Matches · 2026-10-14 · rules version c5

MiMo V2.6 Flash vs Perplexity Decider V1.1 27B

Player 1 · winner
MiMo V2.6 Flash's team
autopilot 0%
Player 2
Perplexity Decider V1.1 27B's team
autopilot 0%

MiMo V2.6 Flash won in 6 turns · 3 min wall clock · 47,841 tokens · $0.005

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

Decisions

  1. Team preview
    Perplexity Decider V1.1 27B brought Dragapult,palafin,chandelure5,640 tok · 1.4 s · $0.0001

    Lead: 37% BRING: dragapult, 25% BRING: whimsicott, 14% BRING: palafin Pick 2: 26% BRING: palafin, 25% BRING: chandelure, 18% BRING: whimsicott Pick 3: 36% BRING: chandelure, 25% BRING: whimsicott, 21% BRING: toxapex

    MiMo V2.6 Flash brought Gholdengo,garchomp,dragapult2,583 tok · 11.0 s · $0.0002

    Plan: Lead scarf Gholdengo to pressure with Make It Rain/Shadow Ball. Bring Mega Garchomp for late-game sweeping (SD + Scale Shot) and Life Orb Dragapult for speed control and U-turn momentum. Watch for Palafin Jet Punch priority and Chandelure's Fire attacks; Dragapult Fire Blasts Chandelure. Whimsicott can't status Gholdengo (Good as Gold).

    Reasoning trace (177 words)
    Opponent has palafin, toxapex, chandelure, dragapult, whimsicott, gholdengo.
    
    My best: gholdengo (scarf, make it rain/shadow ball/focus blast), garchomp (mega, SD, earthquake, scaleshot), dragapult (life orb). Volcarona also good but chandelure/flamethrower威胁. Corviknight good vs palafin/whimsicott but slow.
    
    Bring: gholdengo lead (scarf makeitrain), garchomp, dragapult seems aggressive. Slowkinggalar handles chandelure/toxapex... but toxapex walls it. Opponent palafin is a big threat — mega garchomp earthquake? Palafin is Water, resists... earthquake neutral on water. Palafin jet punch priority.
    
    I'll go gholdengo, garchomp, dragapult — good offensive coverage. Or slowking over dragapult for chandelure. Dragapult outspeeds chandelure mostly (min145 vs chandelure max 145... dragapult min 145, chandelure up to 145). Fireblast kills chandelure. Keep dragapult.
    
    Whimsicott prankster could be annoying with trick room/encore/stun spore. Gholdengo scarf immune to status? Good as gold blocks status moves targeting... actually Good as Gold blocks status moves that target it (taunt, thunder wave). Encore from whimsicott — good as gold blocks? Encore is self-targeting? No, encore targets opponent. Good as Gold blocks "non-damaging status moves that target" — yes, blocks Encore.
    
    Choose: BRING: gholdengo, garchomp, dragapult.
  2. Turn 1
    Perplexity Decider V1.1 27B used Flamethrower1,949 tok · 0.5 s · $0.0000

    83% MOVE: flamethrower, 8% MOVE: phantomforce, 7% MOVE: shadowball

    MiMo V2.6 Flash used Shadowball2,451 tok · 15.2 s · $0.0004

    Turn 1: Scarf Gholdengo vs Dragapult. Shadow Ball is super effective and should KO or nearly KO if I move first. Dragapult may outspeed (range up to 213) but likely can't OHKO Gholdengo with Dragon Darts/Fire Blast. If I survive, Shadow Ball cleans up. Watch for U-turn pivot into Toxapex.

    Reasoning trace (74 words)
    Shadow Ball is super effective on Dragapult (Ghost). Scarf Gholdengo 149 vs Dragapult max 213 — Dragapult likely outspeeds. If they're scarfed too, could tie. Shadow Ball OHKOs or heavily damages Dragapult. But Dragapult could U-turn or Dragon Darts. Sucker punch? Opponent's Dragapult may have suckerpunch.
    
    Safe play: Shadow Ball. If Dragapult outspeeds and hits, Gholdengo still survives likely (Dragon Darts ~ neutral, SpD 113). Fire Blast would hurt. Let's just fire Shadow Ball.
    Perplexity Decider V1.1 27B switched to Palafin1,642 tok · 0.5 s · $0.0000

    65% SWITCH: palafin, 35% SWITCH: chandelure

  3. Turn 2
    Perplexity Decider V1.1 27B used Waterfall1,960 tok · 1.0 s · $0.0000

    70% MOVE: waterfall, 14% SWITCH: chandelure, 13% MOVE: flipturn

    MiMo V2.6 Flash used Shadowball2,701 tok · 20.7 s · $0.0004

    Turn 2: Palafin enters in Zero Form (must switch out to gain Hero Form). Scarf Gholdengo Shadow Ball is a safe click — catches a pivot into Toxapex/Whimsicott/Chandelure/Gholdengo for solid chip. Palafin Zero Form Jet Punch/Wave Crash is weak and Gholdengo should survive a neutral hit. Preserve Garchomp and Dragapult for late-game sweep.

    Reasoning trace (170 words)
    Palafin may use Jet Punch (priority Water). Gholdengo at 76 HP would likely die to a Water move. Switching to Garchomp risks Palafin's Water move too — Palafin-Hero Jet Punch would hurt Garchomp. But Garchomp is bulky; Palafin before hero form is weak. Actually Palafin just switched in, so it's Zero Form — it needs to switch out to become Hero. Unless it's already been switched... it just came in after Dragapult fainted, so Zero Form with weak stats. Jet Punch in Zero Form is weak (attack 81-134... low). Gholdengo could take it possibly. But opponent might switch out to activate Hero form.
    
    Safest: Shadow Ball — strong STAB, 2x vs Water? No, Water isn't weak to Ghost. Neutral. Palafin Zero form is frail-ish. Shadow Ball from Scarf Gholdengo SpA 185 should deal good damage.
    
    Alternatively switch to Garchomp to preserve Gholdengo. But opponent will likely switch out Palafin (to activate Hero form) into Toxapex or Whimsicott. Shadow Ball hits all decently.
    
    I'll Shadow Ball to catch a possible switch-in.
  4. Turn 3
    Perplexity Decider V1.1 27B used Flipturn2,050 tok · 0.5 s · $0.0000

    35% MOVE: flipturn, 35% MOVE: waterfall, 17% MOVE: aquajet

    MiMo V2.6 Flash switched to Dragapult2,910 tok · 15.6 s · $0.0005

    Turn 3: Palafin at 30% + Life Orb recoil. Gholdengo at 8 HP — dies to Jet Punch priority or any Waterfall. Switching to Dragapult is safest: it resists Water, outspeeds Palafin and everything remaining, and Dragon Darts picks off 30% Palafin. If Palafin switches to gain Hero Form, Dragapult still threatens it. Gholdengo's job is done — preserve as death fodder later.

    Reasoning trace (145 words)
    Palafin at 30% with Life Orb, Gholdengo at 8 HP. Palafin could use Jet Punch (priority) to KO Gholdengo. Gholdengo Scarf Shadow Ball could KO Palafin if it moves first, but Palafin might have Jet Punch priority. Even without Jet Punch, Palafin's speed range is 108-167 vs Gholdengo's 149.
    
    Palafin in Zero Form is weak, but Waterfall from Life Orb could KO Gholdengo at 8 HP easily. Jet Punch would definitely KO.
    
    Best play: Switch to Dragapult. Dragapult resists Water, outspeeds everything, and can pick off Palafin with Dragon Darts or U-turn. Palafin at 30% + Life Orb recoil is on a timer.
    
    Actually, if Palafin switches out to gain Hero Form, Dragapult can still handle it. Dragon Darts from189 Atk should KO a 30% Palafin (even Hero Form).
    
    Switching to Dragapult is safe - it takes any hit from Palafin easily and threatens back.
    Perplexity Decider V1.1 27B switched to Chandelure
    Incident report
    Only one legal action: played without asking.
  5. Turn 4
    Perplexity Decider V1.1 27B used Hexmega2,521 tok · 0.6 s · $0.0001

    81% MOVE: hex [MEGA], 8% MOVE: willowisp [MEGA], 5% MOVE: calmmind [MEGA]

    MiMo V2.6 Flash used Suckerpunch5,877 tok · 79.8 s · $0.0012

    Turn 4: Chandelure full HP, Dragapult faster (194 vs ≤145). Sucker Punch is SE on Ghost, priority, likely OHKO if they attack — best reward, and failing vs a switch costs nothing. If they stay in and use status (Will-O-Wisp), Dragapult still survives. Next: bring Garchomp, Mega + EQ to clean Chandelure/Toxapex (Ground is SE on both). Keep Gholdengo as death fodder.

    Reasoning trace (1,472 words)
    Chandelure is Ghost/Fire. Dragapult outspeeds. Sucker Punch is super effective (Dark vs Ghost) — 70 BP * 2 = 140 effective. Chandelure defense range 99-156, HP 135-167. Dragapult Atk 189, Life Orb 1.3x.
    
    Damage calc: 140 BP physical, Atk 189 vs Def ~128 (avg). Level 50 formula: ((2*50/5+2)*140*Atk/Def)/50 + 2 = (22*140*189/128)/50+2 = (22*140=3080; 3080*189=582,120; /128=4548; /50=91+2=93). Times1.3 Life Orb = 121. Chandelure HP max 167, min 135. So it might not KO if Chandelure is bulky. But Life Orb recoil too.
    
    Actually Chandelure likely offensive with lower defense. Hmm.
    
    Sucker Punch fails if Chandelure uses a status move like Trick Room or Will-O-Wisp or Shadow Ball... risky. Chandelure could use Shadow Ball (not attacking? it is attacking, so sucker works). If Chandelure uses non-attacking move, sucker fails and we wasted a turn.
    
    Dragon Darts: 50 BP * 2 = 100 BP, not very effective? Dragon vs Fire — neutral actually. Ghost/Fire: Dragon is neutral on both. So 100 BP neutral vs 140 BP SE sucker. Sucker better if it lands.
    
    Alternatively U-turn: 70 * 0.25 = 17.5 BP, terrible.
    
    Safest: Dragon Darts — always lands, 100 BP neutral. Damage: (22*100*189/128)/50+2 = (22*100=2200; *189=415,800; /128=3248; /50=65+2=67) *1.3 = 87. Not a KO on most Chandelures.
    
    Sucker: 93*1.3=121 — likely KO if Chandelure isn't max HP/Def. Chandelure typically runs max SpA, moderate HP. HP range 135-167 (with0 HP IV min135, max 167). Def range 99-156.
    
    If Chandelure has135 HP, 99 Def: dmg = (22*140*189/99)/50+2 = (582120/99=5880)/50=117.6+2=120 *1.3 = 156 → OHKO.
    If 167 HP, 156 Def: (582120/156=3732)/50=74.6+2=77*1.3=100 → not KO.
    
    Opponent might switch to Toxapex (resists? Toxapex Poison/Water — Dark neutral, Sucker neutral). Palafin at 20% also.
    
    Opponent's remaining: Palafin 20%, Toxapex full, Chandelure. If they switch, Sucker Punch fails.
    
    Hmm. The risk: Chandelure may outspeed? No, Dragapult 194 > 145.
    
    Actually a safe play: Dragon Darts always does damage and hits whatever comes in. If Chandelure stays, 87 damage (~52-64% of Chandelure). Then next turn another.
    
    But Chandelure threatens back heavily — Shadow Ball would hurt Dragapult badly (Ghost vs Ghost neutral, Chandelure SpA up to 216). Life Orb Dragapult SpD 97, HP 131/163. Shadow Ball 80 BP * (22*80*Atk/97)/50... could be big.
    
    Alternatively switch to Gholdengo (8 HP) as fodder, then bring Dragapult back? That wastes tempo.
    
    Consider: does Chandelure have Flash Fire? If so, Fire Blast useless. Sucker Punch super effective regardless.
    
    I think Sucker Punch is the standard play — it's the whole reason to run it. But risk of failure if opponent predicts and uses status. Opponent at this stage: Chandelure at full HP is their main remaining threat alongside Toxapex. They'd likely attack with Shadow Ball to catch Dragapult.
    
    Actually, will Sucker Punch KO? Let's think what Chandelure set: likely max SpA + speed investment. They need speed145 to outspeed... but Dragapult 194 is faster regardless. So Chandelure probably max SpA, HP/SpD spread or HP/Def. If bulky, def could be higher.
    
    Alternative: U-turn to Garchomp. Garchomp resists Fire, is immune... Chandelure Shadow Ball neutral on Garchomp. U-turn does 1/4 damage (bug vs fire = 0.25, ghost... wait bug vs ghost = 1, vs fire = 0.5? Bug is not very effective vs Fire! Bug chart: Fire resists Bug (0.5). And Bug vs Ghost = 1. So U-turn = 70*0.5=35, not 1/4. The action says 1/4x — hmm, Ghost resists Bug? Actually Bug is not very effective against... let me recall: Bug resisted by Fire, Fighting, Poison, Flying, Ghost, Steel, Fairy. Yes, Ghost resists Bug too. So 0.25. The game says 1/4x, correct.
    
    So U-turn weak but gives momentum into Garchomp. But then Chandelure Shadow Balls Garchomp... Garchomp can Mega Evolve next turn and EQ. Actually Chandelure is Ghost — EQ hits it (ground vs fire/ghost neutral... Ground vs Fire = 1? Ground hits Fire super effectively? No, Ground is neutral on Fire. Fire resists... Ground is SE vs Fire? Type chart: Ground SE vs Fire, Poison, Rock, Steel, Electric. Yes! Ground is super effective against Fire. So Ground vs Chandelure (Fire/Ghost) = 2x. 
    
    So Garchomp EQ would likely OHKO Chandelure after Mega. But Garchomp takes a Shadow Ball on the switch.
    
    Plan: switch to Garchomp, tank Shadow Ball (Garchomp SpD 107, HP 183), then Mega + EQ.
    
    But if Chandelure uses Fire Blast/Flamethrower on switch-in, Garchomp takes 2x effective... Garchomp is Dragon/Ground: Fire vs Dragon = 0.5, Fire vs Ground = 1 → neutral. Actually Fire vs Dragon/Ground: Fire is resisted by Dragon (0.5), Ground doesn't resist Fire... wait Ground doesn't resist Fire. So neutral. Hmm but Fire vs Ground — Ground is not resistant to Fire. So neutral damage. Shadow Ball is neutral too (Ghost vs Dragon/Ground neutral). Either way neutral.
    
    Actually Chandelure with216 SpA SpA vs Garchomp: Shadow Ball 80 BP. Damage: (22*80*216/107)/50+2 = (380160/107=3553)/50=71+2=73. Garchomp 183 HP → ~40%. That's fine.
    
    But if Chandelure is specs, more. Still survivable.
    
    Alternatively, Dragapult stays and Sucker Punches. Risk of failure vs reward KO.
    
    I think the safest is switching to Garchomp — it's bulky, resists... it takes neutral from both. But then we lose momentum and Dragapult at 131 could come back later.
    
    Hmm, but actually consider: Dragapult is our fastest and we want to preserve it. Chandelure threatens it. Garchomp mega evolves and EQs — that's the plan. Also opponent's remaining are Toxapex (toxic stall) and Palafin 20% (Jet Punch priority after hero form... Palafin at 20% needs to switch to gain hero form).
    
    Let's plan: Switch to Garchomp this turn, take a hit, then Mega EQ. If Chandelure uses Shadow Ball, ~73 dmg. Then Mega EQ: Mega Garchomp Atk ~232 (level 50 Mega Chomp Atk 232? Base 130 → at 50, ~... rough). EQ100 BP vs Chandelure Def 99-156, neutral... Ground SE vs Fire = 2x. Definitely OHKO.
    
    But the opponent may double-switch to Toxapex on predicted EQ... Toxapex Water/Poison: Ground vs Water 1, vs Poison 1... Ground is neutral on Toxapex? Ground SE vs Poison! Poison weak to Ground. And Water doesn't resist Ground. So Ground SE vs Toxapex too.Alternatively Chandelure might use Trick Room or Will-O-Wisp — Garchomp gets burned, bad. Hmm, that's a risk.
    
    Sucker Punch: if opponent uses a status move, it fails. If Chandelure uses Will-O-Wisp on Dragapult, Dragapult gets burned — but burn only halves attack; Dragapult is mixed.
    
    I lean toward Sucker Punch: high reward (likely KO, super effective), and even if it fails, we learn. But if it fails and Chandelure Shadow Balls, Dragapult takes heavy damage (~73+ at 216 SpA... vs SpD 97: (22*80*216/97)/50+2 = (380160/97=3919)/50=78+2=80, *1.3 Life Orb = 104 → Dragapult at 131 → 27 HP. Survives barely but Life Orb recoil 16 → 11 HP. Risky.
    
    Alternatively, the opponent might switch out Chandelure fearing Dragapult... why would they? Chandelure is fine vs Dragapult.
    
    Actually wait — does the opponent know we have suckerpunch? Not revealed. They might just attack.
    
    Consider Dragon Darts as a middle ground: guaranteed damage, hits switches.87 damage on Chandelure (52%), doesn't KO. Then Chandelure attacks us.
    
    I think the best play considering opponent will likely attack: Sucker Punch. It's super effective, priority, likely KO. If Chandelure has high HP/def, ~100-156 damage.
    
    Actually let's compute worst case more carefully: max HP 167, max Def 156:100 dmg → survives with 67 HP. Then Chandelure hits back. Then next turn we Sucker again... it'd already be attacking.
    
    Hmm, but even if it survives, we're fine.
    
    But risk of Will-O-Wisp/Trick Room/Taunt. Chandelure sets... common sets: Choice Scarf with Shadow Ball/Flamethrower/Trick, or bulky with Will-O-Wisp, or Life Orb. Since we can't tell, and our Dragapult holds Life Orb... Actually let's consider: if Chandelure is Choice Scarf with max speed... it can't outrun Dragapult anyway.
    
    I'll go with suckerpunch. Actually wait — is there a smarter line? What about switching Gholdengo in as death fodder? Gholdengo at 8 HP dies to anything; then we get a free switch to Garchomp. That preserves Dragapult. But then opponent gets a free attack on whatever comes in (Garchomp takes a hit anyway). Actually that's strictly worse than switching Garchomp directly? Gholdengo fodder gives free switch but Garchomp takes a hit next turn anyway. Same total damage taken, but we waste a turn. Actually no: with Gholdengo fodder, Garchomp comes in on a predicted turn where opponent may switch, giving better information. Meh.
    
    Simplest: suckerpunch.
    
    Hmm, but one more consideration — the notes say preserve Garchomp and Dragapult. Sucker punch keeps momentum.
    
    Let's also think: what if opponent switches to Toxapex? Sucker Punch fails, Dragapult takes nothing (we lose a turn, no Life Orb recoil even). Then Dragapult vs Toxapex: we have Fire Blast (Toxapex Water/Poison — Fire neutral? Fire vs Water = 0.5, vs Poison = 1 → 0.5). Dragon Darts neutral. We'd then U-turn out to Garchomp. Fine — a failed Sucker vs a switch is not terrible since we take no damage.
    
    I'll go suckerpunch.
    MiMo V2.6 Flash switched to Garchomp3,001 tok · 14.9 s · $0.0004

    Turn 5: Dragapult down — must switch. Bring Garchomp: full HP, Mega Garchomp outruns Chandelure (base 102+ vs ≤156 Spe roll... verify after) and EQ is SE on Chandelure/Toxapex/Palafin. Chandelure at 17% likely dies to any hit; Palafin at 20% is Hero Form threat but Ground kills it. Keep Gholdengo (8 HP) as death fodder to absorb a hit if needed.

    Reasoning trace (111 words)
    Dragapult fainted. I must switch. Garchomp comes in. Gholdengo at 8 HP is death fodder. Switch to Garchomp.
    
    Note: Mega Evolution available: No — hmm, that says Mega Evolution available: No. But garchompite is held... The opponent already mega evolved. Actually in this format maybe only one mega per... no, typically each player can mega evolve once. The log says "Mega Evolution available: No" — possibly because Dragapult fainted and it... no, Dragapult had lifeorb. Gholdengo has scarf. Garchomp has garchompite. Weird. Maybe the message means mega already used? Opponent Mega Evolved: Yes. Hmm, perhaps my mega was used earlier? No. Anyway, actions are only switches this turn.
    
    Switch to Garchomp.
  6. Turn 5
    Perplexity Decider V1.1 27B used Willowisp2,451 tok · 0.5 s · $0.0000

    60% MOVE: willowisp, 17% SWITCH: palafinhero, 12% MOVE: hex

    MiMo V2.6 Flash used Earthquakemega3,865 tok · 29.1 s · $0.0005

    Turn 5: Chandelure at 17% — Garchomp EQ (super effective) kills it whether I outspeed or not (Chandelure can't OHKO Garchomp). Mega Evolve for maximum power — also catches a potential switch to Palafin (20% HP, dies to EQ) or chips Toxapex hard. Rough Skin loss is acceptable; power matters more to break Toxapex.

    Reasoning trace (424 words)
    Chandelure at 17%, Garchomp EQ super effective will knock it out if it hits. Speed uncertain. If Chandelure is Scarf or outspeeds, Hex could hurt Garchomp but Garchomp is bulky, Hex at 65 BP vs Garchomp HP183 - probably not KO. If Chandelure outspeeds and uses Shadow Ball or Hex, it could do ~30-40% to Garchomp. Then EQ finishes it. Alternatively, sacrifice Gholdengo to safely bring in Garchomp. But Garchomp is already in. Switching to Gholdengo at 4.9% HP — Chandelure will kill it with any move, then Garchomp comes in free to EQ. That preserves Garchomp's HP.
    
    But Chandelure might Mega Evolve again? Wait it already Mega Evolved. It's Mega Chandelure now.
    
    Mega Chandelure has high SpA. Hex at 65 BP vs Garchomp: neutral, Garchomp HP 183, SpD 107. Mega Chandelure SpA ~249 max. Hex would do maybe 40-50% to Garchomp. Not KO. Then Garchomp EQ kills Chandelure.
    
    Actually, consider using Gholdengo as fodder. But Garchomp already on field, and switching wastes a turn but guarantees Garchomp full HP. But Chandelure could also switch to Toxapex or Palafin. If Chandelure switches, then sending in Gholdengo at 4.9% into Toxapex would be bad - Toxapex would kill Gholdengo. Actually then Garchomp comes in for free.
    
    Safest: just stay in with Garchomp and EQ. If Chandelure outspeeds, it hits Garchomp with something, then Garchomp EQs and kills it. If Garchomp outspeeds, EQ kills Chandelure. Either way Chandelure goes down and Garchomp survives. Rough skin doesn't matter for special attacks.
    
    Let me just EQ. Mega evolve for more power - but wait, if Chandelure switches to Palafin (Hero Form, 20% HP), EQ also kills it. If switches to Toxapex, EQ does decent damage. Mega Garchomp EQ is stronger. So mega evolve and EQ.
    
    Actually, wait - Mega Garchomp loses Rough Skin. If Palafin uses Flip Turn or Waterfall on Garchomp, Rough skin damage could matter. But Palafin at 20% HP - rough skin is 1/8 = ~12.5% damage. That could be relevant later. But having more power with Mega Garchomp is probably better.
    
    Let me go with Mega EQ. It guarantees Chandelure dies regardless of who comes in. If Chandelure switches to Palafin Hero Form at 20%, Mega EQ kills it too. Toxapex takes ~40-50%. 
    
    Actually wait - if Chandelure switches to Toxapex to tank the hit, and Garchomp Mega Evolves, we lose Rough Skin for future Palafin contact. But Toxapex is a big problem anyway - Garchomp needs to break through it. Mega EQ is the best tool for that.
    
    Yes, go with EQ Mega.
    Perplexity Decider V1.1 27B switched to Palafin
    Incident report
    Only one legal action: played without asking.
  7. Turn 6
    Perplexity Decider V1.1 27B used Closecombat2,468 tok · 0.5 s · $0.0000

    62% MOVE: closecombat, 28% MOVE: waterfall, 5% MOVE: aquajet

    MiMo V2.6 Flash used Earthquake3,772 tok · 19.8 s · $0.0006

    Turn 6: Palafin Hero at 20% is their last Pokémon (Dragapult and Chandelure both fainted). Even max-Atk Life Orb Waterfall can't OHKO my Mega Garchomp from full, and I only need one EQ to KO at 20%. Risk of SD is pointless — just fire Earthquake and end this. Speed tie doesn't matter since I survive any hit.

    Reasoning trace (307 words)
    Palafin Hero at 20% HP with Life Orb. My Garchomp is Mega with144 Speed, Palafin Hero108-167. If Palafin has max speed investment (likely: 167 possible at level 50), it could outspeed. But Hero Form Palafin at 20% HP — even with max Atk (233), Waterfall with Life Orb would do huge damage to Garchomp.
    
    Waterfall base 80, 233 Atk, vs135 Def Garchomp: ~80 * (233/135) ≈ 138 BP effective, times1.3 Life Orb ≈ 179, minus STAB... let me compute properly. Actually Water STAB: 80 * 1.5 = 120. 233 Atk vs 135 Def: ~120 * (233/135) ≈ 207... that could OHKO.
    
    Wait, actually the damage formula at level 50: ((2*50/5+2) * BP * Atk/Def)/50 + 2. That's (22 *120 * 233/135)/50 + 2 = (22 * 120 * 1.726)/50 + 2 = (4576)/50 + 2 ≈ 93.5 + 2 ≈ 95. Times1.3 Life Orb ≈ 124. Times0.85 (random) ≈ 105-123. That's about 57-67% of my HP.
    
    If I don't outspeed, I take that hit first (survive at ~40-50%), then KO with EQ. If Palafin has Jet Punch priority, it doesn't KO from 100%. So EQ is safe — I survive either way and OHKO Palafin at 20%.
    
    But if Palafin outspeeds and I don't KO... no, EQ at 20% definitely KOs Palafin.
    
    Also Palafin could switch? Nothing to switch to — all 3 seen, 2 dead. It's their last Pokémon? Wait — Palafin, Dragapult, Chandelure — that's all 3. Palafin at 20% is their last. Just EQ to KO.
    
    Should I Swords Dance first? No, just kill it — if it outspeeds and hits me, I still live and KO next turn. Earthquake is the safe, correct play.
    
    Wait — could Palafin have Ice Punch? Doesn't matter, I survive a hit.
    
    Swords Dance risk: if Palafin outspeeds and somehow KOs (unlikely at 100%), I'd lose. Just EQ.