def... at level 50 it's complex. Roughly 205 Atk * 56 power / 140 Def ≈ decent. Should do ~30-40% at -1. Tauros at 9% should die.
    
    But Tauros could switch to Rotom (Levitate doesn't help vs Dark). Rotom is Ghost/Electric - Dark is super effective on Ghost. So Kowtow Cleave hits both.
    
    Sucker Punch fails if they don't attack. Kowtow Cleave is safer - hits both Tauros and Rotom.
    
    Go with kowtowcleave.
    Solar Decide Flash switched to Tauros
    Incident report
    Only one legal action: played without asking.
  13. Turn 12
    Solar Decide Flash used Gigaimpact3,173 tok · 1.0 s · $0.0002

    58% MOVE: gigaimpact, 21% MOVE: overheat, 13% MOVE: ragingbull

    MiMo V2.6 Flash used Kowtowcleave4,707 tok · 22.5 s · $0.0007

    Turn 12: Tauros at 9%, Rotom/Blaziken fainted. Kingambit Atk -2 but Kowtow Cleave (~15 dmg with STAB+Glasses+SO, even at -2) should KO 9% Tauros. If Tauros KOs Kingambit first with a Fighting move, Garchomp (90%) still cleans up — safe either way. Sucker Punch does less and fails on a switch/status. No switch needed.

    Reasoning trace (592 words)
    Tauros at 9%, Kingambit at Atk -2. Kowtow Cleave at -2 with Black Glasses + Supreme Overlord 10%: base 85 * 1.2 * 1.1 = 112.2, * 0.5 (STAB) = 56.1, * 0.25 (Atk -2) = 14, * 0.5 (resist) = 7 damage. Tauros HP 150-182, 9% = ~13.5-16.4. So 7 damage might not kill if Tauros has high HP. Hmm, close.
    
    Actually let me recompute: Atk -2 means 0.5x. So effective: 85 * 0.5(STAB) * 1.2(glasses) * 1.1(SO) * 0.5(atk) * 0.5(resist) = 85 * 0.5 * 1.2 * 1.1 * 0.5 * 0.5 = 85 * 0.165 = 14.0. Plus attack stat factor. Hmm, damage formula more complex but roughly.
    
    Tauros 9% of 150-182 = 13.5-16.4 HP. So damage ~14 could kill low HP Tauros but not high.
    
    Ironhead: 80 * 0.5 * 1.1 * 0.5 * 0.5 = 11. Worse.
    
    Sucker Punch: 70 * 0.5 * 1.2 * 1.1 * 0.5 * 0.5 = 11.55. Similar.
    
    Swordsdance: +2 brings to Atk 0 net. Then next turn kill. But Tauros moves first and could kill Kingambit? Tauros at 9%, Kingambit at 100%. Tauros Fighting/Fire moves — close combat, flare blitz. Kingambit 207 HP, Def 140. Tauros Atk 117-178. Flare blitz 120 BP * STAB... Kingambit resists nothing of fire/fighting. Would do significant damage but probably not KO from 100%.
    
    Actually Kingambit is Dark/Steel — Fighting is 2x effective! Close combat from Tauros would hurt. At Atk 178, CC 120 BP * 2 = huge. Could KO.
    
    Safer: switch to Garchomp? Garchomp at 90%, Tauros at 9%. Tauros Fighting/Fire — Garchomp Dragon/Ground resists Fire, neutral to Fighting. Intimidate again though. But Garchomp has Life Orb and can EQ... wait Tauros is Fighting/Fire, not immune to Ground. EQ would kill at 9%.
    
    But switching risks Tauros hitting Garchomp. Still Garchomp survives easily.
    
    Actually simplest: Kingambit uses Kowtow Cleave — might not kill. Or Sucker Punch — priority, might kill.
    
    Let me estimate damage more carefully. Level 50, attacker Atk = 205 * 0.5 = 102.5 (Atk -2). Wait stats shown are actual stats. Atk 205, at -2 = 205/4 ≈ 51.
    
    Damage = ((2*50/5+2) * 85 * 102.5/50... hmm complex. Let me just trust rough estimate.
    
    Base damage roughly: (2*50/5+2)=22, * power 85 * Atk/Def. Tauros Def 112-172. Say 140.
    
    22 * 85 * (51/140) / 50 + 2 ≈ 22 * 85 * 0.364 / 50 + 2 ≈ 13.6 + 2 = 15.6. Then modifiers: STAB 0.5... wait STAB is 1.5x not 0.5x. Resist 0.5. Glasses 1.2. SO 1.1.
    
    15.6 * 1.5 * 0.5 * 1.2 * 1.1 = 15.6 * 0.99 = 15.4.
    
    Tauros 9% = 13.5-16.4. So ~15 damage likely kills most. Close call.
    
    Sucker Punch: 70 BP, priority. 15.6 * (70/85) = 12.9, * 1.5 * 0.5 * 1.2 * 1.1 = 12.7. Might not kill.
    
    Kowtow Cleave ~15 is better. But Tauros moves first and might KO Kingambit with Fighting move.
    
    Hmm. Risk assessment: if Tauros KOs Kingambit, we still have Garchomp at 90% which beats 9% Tauros. So safe either way.
    
    Actually if Tauros attacks Kingambit and doesn't kill, then Kowtow kills Tauros. If Tauros kills Kingambit, Garchomp comes in and kills Tauros next turn (Tauros can't kill Garchomp).
    
    So Kowtow Cleave is fine. Let's do that.
    
    Wait — but if Tauros kills Kingambit, we lose Supreme Overlord... doesn't matter, Garchomp alone can finish.
    
    Actually could Tauros kill Garchomp later? Garchomp at 90%, Tauros at 9%. Tauros attacks first. Fighting move on Garchomp (Dragon/Ground) — neutral. Fire — resisted. Garchomp survives easily.
    
    Go Kowtow Cleave.