Matches · 2026-10-14 · rules version c5

MiMo V2.6 Flash vs GPT-6 Luna Decisions

Player 1 · winner
MiMo V2.6 Flash's team
autopilot 0%
Player 2
GPT-6 Luna Decisions's team
autopilot 0%

MiMo V2.6 Flash won in 7 turns · 4 min wall clock · 52,131 tokens · $0.007

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

Decisions

  1. Team preview
    GPT-6 Luna Decisions brought Garchomp,rotomwash,greninja4,802 tok · 1.1 s · $0.0005

    Lead: 38% BRING: garchomp, 30% BRING: greninja, 13% BRING: rotomwash Pick 2: 64% BRING: rotomwash, 18% BRING: greninja, 8% BRING: scizor Pick 3: 32% BRING: greninja, 31% BRING: scizor, 26% BRING: clefable

    MiMo V2.6 Flash brought Garchomp,gholdengo,kingambit2,664 tok · 6.6 s · $0.0004

    Their team: garchomp, rotom-w (Levitate blocks EQ), scizor, clefable, kingambit, greninja. My core: sash SD garchomp leads and sets up/rocks; gholdengo (NP, Make It Rain/Shadow Ball) walls clefable and pressures scizor/kingambit/greninja; my kingambit (Defiant, Sucker Punch) handles greninja, garchomp, and their kingambit. Watch for rotom-w Will-O-Wisp on garchomp and scizor Bullet Punch.

    Reasoning trace (176 words)
    Their team: garchomp, rotomwash, scizor, clefable, kingambit, greninja.
    
    My team: garchomp (focussash SD scale shot), kingambit, gholdengo (lifeorb NP), dragapult scarf, corviknight, slowkinggalar.
    
    Good core: garchomp (sash SD) breaks clefable/rotom? Rotom-W levitate blocks EQ. Gholdengo handles clefable (shadowball), kingambit handles kingambit/clefable/greninja.
    
    Dragapult scarf outspeeds greninja (max 191 vs 178... actually greninja can reach 191, so scarf dragapult 178*1.5=267 outspeeds). Dragapult is good.
    
    Consider: garchomp lead with sash + rocks/SD. Opponent lead could be rotom-w (blocks EQ) or garchomp.
    
    I'll bring: garchomp, gholdengo, kingambit? Or dragapult instead of kingambit. Their kingambit is a threat; my kingambit with defiant... they may have kingambit. My kingambit with sucker punch handles greninja and garchomp.
    
    Core: garchomp, gholdengo, kingambit seems solid. Gholdengo beats clefable, corviknight... they don't have corviknight. Gholdengo beats clefable, slowking? Their team: gholdengo beats clefable (shadowball), scizor (make it rain, but bullet punch?), kingambit (make it rain), greninja (make it rain/shadowball). Gholdengo is strong here.
    
    Lead: garchomp with sash, set rocks or SD. Against unknown lead, garchomp lead is fine — sash guarantees survival.
    
    BRING: garchomp, gholdengo, kingambit.
  2. Turn 1
    GPT-6 Luna Decisions used Dragonclaw1,670 tok · 0.4 s · $0.0002

    93% MOVE: dragonclaw, 3% SWITCH: rotomwash, 2% MOVE: earthquake

    MiMo V2.6 Flash used Scaleshot2,539 tok · 3.0 s · $0.0004

    Mirror Garchomp lead. I have Focus Sash, so I survive one hit. Scale Shot is super effective, multi-hit (can break their sash if they have one), and boosts my Speed after. If they're faster and hit me first, sash keeps me alive to retaliate. Scale Shot is the best offensive option here.

    Reasoning trace (146 words)
    Mirror match. I have focus sash. Opponent garchomp unknown item. Scale Shot is super effective and boosts speed. If I'm slower, Scale Shot still kills through sash? No, sash would save them. But I have sash too.
    
    Best play: Scale Shot is super effective, 2-5 hits, breaks through sash potentially, and boosts my speed. If they're faster and use Scale Shot on me, my sash saves me and I survive with 1 HP, then I can hit back.
    
    Actually if they're faster and use Dragon move, I survive on sash, then my Scale Shot hits. If I'm faster, Scale Shot likely KOs (super effective, 25x2-5 = 50-125 BP, plus STAB... wait no STAB for me? I'm Dragon/Ground so yes STAB).
    
    Scale Shot seems best - super effective, speed boost, breaks sash with multiple hits.
    
    Earthquake is also good but not super effective.
    
    I'll go Scale Shot.
  3. Turn 2
    GPT-6 Luna Decisions switched to Rotom1,810 tok · 0.4 s · $0.0002

    32% SWITCH: rotomwash, 30% MOVE: earthquake, 26% SWITCH: greninja

    MiMo V2.6 Flash used Earthquake2,816 tok · 10.6 s · $0.0004

    Turn 2: Opposing Garchomp at 1% HP. I'm at 31/183 with Spe+1 so I move first. Earthquake is 100% accuracy and KOs if they stay in; if they switch to Rotom-W it's blocked by Levitate but that's unlikely since they'd rather sac their Garchomp. Scale Shot has 90% accuracy risk. Kill the Garchomp first.

    Reasoning trace (166 words)
    Their Garchomp is at 1% HP. I'm at 31/183. I should KO their Garchomp to prevent it from setting up rocks or doing more damage. Any attack will do. Scale Shot could miss (90%), EQ is 100% accuracy and will KO. Let me use earthquake for reliability.
    
    Actually, could they switch? If they switch, EQ still does good damage. If they stay in, EQ KOs. Let me go with earthquake.
    
    Wait, but if they switch to Rotom-W (Levitate), EQ does nothing. But their Garchomp at 1% is likely going to try to get off one more attack or set rocks. Let me use scale shot - it's super effective and even if they switch to something that resists it... actually no, scale shot has 90% accuracy.
    
    Let me just use earthquake.100% accuracy, will KO their Garchomp if it stays in, and does decent damage if they switch (unless Rotom-W). Given their Garchomp is at 1%, they might sac it or switch. Earthquake is the safest play.
  4. Turn 3
    GPT-6 Luna Decisions used Hydropump1,829 tok · 0.6 s · $0.0002

    68% MOVE: hydropump, 19% SWITCH: greninja, 5% SWITCH: garchomp

    MiMo V2.6 Flash used Stealthrock6,219 tok · 185.2 s · $0.0017

    Turn 3: Their Rotom-W (Levitate) walls EQ. My Garchomp is at 31 HP, Def-1 — any hit kills it. Spending it to set Stealth Rock is worth it: rocks permanently remove their 1% Garchomp (2x weak) and chip the rest. After I faint I choose my replacement freely, so no free switch is gifted. Keep Gholdengo and Kingambit healthy; Gholdengo walls Rotom-W/Clefable, Kingambit checks Greninja/Scizor.

    Reasoning trace (2,144 words)
    Rotom-Wash has Levitate, so EQ is immune... wait, but the legal action says "super effective on rotomwash" — that's wrong since Levitate blocks it. Actually the prompt says super effective but that's type-wise; ability blocks it.
    
    My Garchomp at 31 HP with Def-1. Rotom-W likely has Will-O-Wisp or Hydro Pump. Their Garchomp at 1% is still alive — I outspeed it (Spe+1: 253 vs max 169... actually their speed range 109-169, my speed after +1 boost: base Spe 169*... my Spe stat is 169, +1 boost makes it 253). So I move first and could kill their Garchomp with any move. But wait, they switched to Rotom-W — so their Garchomp is in the back at 1%.
    
    Actually turn 2 they switched Rotom in, and my EQ was immune. Now turn 3: I could kill... but their active is Rotom-W at full. Their Garchomp at 1% is in the back.
    
    Options: Scale Shot hits Rotom-W neutrally (Water/Electric resists Dragon? No — Dragon is neutral on Water/Electric). Scale shot 2-5 times at 25 BP each, with Def drop. Not great but it hits.
    
    Alternatively switch to Gholdengo, which walls Rotom-W (Good as Gold blocks status). Gholdengo can then Nasty Plot or fire Shadow Ball/Make It Rain.
    
    My Garchomp at 31 HP with Def-1 is very frail — Rotom's Hydro Pump would kill it. Its value now: maybe set Stealth Rock (helps break focus sashes, chip their Garchomp at 1%). But it likely dies this turn.
    
    If I switch to Gholdengo, Rotom can't burn it (Good as Gold), can't do much. Gholdengo is a good long-term answer. Then Garchomp stays alive at 31 HP with Speed boost to revenge kill their 1% Garchomp later (though they'd need to switch it in, and Stealth Rock would kill it if set).
    
    Plan: Switch to Gholdengo now, keep Garchomp alive for later. But if I switch, opponent might set up or burn... Good as Gold blocks Will-O-Wisp anyway.
    
    Actually, alternatively use Stealth Rock now with Garchomp — if Rotom attacks, Garchomp likely dies (Def-1, 31 HP, any attack kills). Rocks would kill their 1% Garchomp on switch-in and chip others. That has value: their Garchomp is dead to rocks.
    
    But Garchomp dying gives them a free switch to something that threatens Gholdengo/Kingambit. Hmm.
    
    If I switch to Gholdengo: Gholdengo at 100% comes in on Rotom. Then I can Nasty Plot or attack. Rotom-W is a special wall-ish; Gholdengo Shadow Ball hits it. Their Garchomp at 1% can't switch in safely (rocks not up though). So their Garchomp could come in later freely.
    
    Trade-off: Garchomp with rocks vs keeping Garchomp for speed revenge.
    
    Their remaining team: rotom-w, garchomp(1%), scizor, clefable, kingambit, greninja. Their active 3 are rotom, garchomp, and one unknown. If the unknown is, say, clefable/greninja.
    
    My Garchomp at 31 HP with Spe+1 outspeeds everything on their team (base 169*1.5 = ~253 speed... their max is 191 for greninja). So my Garchomp can revenge kill anything weakened. But it dies to any hit.
    
    Priority: keep options. Switching to Gholdengo preserves Garchomp, but then Rotom could burn... no, blocked. Rotom could Volt Switch out.
    
    Alternatively, use Scale Shot: it's 90% accuracy, hits 2-5 times, would do maybe 30-60% to Rotom? Actually 25 BP * up to 5 = 125 BP before multi-hit modifiers, STAB 1.5 → decent. Rotom-W has good bulk. Maybe 30-40%. Then I get +1 Spe (already have) and -1 Def. Then Rotom kills me next turn unless I'm faster... I am faster, but I'd be at 31 HP, dead to any hit anyway.
    
    Hmm, but killing their 1% Garchomp — I can't; it's in the back.
    
    I think switching to Gholdengo is best: Garchomp survives with Speed boost for later revenge, Gholdengo walls Rotom.
    
    Wait — will they predict the switch and double switch? If they switch to their 1% Garchomp, it comes in fine (no rocks). Then Gholdengo vs Garchomp: Garchomp Earthquake would hurt Gholdengo badly (Gholdengo weak to Ground? Steel/Ghost — Ground is neutral... Steel resists, Ghost neutral → 1x? Actually Steel resists Ground, so neutral). EQ from Garchomp at 1%: atk ~160ish, EQ vs Gholdengo def 115: ~50%? Plus rough skin. Hmm.
    
    But Gholdengo outspeeds? Gholdengo Spe 104 vs Garchomp 109-169. Might be slower. Their Garchomp is 1% — any hit kills it. Shadow Ball kills it.
    
    Actually if they keep Rotom in, Hydro Pump/Volt Switch. Gholdengo takes it fine.
    
    I'll switch to Gholdengo. Alternatively, saccing Garchomp for rocks... I lean toward preserving Garchomp for now; rocks can wait, and Kingambit/Gholdengo handle most.
    
    Hmm, but one consideration: their Garchomp at 1% is a big threat (SD + EQ sweeps teams). Without rocks, it can switch in freely. If I set rocks now with Garchomp and die, rocks kill their Garchomp whenever it comes in. That's valuable.
    
    But losing Garchomp gives them initiative. Gholdengo can also handle their Garchomp: Shadow Ball kills it if it switches in, but they'd only bring it in when... they'd never switch it into Gholdengo.
    
    Actually, consider: if I set Stealth Rock this turn, Rotom attacks and kills my Garchomp (probably). Then rocks are up, their Garchomp is permanently dead. I get a free switch to Gholdengo or Kingambit after my Garchomp dies. That's actually not bad — I lose a 31 HP Garchomp, gain rocks, and get a safe switch anyway (after fainting I switch freely).
    
    Downside: they might set up with Rotom (Nasty Plot? unlikely on Rotom-W) or predict the sac and switch... If I use Stealth Rock and they switch to their Garchomp, rocks go up and then their Garchomp is at 1%... rocks damage it on switch-in, killing it! Wait, order: they switch first (switch happens before moves), Garchomp comes in at 1%... rocks aren't up yet when it switches in, then I set rocks. So it survives at 1% and my Garchomp is still alive. Then next turn I'm faster and can kill it with any move. Actually EQ would kill it — but they might switch again.
    
    Hmm, but if they keep Rotom in and attack, I die, rocks up, free switch. Their Garchomp dead permanently.
    
    Risk: they attack and I survive? No, at 31 HP with Def-1 anything kills.
    
    If instead I switch to Gholdengo, I keep both alive but no rocks.
    
    Which is better? Keeping a 31 HP Garchomp with Spe+1 — it can revenge kill a boosted threat later. It's also sac fodder. Rocks kill their Garchomp permanently and chip scizor/clefable/greninja.
    
    Their team: greninja (weak to rocks? Water/Dark — neutral), scizor (4x weak? Bug/Steel: Rock 2x... actually Rock is neutral on Bug? Bug resists Ground... Rock is super effective on Bug? Rock is SE vs Bug? No: Rock is SE vs Fire, Ice, Flying, Bug. Yes, Rock SE on Bug. Steel resists Rock. So 1x... 2x * 0.5 = 1x). Clefable neutral. Garchomp 2x — at 1% it dies.
    
    I think rocks are quite valuable here since their Garchomp is a win condition. But is my Garchomp better spent alive? Their Garchomp at 1% can be handled by Kingambit Sucker Punch or Gholdengo Shadow Ball if it ever shows up — but they'd need to switch it in, and without rocks, they choose when.
    
    If rocks are up, their Garchomp can never come in safely (dies on entry). That's huge.
    
    But if I die, they get a free switch into something that could set up (e.g., their Kingambit SD, or Clefable). Free switch is a real cost. However, I get a free switch too after my faint — no, they get the switch first? When my Pokémon faints, I choose my next Pokémon. So neither gets a "free" switch advantage per se; I choose my incoming mon. Actually they get to react? No — after a faint, I pick my replacement, then the turn continues normally. The opponent doesn't get a free move.
    
    So the sequence: Turn 3, I set rocks, they attack, I faint, I send in Gholdengo/Kingambit fresh. Then turn 4 they can switch or attack. That's fine — comparable to me switching normally, except I spent my Garchomp.
    
    So option A: spend Garchomp for rocks. Lose: Garchomp (31 HP, speed boost) but gain permanent removal of their Garchomp + chip.
    
    Option B: switch to Gholdengo, keep Garchomp at 31 HP.
    
    Their Garchomp at 1% — if I have rocks, it's dead. Without rocks, it's a full threat that can SD sweep. But my team: Kingambit Sucker Punch beats it (priority, KOs at 1% regardless), Gholdengo... they'd have to switch it in on something.
    
    Hmm. Their Garchomp with 1% HP can only switch in on a predicted non-attacking move. Then it can SD. With Sucker Punch on Kingambit, I can always check it — but Sucker Punch is mind-gameable.
    
    Also note: my Garchomp with Spe+1 at 31 HP is very likely to die to Rotom anyway if I stay in; if I want to keep it I must switch now.
    
    I think keeping the fast Garchomp alive for revenge-killing is slightly more valuable, but rocks are permanent. Let me think about the opponent's likely play: Rotom-W vs my low Garchomp. They'd probably attack (Hydro Pump / Volt Switch) to finish me. Predicting they attack, options:
    
    A) Stealth Rock: I set rocks, die, they get... no free switch (I pick mine). Effect: rocks up, Garchomp dead.
    B) Switch Gholdengo: I keep Garchomp, they attack Gholdengo (resisted/not very effective).
    
    Both are reasonable. With option A, I then have rocks + full HP Gholdengo + full Kingambit vs their team minus their Garchomp (dead). That seems strong! Gholdengo + Kingambit with rocks should handle rotom/scizor/clefable/kingambit/greninja. Well, Rotom-W is annoying for Gholdengo? Gholdengo resists? Rotom-W's Hydro Pump is neutral on Steel/Ghost (Water neutral on Steel? Water is neutral on Steel; Ghost neutral) → neutral. Volt Switch: Electric on Steel resisted? Electric is resisted by Steel (yes, Steel resists Electric) → 0.5. So Gholdengo handles Rotom-W.
    
    Kingambit handles Clefable? Kowtow Cleave, yes. Scizor: Kingambit resists Bullet Punch, EQ... Kingambit doesn't have EQ. Iron Head hurts Scizor.
    
    Losing Garchomp costs me the ability to revenge kill, but I'd still have Sucker Punch.
    
    Actually wait — with option A, when I faint, I choose my incoming Pokémon. That's essentially the same as switching but I lose Garchomp. The rocks value is the key gain.
    
    Their Garchomp dying to rocks — how much does that matter? It removes a potent sweeper and their only other Ground immunity? No, Rotom-W is the Ground immunity.
    
    I'll go with Stealth Rock. Hmm, but there's a risk: what if they switch out Rotom to preserve it and their Garchomp comes in? Rocks get set, Garchomp at 1% survives this turn (rocks set after switch), then next turn I'm faster — my Garchomp at 31 HP can EQ it. But they'd likely not switch Garchomp into my Garchomp.
    
    Actually, there's a subtle risk with option A: if they predict I switch and set up (e.g., Rotom uses Nasty Plot or Will-O-Wisp on a switch — wisp blocked only vs Gholdengo). Minor.
    
    Alternatively option C: Scale Shot to hit Rotom for damage before dying — not worth it, no KO.
    
    Let me also consider: is there any chance my Garchomp survives a hit? 31 HP, Def -1. Rotom-W Hydro Pump ~90 BP... at SpA 150 vs SpD 107*0.67: easily OHKO. Volt Switch too. So I die.
    
    Going with Stealth Rock.
    
    Wait — one more consideration. If I switch to Gholdengo, my Garchomp at Spe+1 with 31 HP can still set rocks later by switching in on a passive turn. But rocks require a turn, and they can attack then. Same cost as now basically.
    
    Alternatively, later I might prefer sacrificing Garchomp to get rocks up at a more convenient time. But it's a cost either way.
    
    Hmm, alternatively I could preserve Garchomp and use Kingambit to handle things. Let me decide: A) rocks now, or B) keep Garchomp?
    
    Consider that their remaining unrevealed mon (3rd bring) — unknown. If it's Clefable, Gholdengo walls it. Greninja — Kingambit Sucker Punch. Scizor — Kingambit.
    
    Team check after option A: me: Gholdengo, Kingambit (2 mons) vs them: Rotom-W, dead Garchomp, third. Wait no — they still have 3 alive: Rotom-W, Garchomp(1%), and third. But Garchomp is dead-on-entry with rocks. So effectively 2 live + rocks.
    
    Me: Gholdengo + Kingambit vs Rotom-W + third + weakened others (rocks chip). That's a solid position.
    
    Option B: me: Garchomp(31, Spe+1), Gholdengo, Kingambit vs Rotom-W, Garchomp(1%), third.
    
    Option A loses a 31 HP mon to remove their 1% threat permanently. Roughly even, but I think rocks are good. Actually with option B, I keep three mons. But their Garchomp can come in freely.
    
    I lean option A (Stealth Rock). Actually hmm, my Garchomp also has Rough Skin which chips attackers — but it's dying anyway.
    
    One concern: after I faint, they get to... no free move. Right.
    
    Decision: Stealth Rock.
    MiMo V2.6 Flash switched to Gholdengo2,873 tok · 3.4 s · $0.0006

    Garchomp down; rocks up (their 1% Garchomp dies on entry). Bring Gholdengo: Good as Gold blocks Will-O-Wisp/Volt Switch status, Water resisted; it walls Rotom-W and Clefable. Kingambit saved for Greninja/Scizor/Garchomp cleanup with Sucker Punch. After Gholdengo is in, Nasty Plot or Shadow Ball depending on their play. Their last unrevealed mon is a surprise—keep Kingambit healthy.

    Reasoning trace (148 words)
    Gholdengo walls Rotom-W (Water/Electric vs Steel/Ghost: Hydro Pump neutral? Water is not very effective vs... Steel resists Water, Ghost doesn't. So Hydro Pump is not very effective? Steel resists Water, so 0.5x. Electric moves: Steel resists Electric too? No — Steel does not resist Electric. Actually Steel resists: Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy. Not Electric. Ghost resists... Ghost resists Poison and Bug, not Water/Electric. So Electric is neutral, Water is resisted. Gholdengo takes ~neutral from Electric. Fine.
    
    Gholdengo can nastyplot or shadowball. Rotom-W likely Volt Switch or Will-O-Wisp. Good as Gold blocks status moves! So Will-O-Wisp fails. Gholdengo is a great answer.
    
    Kingambit: Defiant, but Rotom-W could burn... Good as Gold blocks status anyway for Gholdengo.
    
    Bring in Gholdengo, then nastyplot or attack. I'd say switch to gholdengo first.
    
    Notes: Gholdengo walls Rotom-W (Good as Gold blocks status, Water resisted). Then Nasty Plot.
  5. Turn 4
    GPT-6 Luna Decisions used Hydropump1,960 tok · 0.4 s · $0.0002

    38% MOVE: hydropump, 34% MOVE: voltswitch, 24% SWITCH: greninja

    MiMo V2.6 Flash used Shadowball2,917 tok · 12.0 s · $0.0004

    Turn 4: Rotom-W walls Make It Rain (1/4x). Shadow Ball is neutral and my best consistent damage; Good as Gold blocks Volt Switch status shenanigans. Their 1% Garchomp dies to rocks on re-entry. Save Kingambit for Greninja/Scizor/Clefable cleanup with Sucker Punch. If Rotom stays, chip it down; if they switch, Shadow Ball still hits most things.

    Reasoning trace (70 words)
    Rotom-Wash walls Gholdengo somewhat — Make It Rain is 1/4x. Shadow Ball does neutral damage (Ghost vs Water/Electric = neutral). Nasty Plot could set up but Rotom can Hydro Pump. Shadow Ball is safe damage. Their Garchomp at 1% dies to rocks if it switches back in.
    
    Best play: Shadow Ball for consistent damage. Or Nasty Plot to threaten sweep — but Hydro Pump does good damage. Let's Shadow Ball.
  6. Turn 5
    GPT-6 Luna Decisions switched to Greninja2,075 tok · 0.3 s · $0.0002

    50% SWITCH: greninja, 21% MOVE: hydropump, 20% MOVE: voltswitch

    MiMo V2.6 Flash used Shadowball3,159 tok · 3.8 s · $0.0004

    Turn 5: Shadow Ball did ~37%, Rotom at 37% — another Shadow Ball KO's it. If they switch, their 1% Garchomp dies to rocks; a fresh switch-in still takes a solid hit. Rotom's Hydro Pump won't KO my 175 HP Gholdengo. Don't Nasty Plot or Recover — take the KO now. Their last unrevealed mon is still unknown; save Kingambit for cleanup.

    Reasoning trace (125 words)
    Shadow Ball did 37% to 31%... wait, Rotom was at 68% before? It went from ~68 to 31, so Shadow Ball did ~37%. Rotom at 37% now. Another Shadow Ball KO's it if it hits. Rotom's Hydro Pump did big damage to Garchomp but Gholdengo is specially bulky-ish. Speed uncertain.
    
    If Rotom stays, Shadow Ball kills it (37% damage vs 37% HP). If they switch to their 1% Garchomp, rocks kill it. If they switch to a fresh mon, Shadow Ball chips it.
    
    Risk: Rotom outspeeds and Hydro Pumps Gholdengo — Gholdengo at 175/194, Hydro Pump from Rotom would do maybe 40-50%. Not fatal. Shadow Ball is the right play to KO Rotom.
    
    Recover is safe too but lets Rotom live. Shadow Ball is best.
  7. Turn 6
    GPT-6 Luna Decisions used Darkpulsemega2,426 tok · 0.4 s · $0.0002

    93% MOVE: darkpulse [MEGA], 6% MOVE: darkpulse, 1% MOVE: icebeam [MEGA]

    MiMo V2.6 Flash used Shadowball4,260 tok · 21.5 s · $0.0006

    Turn 6: Greninja at 36% — my Shadow Ball did ~51% last turn (87→36), so it KOs. Greninja outspeeds but even max SpA Dark Pulse only ~55%; my 156 HP Gholdengo survives and Good as Gold blocks status. Take the KO now. After Greninja falls, their 1% Garchomp dies to rocks; Rotom-W at 37% falls to Shadow Ball too. Kingambit saved at full for cleanup.

    Reasoning trace (587 words)
    Greninja at 36%, Shadow Ball not very effective (if Protean... actually Ghost vs Dark = not very effective). Shadow Ball did 36% earlier... wait it did from 87 to 36 = 51%? Actually log says Greninja at 36% after Shadow Ball. So another Shadow Ball would do ~51%? No — it did 87→36 = 51%, but that's "not very effective". Hmm, Life Orb Gholdengo is strong. Another Shadow Ball KO's if it does 51%, but Greninja at 36% — 36 < 51, so KO.
    
    But Greninja outspeeds and could KO Gholdengo? Greninja at 36% HP, Water/Dark. Hydro Pump or Dark Pulse vs Gholdengo (Steel/Ghost): Water resisted by Steel? Steel resists Water, Ghost doesn't. So Hydro Pump = 0.5x. Dark Pulse: Dark vs Steel = resisted? Steel resists Dark, Ghost takes neutral from Dark... Ghost is weak to Dark. Steel resists Dark → net neutral. So Dark Pulse neutral. Gholdengo at 156/194.
    
    Greninja SpA 110-170. Dark Pulse 80 BP neutral on 156 HP Gholdengo with SpD 113... could do ~40-50%. Gholdengo survives likely.
    
    If Greninja is Battle Bond and KOs... it won't KO probably. Shadow Ball should KO Greninja. Risk: Greninja uses Protean to become... if it uses a move, type changes. But Shadow Ball is not very effective on Dark type — if Protean changes type to Water (Hydro Pump), then Ghost is neutral. Either way Shadow Ball hits.
    
    Safest: Shadow Ball to KO Greninja. If it misses? 100% accuracy.
    
    Alternative: switch to Kingambit with Sucker Punch priority next turn. But switching risks Gholdengo... Actually switching Kingambit in is safe-ish, then Sucker Punch priority KO. But Greninja could use a coverage move on Kingambit (Low Kick, Water). Kingambit at 100%.
    
    I think Shadow Ball is fine — Gholdengo likely survives the hit and KOs Greninja. But if Greninja KOs Gholdengo first... Dark Pulse from 170 SpA max: 80 BP * 1.3 Life Orb... Gholdengo SpD 113, HP 156. Rough calc: max SpA 170 Dark Pulse neutral ≈ 45-55%? Could be close. Hmm.
    
    Actually consider: Greninja might be Battle Bond (common) — no Protean type change. Its moves unknown.
    
    Safer play: switch to Kingambit. Kingambit resists Dark (Steel), takes neutral from Water... wait Dark vs Steel = resisted, Water vs Steel = resisted. So Kingambit resists both STABs. Then Sucker Punch priority KO. But if opponent uses a non-attacking move or a Fighting move (Low Kick, Hydro Pump), Kingambit takes a hit but at 100% HP it's fine. Low Kick on Kingambit would hurt (Fighting 4x? Kingambit Dark/Steel: Fighting hits Steel 2x, Dark 2x = 4x super effective!). Greninja commonly carries Low Kick or U-turn. Risky.
    
    Gholdengo is immune to... Good as Gold blocks status. Fighting moves hit Steel 2x, Ghost neutral → 2x. Hmm.
    
    I think Shadow Ball is the aggressive right play: KO Greninja now. If Gholdengo survives, great. Greninja at 36% is faster but Gholdengo has 156 HP with decent SpD.
    
    Let me estimate damage: Greninja max SpA 170 (actually at level 50 range 110-170). Dark Pulse 80 BP, neutral on Gholdengo (Steel resists Dark 0.5, Ghost weak 2x → 1x). Neutral. Attacking stat 170, def SpD 113, HP 194. Damage ≈ ((2*50/5+2)*80*170/113)/50+2 ≈ (22*80*1.5)/50+2 = 2640/50+2 = 54.8 ≈ 55% max. Gholdengo at 80% → survives with ~25%. If min SpA, ~35%. So survives unless crit.
    
    Shadow Ball: 80 BP * 1.3 Life Orb, vs Greninja SpD 81-135, HP 147-179 at 36%. Earlier it did 51% (87→36). So 36% < 51% → KO guaranteed barring SpD boosts. Yes, Shadow Ball KOs.
    
    Go Shadow Ball.
    MiMo V2.6 Flash switched to Kingambit
    Incident report
    Only one legal action: played without asking.
    GPT-6 Luna Decisions switched to Rotom1,931 tok · 0.4 s · $0.0002

    82% SWITCH: rotomwash, 18% SWITCH: garchomp

  8. Turn 7
    GPT-6 Luna Decisions used Hydropump2,352 tok · 0.8 s · $0.0002

    35% MOVE: hydropump, 32% MOVE: willowisp, 15% MOVE: voltswitch

    MiMo V2.6 Flash used Kowtowcleave3,829 tok · 4.4 s · $0.0004

    Turn 7: Rotom at 25% — Kowtow Cleave (85 BP × 1.2 Black Glasses) easily KOs even max-Def Rotom (~55%+). Sucker Punch risks failing if they switch; their 1% Garchomp dies to Stealth Rock on entry regardless, so a switch doesn't save them. If Rotom attacks, Hydro Pump won't threaten full-HP Kingambit. Take the safe KO with Kowtow Cleave.

    Reasoning trace (231 words)
    Rotom at 25%, Kingambit at full. Sucker Punch fails if they don't attack. Rotom likely attacks with Hydro Pump or Volt Switch. Kowtow Cleave is safe and strong: 85 BP * 1.2 black glasses = 102 vs Rotom's defense. Rotom Def 114-174. Kingambit Atk 205. Damage: 205*102/... let's estimate: 85 BP * 205 Atk / (Def ~150) * 1.2 ≈ 85*205/150*1.2 ≈ 140 base... roughly 100+%. Actually Kowtow Cleave should KO a 25% Rotom easily. Even at max Def 174: 85*205/174*1.2 ≈ 121 power effective... damage formula: (2*50/5+2)*85*205/174/50 + 2 ≈ (22)*85*205/174/50+2 ≈ 22*2.0 ≈ 44+2 ≈ 46%? Hmm let me redo.
    
    Level 50 damage: ((2*50/5+2)*BP*Atk/Def)/50 + 2 = (22 * BP * Atk/Def)/50 + 2.
    
    22 * 85 * 205/174 / 50 + 2 = 22*85 = 1870; 1870*205 = 383,350; /174 = 2203; /50 = 44; +2 = 46. Times 1.2 blackglasses = 55%. Rotom at 25% — Kowtow Cleave KOs.
    
    But Rotom might switch to Garchomp (1% dies to rocks anyway). If Rotom switches to Garchomp, rocks kill it. So Kowtow Cleave is safe — hits whatever comes in. Sucker Punch could fail if they switch. Kowtow Cleave is the right play.
    
    If Rotom attacks Hydro Pump, Kingambit takes it fine. Kowtow Cleave KOs Rotom. Then their 1% Garchomp comes in, dies to rocks. Win.
    
    Sucker Punch risk: fails on switch. Kowtow Cleave guaranteed damage. Go with kowtowcleave.
    GPT-6 Luna Decisions switched to Garchomp
    Incident report
    Only one legal action: played without asking.