Matches · 2026-10-14 · rules version c5
MiMo V2.6 Flash vs GPT-6 Luna Decisions
GPT-6 Luna Decisions won in 11 turns · 6 min wall clock · 89,695 tokens · $0.012
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Decisions
- Team previewGPT-6 Luna Decisions brought
Garchomp,rotomwash,clefableLead: 43% BRING: garchomp, 24% BRING: rotomwash, 17% BRING: greninja Pick 2: 71% BRING: rotomwash, 13% BRING: greninja, 7% BRING: clefable Pick 3: 34% BRING: clefable, 29% BRING: greninja, 27% BRING: scizor
MiMo V2.6 Flash broughtSlowkinggalar,gholdengo,kingambitLead slowkinggalar and chilly reception for tempo. Plan: gholdengo (scarf) revenge-kills — focusblast 4x their kingambit, 2x scizor; make it rain 2x clefable. Save kingambit for late-game sucker punch cleanup. Careful: their garchomp EQ is super effective on slowkinggalar, so pivot fast. Their rotomwash has levitate — scout before Earthquake-heavy lines.
Reasoning trace (2,103 words)
Let me think about the opponent's team: garchomp, rotomwash, scizor, clefable, kingambit, greninja. My team: garchomp, gholdengo, kingambit, slowkinggalar, corviknight, palafin. I need to pick 3. Key threats: greninja (fast, protean), garchomp, kingambit, rotomwash, scizor, clefable. Consider a lead that handles common leads. Chilly reception slowkinggalar is a good safe lead - sets up, brings in something. But actually slowkinggalar with chilly reception is a nice lead: it's slow, pivot. Palafin needs to switch out once to become hero form. Chilly reception into palafin? Actually zero to hero requires switching out and back in - palafin in hero form after switching out once. Wait: Palafin's Zero to Hero - it changes to Hero Form when it switches out and back in. So palafin needs to be switched out once. Good core: slowkinggalar (lead, chilly reception), gholdengo (scarf, handles clefable/greninja/chomp), kingambit (sucker punch priority, sets up on clefable). Opponent's checks: rotomwash walls garchomp and kingambit somewhat (but kowtow cleave hits). Clefable unaware blocks setup. Scizor beats gholdengo? Scarf makeitrain/shadow ball ok. Gholdengo scarf with focusblast handles kingambit and greninja. Shadow ball hits clefable/garchomp. Palafin with jet punch/wave crash would be strong, but need a switch. Corviknight handles scizor and garchomp (mirror armor, roost, body press). Let me think what's best trio: gholdengo, kingambit, slowkinggalar? Slowkinggalar handles greninja (poison resists dark... actually poison/psychic resists dark and psychic; greninja dark moves hit poison/psychic for... dark is super effective on psychic, resisted by poison → neutral). Sludge bomb hits clefable, flamethrower hits scizor. Alternatively garchomp with roughskin + life orb scaleshot/earthquake/SD is strong offensively but weak to ice and rotomwash levitate. I think a solid trio: slowkinggalar (lead, chilly reception pivot, handles scizor/greninja/clefable decently), gholdengo (scarf revenge killer), kingambit (late game cleaner with sucker punch). Opponent's answer to kingambit: clefable (unaware? magic guard), fighting moves. My team lacks fighting coverage except focusblast on gholdengo and bodypress corviknight. Opponent could bring fighting coverage on greninja (dark pulse... maybe low kick/brick break). Hmm. Let's consider palafin instead of kingambit: palafin wave crash is huge, jet punch priority. But palafin needs a switch. With slowkinggalar chilly reception leading, I could lead palafin, it gets forced out... Actually the plan: lead slowkinggalar, chilly reception into palafin? Wait chilly reception switches you out, bringing palafin in - that's palafin's first switch-in, still normal form. Then palafin must switch out again to become hero. Hmm, actually Zero to Hero: "when it switches out and then back in, it becomes Hero Form." Let me recall: Palafin in base form, switches out → when it returns it's hero form. So lead palafin, flip turn out, come back in hero form. That works. Actually easier: lead palafin, click flip turn (or just switch), it becomes hero after switching out. Let me plan: BRING: slowkinggalar, gholdengo, kingambit — solid, but lacks water coverage. Opponent's rotomwash walls kingambit/gholdengo? Make it rain hits rotom for neutral, shadow ball neutral. Garchomp earthquake blocked by levitate. Consider BRING: palafin, gholdengo, kingambit. Palafin handles garchomp/kingambit/rotomwash with jet punch/wave crash. Gholdengo handles clefable/greninja. Kingambit handles clefable/greninja/gholdengo... but opponent has no gholdengo. Opponent's team: garchomp, rotomwash, scizor, clefable, kingambit, greninja. Palafin beats garchomp (ice punch), rotomwash (wave crash), kingambit (jet punch? water neutral on dark/steel - water hits dark neutral? Dark resists dark, steel doesn't resist water... water hits steel neutral, dark neutral → neutral. Wave crash huge). Palafin struggles vs greninja (outsped, jet punch priority though - jet punch 60bp *1.5 hero... modest) and clefable (unaware? water neutral). I think palafin + gholdengo + kingambit is a strong offensive trio. But defensive balance lacking. Slowkinggalar handles greninja/scizor/clefable, sets rocks? No rocks (stealthrock is on garchomp). Alternative: garchomp (rocks, EQ, scaleshot) + slowkinggalar + kingambit/gholdengo. Hmm, let's think about what the opponent likely brings: garchomp, rotomwash, scizor/clefable, greninja, kingambit. I'll go with: slowkinggalar (lead - chilly reception gives information and safe pivot), gholdengo (scarf), palafin (hero form late sweeper with jet punch priority). Hmm but palafin vs clefable and kingambit issues. Or: garchomp lead with rocks + gholdengo + kingambit. Garchomp EQ hits scizor, kingambit, rotomwash no (levitate), greninja (if not protean... protean makes it lose flying? greninja is water/dark, EQ neutral? ground hits water neutral, dark neutral → neutral, but greninja outspeeds and ice beams for OHKO). Safety: slowkinggalar lead is quite safe: it's a special wall, has regenerator, chilly reception. Opponent's likely leads: garchomp (EQ/SD), greninja, scizor. Slowkinggalar vs scizor: flamethrower. vs garchomp: it can't EQ? It can, but slowkinggalar is poison/psychic — ground neutral, but chomp won't OHKO a172 HP/100 def... EQ from183 atk chomp vs slowking: maybe 50%. We'd chilly reception anyway. I'll go: BRING: slowkinggalar, gholdengo, kingambit. With chilly reception pivots, scarfed gholdengo revenge kills, kingambit cleans with sucker punch. Palafin would need switch-in turns which costs tempo with only 3 mons. Hmm, but opponent has clefable (magic guard/unaware) — kingambit SD blocked by unaware, kowtow cleave still does decent. Gholdengo make it rain vs clefable neutral ~. Clefable can soft-boiled wish. Alternatively corviknight handles scizor/rotomwash(girt)? Corviknight body press after iron defense walls many, but rotomwash hydro pump beats it. I think the trio: slowkinggalar, gholdengo, kingambit is well-rounded: special wall + scarfer + physical setup wallbreaker with priority. Concern: opponent's clefable with flamethrower threatens slowking/kingambit/gholdengo. Gholdengo focusblast hits clefable? Steel beats fairy — make it rain is super effective on fairy! Yes, steel2x vs fairy. So gholdengo outspeeds clefable and make it rain OHKOes or 2HKOes (clefable spdef ~ moderate). Good. Also scizor: flamethrower on slowkinggalar, and kingambit ironhead. Gholdengo make it rain vs scizor: steel vs steel = neutral, but120bp stab... scizor resists? Steel resisted by steel → 0.5x, but shadow ball neutral, focusblast 2x on steel? Fighting2x vs steel. So focus blast OHKOes scizor if it hits. Greninja: protean; gholdengo shadow ball neutral, kingambit sucker punch. Rotomwash: walls kingambit mostly (hydro pump, will-o-wisp). Slowkinggalar sludgebomb hits rotom neutral, futuresight. Gholdengo make it rain/shadow neutral. Hmm, rotomwash could be a problem. Gholdengo trick could cripple it — scarf trick on rotom is decent (gives it scarf, its own items lost, e.g., leftovers). Actually trick a choice scarf onto a defensive rotom-wash is good. Garchomp: slowkinggalar can take hits, kingambit... chomp EQ vs kingambit: dark/steel neutral on ground? Ground hits both neutral → neutral, super effective? Dark is weak to... no, dark resists nothing relevant. Kingambit takes EQ neutrally? Ground vs dark = neutral, vs steel = neutral. So neutral. And chomp roughskin + lifeorb. Gholdengo outspends if scarf and shadow ball 2x vs dragon? Ghost neutral on dragon. Hmm, not great. Actually chomp is a threat to kingambit but chomp can't touch slowkinggalar much (EQ neutral on poison/psychic: ground vs poison 2x? Poison is weak to ground! Yes, poison weak to ground → super effective on slowkinggalar. Hmm, 2x EQ from lifeorb chomp hurts slowkinggalar badly. Alternatively bring garchomp of my own (mirror).Let me just settle: slowkinggalar lead with chilly reception, gholdengo, palafin? Palafin gives water coverage vs rotomwash/garchomp/kingambit and jet punch priority. Team: slowkinggalar (lead, pivot, handles scizor/clefable/greninja), gholdengo (scarf, handles clefable/scizor/fighting), palafin (hero form, jet punch priority, wave crash nuke). Palafin needs to come in, then switch out. With chilly reception pivots, I can bring palafin in on a slow turn... Actually palafin in base form is weak. Plan: lead slowkinggalar → chilly reception → brings in whoever. If palafin comes in base form, next turn flip turn out to slowkinggalar/gholdengo, then later bring palafin back as hero. But hero form requires the switch out then in — yes flip turn works. Concern: lack of dark priority vs greninja. Gholdengo scarf outspeeds most greninjas? Greninja spe range 127-191; gholdengo 149 with scarf = ~223. Faster than all. Shadow ball OHKOes? Greninja fragil: shadow ball 80bp vs 81-135 spdef —2HKO at least, maybe OHKO on low rolls. With protean, greninja may become... if it uses dark pulse, it becomes dark type, shadow ball still neutral... if it uses water move → becomes water, shadow ball neutral. Hmm. Kingambit sucker punch gives priority for greninja/clefable/chomp. Let me weigh: gholdengo + kingambit + slowkinggalar vs gholdengo + kingambit + palafin vs slowkinggalar + gholdengo + palafin. I think three best: gholdengo (scarf, central), kingambit (priority + wallbreak), slowkinggalar (lead, pivot, special wall, handles scizor/clefable). Palafin needs setup turns which is costly; corviknight is passive; garchomp covered partly by slowkinggalar? Not really. But the rotomwash problem: it walls kingambit (hydro pump 2x? Water vs dark/steel: water neutral on dark, neutral on steel → neutral, but rotom's hydro pump is strong STAB). Will-o-wisp cripples kingambit. My answers: slowkinggalar sludgebomb (poison vs electric/water: neutral), gholdengo make it rain (steel vs electric neutral, vs water 0.5 → 0.5x? Steel hits water for... steel is not very effective vs water? Actually steel is not very effective against... Fire, Water, Electric, Steel. Yes0.5x. So make it rain on rotom = 0.5x STAB → weak. Shadow ball neutral. Focus blast neutral. Tricking scarf onto rotom is decent to remove its defensive item and speed. Hmm, my team lacks a strong rotomwash answer. Palafin wave crash (water vs water = 0.5? Water resisted by water, but also by... only water and dragon resist water. Rotom is water/electric → 0.5x. Hmm. Jet punch same. Ice punch: ice vs electric neutral, vs water neutral → neutral, 75bp. Meh. Garchomp EQ hits rotomwash for 0 (levitate). Slowkinggalar: flamethrower vs electric/water: fire hits steel 2x, grass, ice, bug... fire vs electric neutral, vs water 0.5 → 0.5x. Futuresight psychic: psychic vs poison... rotom is electric/water → neutral. So slowkinggalar also not great. Sludgebomb neutral. So rotomwash is generally annoying but not lethal; my team resists its STABs decently (kingambit? water neutral, electric vs steel0.5 → wait electric vs steel = 0.5x resist. Rotom wash: hydro pump (water) neutral on kingambit, thunderbolt0.5x. Slowking: water 0.5x? water vs poison neutral, vs psychic neutral → neutral. Hmm). OK final decision: BRING: slowkinggalar, gholdengo, kingambit. Wait — but consider opponent's clefable with Thunderbolt/Moonblast/Flamethrower/Soft-Boiled, or unaware. Gholdengo makes it rain 2x vs clefable → big damage. Clefable magicguard can't be poisoned. Also opponent's kingambit: my slowkinggalar sludgebomb 2x? poison vs dark/steel: poison hits... steel resists poison (0.5), dark neutral → 0.5x. Meh. Gholdengo make it rain: steel vs dark 2x? Steel is super effective vs... Ice, Rock, Fairy. Not dark. So steel vs dark = neutral, vs steel = 0.5 → 0.5x. Focus blast: fighting2x vs dark, 2x vs steel → 4x! Huge. Scarf focus blast OHKOes their kingambit. Good. Greninja: fighting moves? Focus blast neutral-ish. So the trio handles: clefable (make it rain 2x), scizor (focus blast 4x? fighting vs steel 2x, bug neutral → 2x; flamethrower 2x on slowking), kingambit (focus blast 4x), garchomp (slowking EQ2x? ground vs poison 2x... yes poison weak to ground; hmm chomp EQ 2x on slowkinggalar — dangerous), greninja (sucker punch, scarf shadow ball), rotomwash (neutral chips). Garchomp threat: I should be careful with slowkinggalar vs chomp. Chilly reception on chomp's EQ: takes super effective hit. Maybe I should lead gholdengo? Gholdengo scarf vs chomp: shadow ball neutral, chomp can EQ (neutral on steel/ghost? ground vs steel neutral, vs ghost neutral → neutral) or dragon move (dragon vs steel 0.5, ghost neutral → 0.5). Actually gholdengo walls chomp's dragon moves, takes neutral EQ. Gholdengo is a decent lead too. Hmm but leading slowkinggalar with chilly reception is standard and gives tempo. Against chomp lead, I could just... take a hit and pivot. Life orb chomp EQ vs slowkinggalar with172 HP, 100 def, uninvested atk 135-200 — if max atk: EQ 100bp, 2x effective... rough estimate: 200 atk * ~1.5 (life orb) ... could be 70-90%. Risky but I'd switch out via chilly reception which happens after damage. Actually if it KOs, that's bad. Safer: lead gholdengo? Scarf is locked though. Turn 1 choice lock: if I lead gholdengo vs chomp and click shadow ball, if they switch to kingambit I'm stuck on shadow ball (still fine, 0.5x). Alternatively lead slowkinggalar and click chilly reception regardless — safe pivot into gholdengo or kingambit depending. The risk is chomp EQ super effective. But many chomps lead with stealth rock or SD. I'll go with slowkinggalar lead; plan: chilly reception turn 1, pivot to gholdengo, then play reactively. Kingambit saves for late game with sucker punch. Also consider: their clefable could wall kingambit. Gholdengo handles clefable. Notes should be ≤60 words. Write notes: "Lead slowkinggalar, chilly reception pivot; plan: gholdengo scarf cleans, kingambit late-game sucker punch. Gholdengo focusblast 4x OHKOs their kingambit/scizor threat; make it rain vs clefable. Careful: their garchomp EQ is super effective on slowkinggalar — pivot early. Track rotomwash levitate (immune to EQ)." That's around 45 words. Good.
- Turn 1GPT-6 Luna Decisions used
Earthquake99% MOVE: earthquake, 1% SWITCH: rotomwash, 0% MOVE: swordsdance
MiMo V2.6 Flash usedChillyreceptionSlowking leads vs Garchomp. Garchomp will likely Earthquake; my Shucaberry halves it so Slowking survives, then Chilly Reception pivots in Gholdengo (scarf, outspeeds). From there Shadow Ball/Focus Blast pressures Garchomp. Keep Kingambit healthy for late sucker-punch cleanup. Their other two are unknown — likely Rotom-Wash or Scizor.
Reasoning trace (166 words)
Chilly reception: starts snow, switches out. Garchomp likely uses Earthquake. Shucaberry halves ground damage. But chilly reception switches — the incoming Pokémon takes the hit? Actually the switch happens after the move... user switches out after using the move, so the incoming Pokémon takes the attack? No — order: user moves first? Garchomp is faster, so garchomp attacks slowking first, then slowking uses chillyreception and switches. So slowking takes EQ with shucaberry — survives, then switches to gholdengo. Gholdengo is scarf, focusblast 4x... wait garchomp is Dragon/Ground, focusblast is neutral (fighting vs dragon resists? Fighting is not very effective on Dragon... actually fighting is neutral on dragon? Dragon resists... Fighting-type moves: not very effective vs Poison, Bug, Psychic, Fairy, and Ghost immune. Dragon doesn't resist fighting. Ground weak to ice only. So focusblast neutral on garchomp. Shadowball neutral too. Gholdengo outspeeds? Scarf 149*... garchomp max 169, scarf gholdengo 149*1.5=223, outspeeds. Plan: chillyreception to bring in gholdengo safely-ish. Slowking takes EQ with shucaberry, survives, then switch. Good.
MiMo V2.6 Flash switched toGholdengoTurn 1: Chilly Reception resolved; now choosing the pivot-in. Gholdengo (scarf) outspeeds Garchomp and threatens Shadow Ball; it only takes neutral EQ. Kingambit would risk a super-effective Earthquake. Garchomp revealed EQ only. Still unknown: 2 of their 3 brought Pokémon (Rotom-Wash levitate, Scizor, Clefable, Kingambit, Greninja). Keep Kingambit healthy for late sucker-punch cleanup.
Reasoning trace (84 words)
Chilly Reception brings in a Pokémon — but the legal actions only show switches? Actually Chilly Reception already executed... wait, log says Slowking used Chilly Reception, weather snowscape. But Slowking is still active? Hmm, the legal actions are only switches, meaning Chilly Reception's switch is pending — I must choose which Pokémon comes in. Switch in gholdengo (scarf) — outspeeds Garchomp, Shadow Ball threatens. Kingambit would take EQ badly. Gholdengo is the pick. Note: Gholdengo doesn't take EQ... it's Steel/Ghost, neutral to Ground. Good.
- Turn 2GPT-6 Luna Decisions used
Earthquake73% MOVE: earthquake, 17% SWITCH: rotomwash, 4% SWITCH: clefable
MiMo V2.6 Flash usedShadowballGholdengo scarf (223 Spe) outspeeds Garchomp (max 169). Shadow Ball is neutral, no drawback while scarf-locked; Make It Rain would drop SpA -2. Two Shadow Balls KO Garchomp. Keep Kingambit healthy for late sucker-punch cleanup. Still unknown: 2 of their 3 brought (Rotom-W, Scizor, Clefable, Kingambit, Greninja). Slowking at 61% is a backup pivot with Regenerator.
Reasoning trace (127 words)
Gholdengo with scarf, speed 149*1.5 = 223.5, outspeeds Garchomp max 169. Shadow Ball is neutral, safe. Make It Rain also neutral but lowers SpA -2 and Gholdengo is locked. Shadow Ball is fine. Garchomp EQ would do decent damage but we outspeed. Shadow Ball ~ 80 BP vs Garchomp's SpD. Should be around 40-50%. Two shots to kill. Garchomp might switch. Shadow Ball is safest general move. Actually Make It Rain hits harder (120 BP) but -2 SpA after. If Garchomp stays in, we'd want to kill it. Shadow Ball 2-shot vs Make It Rain one strong hit then weak. Shadow Ball seems better for longevity while scarf-locked. Alternatively switch to slowking to tank EQ again — but slowking at 61% would take big damage. Go shadowball.
MiMo V2.6 Flash switched toKingambitGholdengo down; Garchomp at 28% with EQ revealed. Slowking would die to another EQ (Shuca already spent). Send Kingambit: Dark/Steel takes 2x Ground but 140 Def should tank one hit, then revenge with Iron Head/Sucker Punch. If Garchomp switches out, Kingambit gets a free Swords Dance. Slowking (61%, Regenerator) saved as late pivot. Opponent's other 2 still unknown.
Reasoning trace (321 words)
Garchomp at 28%. Kingambit can take EQ (Dark/Steel neutral? Ground is neutral on Dark/Steel — actually Ground hits Steel super effectively... Dark/Steel: Ground is neutral? Steel is weak to Fire, Fighting, Ground? No — Steel is not weak to Ground. Steel weaknesses: Fire, Fighting, Ground. Wait, Steel IS weak to Ground! Yes, Steel type weak to Ground. So Dark/Steel takes 2x from Ground. Kingambit at 207 HP with 140 Def can survive EQ from Garchomp (135-200 Atk). EQ at 200 Atk vs 140 Def: 100 BP * 2 = ~ 200*2/... roughly 50%? Let's estimate: 100 BP physical, neutral would be ~40-45% at max Atk vs 140 Def; super effective doubles to ~80-90%. Risky but Kingambit likely survives a non-crit. Then Kingambit can KO with... but Garchomp at 28% — Kingambit's sucker punch or ironhead. But opponent might switch. Slowking at 61% would die to EQ (already took 123 from full with Shuca... Shuca already consumed). Slowking would die. Switch Kingambit: takes EQ ~ maybe 50-80%. Then revenge with sucker punch/ironhead. Or opponent switches out Garchomp. Alternatively, sacrifice slowking to bring kingambit in safely? Slowking has regenerator value as pivot later. Kingambit is the wincon. Actually if I switch Kingambit in and Garchomp stays and EQs, Kingambit takes big damage but kills back. If Garchomp switches, Kingambit gets a free turn — could SD. Switching slowking in: slowking dies to EQ (106 HP, EQ did 123 to it before with Shuca halving... wait Shuca halved it, so full EQ does ~246? No: Shuca reduces 50%, so it took 123 after reduction = 246 before? That can't be, slowking has 172 HP. Actually it went from 172 to 49 = 123 damage after Shuca halving, so raw ~246 which exceeds HP — impossible. Hmm, maybe Shuca message printed twice and it took 123 raw... Anyway slowking likely dies to another EQ. Best: switch Kingambit. It's the cleaner and can tank one hit.
- Turn 3GPT-6 Luna Decisions used
Earthquake88% MOVE: earthquake, 10% SWITCH: rotomwash, 2% SWITCH: clefable
MiMo V2.6 Flash usedSuckerpunchGarchomp at 28%, Kingambit full HP with Supreme Overlord +10% and Black Glasses. Sucker Punch (priority) kills Garchomp if it stays in — 70 BP ×1.2 ×1.1 ≈ 92 BP neutral easily clears 28%. If Garchomp switches, Sucker Punch fails harmlessly and Kingambit takes no EQ. Avoids eating a possible crit Earthquake. Slowking at 61% saved as late pivot.
Reasoning trace (349 words)
Garchomp at 28%. Kingambit at full HP. Garchomp outspeeds and will use Earthquake — super effective on Kingambit (Dark/Steel takes 2x from Ground). Kingambit has 140 Def, 207 HP. Garchomp EQ at 28%... Garchomp attack 135-200. EQ 100 BP * 2 = 200 BP effective. Kingambit HP 207, Def 140. Damage calc: ((2*50/5+2)*200*Atk/Def)/50+2. Level 50: 2*50/5+2 = 22. 22*200 = 4400. Atk 135: 4400*135/140 = 4243. /50 = 84.8 +2 = 86.8. Atk 200: 4400*200/140 = 6286/50 = 125.7+2 = 127.7. So Kingambit takes 87-128 damage out of 207. Survives likely, unless crit. But Garchomp might switch out. If I use Sucker Punch and Garchomp switches, it fails. If Garchomp attacks, Sucker Punch kills (28% HP, sucker punch 70 BP * 1.2 blackglasses * 1.1 supreme overlord = ~92 BP, super effective? No, Dark vs Dragon/Ground = neutral. 92 BP vs Garchomp 28% HP ~ 50-60 HP. Damage: 22*92 = 2024 * Atk 205 / Def ~130 = 3205/50 = 64+2 = 66. Garchomp HP 183-215, 28% = 51-60. So likely kills, maybe not if low roll. If Garchomp attacks and I Sucker Punch, I kill it. If Garchomp switches, Sucker Punch fails but I lose nothing much (Kingambit takes no damage). If I use Kowtow Cleave, Garchomp moves first with EQ, Kingambit takes 87-128, survives, then Kowtow kills Garchomp (85*1.2*1.1 = 112 BP, super effective? Dark vs Dragon/Ground = neutral. 112 BP vs Garchomp 28%: 22*112 = 2464*205/130 = 3880/50 = 77+2 = 79. Kills 51-60 HP easily). But Kingambit takes EQ damage. If Garchomp has roughskin... not relevant. Risk: if Garchomp crits EQ, Kingambit could take ~130*1.5 = 195, might survive barely or die. Non-crit max 128, survives. Safest: Sucker Punch. If it fails (switch), no harm. If it hits, kills Garchomp without taking EQ. Actually wait — if Garchomp switches, Sucker Punch fails, then new Pokémon comes in. That's fine. Sucker Punch seems best: priority, kills Garchomp if it stays, fails harmlessly if it switches. But if Sucker Punch fails and Garchomp switched to something that resists... doesn't matter, no damage taken. Let's go Sucker Punch.
GPT-6 Luna Decisions switched toRotom72% SWITCH: rotomwash, 28% SWITCH: clefable
- Turn 4GPT-6 Luna Decisions used
Willowisp34% MOVE: willowisp, 21% MOVE: hydropump, 21% MOVE: voltswitch
MiMo V2.6 Flash switched toSlowkingTurn 4: Rotom-Wash (Levitate) in, likely carrying Will-O-Wisp — Kingambit must not get burned, it's my win condition with Supreme Overlord +10%. Slowking-Galar walls Water hits, resists nothing else but is specially bulky at 61% and Regenerator heals it back on pivot out. Switch to Slowking to absorb the burn/water move; then pivot with Chilly Reception or fire Sludge Bomb. Their last Pokémon still unknown (Scizor/Clefable/Kingambit/Greninja).
Reasoning trace (75 words)
Rotom-Wash: levitate, likely Will-O-Wisp. Kingambit at 87.9%. If burned, attack halved. Slowking-Galar resists Water, takes Volt Switch? Slowking is Poison/Psychic, takes neutral from Electric, resists Water. Slowking at 61.6% with Regenerator. Switching to Slowking seems good: it walls Rotom's Hydro Pump, and Regenerator heals. But Rotom may Volt Switch out. Slowking has Sludgebomb/Flamethrower/Futuresight. Alternatively, Kingambit Swords Dance — but burn risk. Rotom likely Will-O-Wisp. Kingambit is the win condition; Slowking can pivot. Switch to slowkinggalar.
- Turn 5GPT-6 Luna Decisions used
Voltswitch33% MOVE: voltswitch, 21% MOVE: hydropump, 16% MOVE: willowisp
MiMo V2.6 Flash usedChillyreceptionTurn 5: Slowking burned at 56%, Rotom-Wash full HP with Levitate, revealed Will-O-Wisp. Kingambit must stay unburned — it's my win condition. Chilly Reception lets Slowking absorb whatever Rotom does (another Wisp is a no-op since already burned; a Hydro/Volt Switch hits Slowking's SpD 178), then pivot to Kingambit cleanly after the hit. Regenerator also heals Slowking for a late-game pivot. Their last Pokémon still unknown.
Reasoning trace (218 words)
Rotom-Wash at full HP, Slowking burned at 56%. Rotom likely uses Hydro Pump or Volt Switch, or another Will-O-Wisp. Switching to Kingambit risks burn again — but Kingambit must not get burned. Slowking is already burned so another Wisp does nothing. Rotom probably attacks with Hydro Pump or Volt Switch. Slowking can't do much damage. Sludge Bomb does decent damage to Rotom (neutral, ~90 BP vs SpD 114-174). Actually Rotom-Wash has good SpD. Sludge Bomb is best option, or pivot with Chilly Reception to bring Kingambit in safely — but if Rotom attacks, Kingambit takes the hit... Kingambit is Dark/Steel, takes 2x from Water (Hydro Pump) — that's dangerous but he has 182 HP and SpD 107. Actually, Chilly Reception lets Slowking pivot after Rotom attacks — so Kingambit comes in after the hit, not Slowking. If Rotom uses Will-O-Wisp again, Slowking gets it (no effect, already burned), then Kingambit comes in clean. If Rotom attacks, Slowking takes the hit (it's specially bulky), then Kingambit comes in. That seems best: Chilly Reception. Slowking takes the hit or the Wisp, Regenerator heals it, Kingambit comes in safely without burn risk. Risk: if Rotom Volt Switches, it also pivots and their last Pokémon comes in — but that's fine, Kingambit still comes in clean. Chilly Reception is the safe play.
GPT-6 Luna Decisions switched toClefableIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash switched toKingambitIncident report
Only one legal action: played without asking.
- Turn 6GPT-6 Luna Decisions used
Moonblastmega94% MOVE: moonblast [MEGA], 6% MOVE: moonblast, 0% MOVE: calmmind
MiMo V2.6 Flash usedIronheadTurn 6: Clefable in. Moonblast and Thunderbolt are both resisted by Kingambit's Steel typing; only Flamethrower threatens it. Iron Head: 80 BP ×1.5 STAB ×1.1 Supreme Overlord ×2 SE ≈ 270 effective — likely OHKO. Opponent's last mon is Rotom-Wash. Kingambit must stay unburned; Slowking saved as pivot. Attack now.
Reasoning trace (1,636 words)
Clefable at 100%. Kingambit at 87.9% with Supreme Overlord +10% (one fainted ally: Gholdengo... wait, Supreme Overlord counts fainted allies: Gholdengo fainted = 1, so 10%). Black Glasses 1.2x. Iron Head: 80 BP × 1.2 (black glasses? no, black glasses only boosts Dark) — Iron Head is Steel, so no boost. Supreme Overlord boosts all moves: 80 × 1.1 = 88 BP. Super effective on Clefable (Fairy weak to Steel): ×2 = 176 effective. Clefable defense range 83-137, HP 170-202. Kingambit attack 205. Damage calc: (205 × 88 / 50 + 2) × ... let's do proper: Damage = ((2×50/50+2) × Power × Atk / Def) / 50 + 2) × modifiers. Level 50: ((2×50/50+2) × 80... actually formula: ((2*Level/5+2) * Power * A/D)/50 + 2. 2*50/5+2 = 22. So (22 × 88 × 205 / Def) / 50 + 2. With Def = 110 (mid): 22 × 88 = 1936; × 205 = 396,880; /110 = 3608; /50 = 72.2; +2 = 74.2. Then STAB? Kingambit is not Steel... wait Kingambit IS Steel/Dark, so Iron Head gets STAB ×1.5 = 111.3. Then super effective ×2 = 222.6. That's a OHKO even on max defense/max HP. Max def 137, max HP 202: 22×88×205/137 = 396880/137 = 2897; /50 = 57.9; +2 = 59.9; ×1.5 STAB = 89.9; ×2 SE = 179.8. Min damage ~180 vs max HP 202 — not quite OHKO at max/max. But min def 83: 396880/83 = 4782; /50 = 95.6; +2 = 97.6; ×1.5 = 146.4; ×2 = 292. OHKO. So Iron Head likely OHKOs or nearly. Clefable could be Unaware — doesn't matter, no stat changes. Clefable might switch to Rotom-Wash (resists Steel? Rotom-Wash is Water/Electric, neutral to Steel). Or Clefable could have Thunderbolt/Flamethrower hitting Kingambit. Clefable moves: could have Thunderbolt, Flamethrower, Moonblast, Soft-Boiled, Stealth Rock, etc. Flamethrower would hurt Kingambit (4x... no, Dark/Steel: Fire is neutral? Steel weak to Fire, Dark neutral → 2x). Kingambit SpD 107, HP 182. Clefable SpA up to 161. Flamethrower 90 BP: could do significant damage. But Kingambit should just attack — Iron Head is the best play. If Clefable switches to Rotom, Iron Head does neutral ~74×1.5 = ~111 to Rotom... actually neutral: 59.9... let's compute neutral: base 74 (no SE) × 1.5 STAB = 111 to Rotom mid. Rotom HP 125-157. That's a big chunk. Alternatively Kowtow Cleave is resisted by Clefable (Fairy resists Dark? No — Fairy is immune to... no, Dark is not very effective against Fairy? Actually Fairy resists Dark (0.5x) and Dark is... Fairy takes 0.5x from Dark? Let me recall: Fairy resists Bug, Dark, Fighting. Yes, Fairy resists Dark. And Dark is immune to... no. So Kowtow Cleave is resisted. Iron Head is clearly the play. Swords Dance could be greedy but Clefable might have Unaware (ignores boosts) or switch. Attack now. If Clefable has Flamethrower and outspeeds (72-123 vs 70 — likely faster), it moves first. Flamethrower on Kingambit: SpA 161 max, 90 BP × 2 (SE vs Steel) = Kingambit SpD 107, HP 182. Damage: 22 × 90 × 161/107 = 22×90=1980; ×161=318,780; /107=2979; /50=59.6; +2=61.6; ×2 SE = 123. Plus STAB ×1.5 = 185. That would OHKO Kingambit! Hmm, that's dangerous. Clefable often runs Flamethrower specifically for Steel types. But min SpA 103: 22×90×103/107 = 204,840... wait 1980×103 = 203,940; /107 = 1906; /50 = 38.1; +2 = 40.1; ×2 = 80.3; ×1.5 = 120. So 120-185 damage. Kingambit at 182 — survives mid rolls, dies to high rolls. Should I switch to Slowking? Slowking is burned at 111/172 (64.5%). Slowking is Poison/Psychic — resists... Fairy? No, Poison resists Fairy (0.5x). Slowking SpD 178, would wall Clefable's Moonblast. But Slowking is burned and taking residual. If Clefable has Flamethrower, Kingambit risks dying. But if Clefable has Moonblast/Soft-Boiled, Kingambit takes a hit and OHKOs back. Hmm. What's more likely? Clefable sets: Moonblast, Soft-Boiled, Stealth Rock, Thunderbolt/Flamethrower, Flamethrower is common for coverage vs Steel. Also could be unaware Calm Mind set. Risky. Consider switching to Slowking-Galar: Poison/Psychic, resists Fairy (Moonblast 0.5x), and Sludge Bomb is super effective vs Clefable. Slowking burned but that only affects its Attack. Slowking at 111 HP, burn residual ~9/turn. If I switch to Slowking and Clefable uses Flamethrower: Poison/Psychic — Fire is neutral on Poison, neutral on Psychic → neutral. Slowking SpD 178, would take maybe 30-40%. Fine. If Clefable uses Moonblast: 0.5x resist, minimal. Then Slowking can Sludge Bomb (SE vs Fairy? Poison is SE vs Fairy yes, 2x). Sludge Bomb 90 BP × 1.5 STAB × 2 SE = big damage to Clefable. But Kingambit is my win condition. Preserving it matters. However, switching gives Clefable a free turn — could set up Calm Mind or Soft-Boiled or Stealth Rock, or switch to Rotom. Actually, the opponent's remaining are Rotom-Wash and Clefable (Garchomp fainted). Opponent has 3: Garchomp (dead), Rotom, Clefable. So 2 alive. If I bring in Slowking and Clefable switches to Rotom — Rotom has Will-O-Wisp (Slowking already burned, no-op) and Volt Switch. Slowking walls Rotom's water/electric? Volt Switch neutral, Slowking SpD 178 handles it. Hmm, but Kingambit needs to stay in to win. Let's think about endgame: Opponent has Rotom (100%) and Clefable (100%). I have Kingambit (88%) and Slowking (64%, burned). Kingambit with Iron Head hits both Clefable (SE) and Rotom (neutral). Sucker Punch is priority. Slowking can pivot with Chilly Reception. I think Iron Head is a solid aggressive play — likely OHKOs Clefable. The risk is Flamethrower. But Clefable might also just use Moonblast or Soft-Boiled. Actually, let's consider: if Clefable has Flamethrower and outspeeds, Kingambit likely dies (120-185 damage vs 182 HP — roughly 50% chance to OHKO depending on spread). That's too risky for my win condition? Alternative: switch to Slowking. If Clefable uses Flamethrower, Slowking takes ~35%. Then Slowking Sludge Bombs. But Slowking is burned — burn doesn't affect special moves. Sludge Bomb 90 × 1.5 × 2 = 270 effective BP vs Clefable. Clefable SpD 99-156, HP 170-202. Slowking SpA 162. Damage: 22 × 90 × 162/127(mid SpD) = 22×90 = 1980; ×162 = 320,760; /127 = 2526; /50 = 50.5; +2 = 52.5; ×1.5 STAB = 78.8; ×2 SE = 157.6. Not an OHKO but big. Clefable could Soft-Boiled. Hmm. Actually the safest line: switch to Slowking to scout Clefable's move, preserving Kingambit. If Clefable uses Moonblast/Flamethrower, Slowking tanks it. Then next turn Slowking can attack or pivot back to Kingambit. But if Clefable is Calm Mind + Soft-Boiled it could set up on Slowking... though Sludge Bomb threatens it. Alternatively, Kingambit Iron Head — if it OHKOs Clefable, huge. Risk of Flamethrower. Let me weigh: Does standard Clefable run Flamethrower? Common Clefable sets in singles: Moonblast, Soft-Boiled, Stealth Rock, Thunderbolt Flamethrower / Calm Mind / Knock Off. Flamethrower is quite common specifically to catch Steel types like Kingambit/Corviknight. Given Kingambit is my win condition and Clefable likely has Flamethrower coverage, switching to Slowking seems safer. Slowking resists Moonblast and takes Flamethrower neutrally with SpD 178. But wait — if I switch and Clefable uses Soft-Boiled or Stealth Rock, no harm. If Clefable switches to Rotom, Slowking is fine vs Rotom (already burned, Wisp no-op). Actually there's another consideration: Slowking at 64.5% burned — burn residual is 1/16 max HP ≈ 10.75/turn, plus it's on 111/172. It can take a few hits. I think switching to Slowking is the prudent play. But it gives Clefable a free turn which could be Calm Mind setup. With Unaware possibility... if Clefable is Unaware Calm Mind, it walls both my mons? Kingambit's Iron Head still hits SE regardless of boosts. Slowking's Sludge Bomb SE too. Hmm, actually if Clefable sets up Calm Mind, Slowking's Sludge Bomb still does good damage. And Kingambit's Iron Head ignores... no, Unaware ignores the Calm Mind boosts when taking damage, so Iron Head still hits hard. Let me decide: Iron Head is a strong, likely-fatal hit. The Flamethrower risk: roughly 50% OHKO. If Kingambit survives, it KOes Clefable and likely wins. If it dies, Slowking vs Clefable+Rotom — Slowking can still win? Slowking vs Rotom (walls it) and Clefable (Sludge Bomb SE). Slowking could win that 2v1 actually, though burned. Alternatively switch to Slowking: guaranteed safe, but slower path. I'll go with Iron Head — aggressive, and even if Clefable uses Flamethrower there's a chance Kingambit survives (mid rolls do ~150). Hmm, 120-185 range, Kingambit 182. Survives maybe 40% of rolls. Actually wait — is Clefable's Flamethrower really that strong? Let me recompute more carefully. Clefable max SpA at level 50 is 161 per the range. Flamethrower 90 BP. Base damage: ((2*50/5 + 2) * Power * A/D)/50 + 2 = (22 * 90 * 161/D)/50 + 2. Kingambit SpD 107 (fixed). = (22*90*161/107)/50 + 2 = (318780/107)/50 + 2 = 2979/50 + 2 = 59.6 + 2 = 61.6. STAB 1.5 → 92.4. SE 2x → 184.8. Max roll ~185 vs 182 HP → OHKO at max SpA. Min SpA 103: (22*90*103/107)/50+2 = (203940/107)/50+2 = 1906/50+2 = 38.1+2 = 40.1; ×1.5 = 60.2; ×2 = 120.3. So 120-185, Kingambit 182. Survives unless SpA is high (roughly top 25% of range). Average ~150, survives. Also, does Clefable even run Flamethrower? Could be Thunderbolt (also neutral... no, Electric vs Steel/Dark: Steel resists Electric → 0.5x). Thunderbolt would be resisted. Moonblast: Fairy vs Steel/Dark — Steel resists Fairy → 0.5x. So Moonblast is resisted too! So Clefable's only real threat to Kingambit is Flamethrower (or Focus Blast, or a Fire move). Moonblast and Thunderbolt are both resisted by Kingambit's Steel typing. That makes Iron Head quite safe — only Flamethrower/Fire Blast threatens. Also, if Clefable uses Soft-Boiled or Stealth Rock or Calm Mind, Kingambit gets a free Iron Head. I'll go Iron Head. It's super effective, likely OHKO, and most Clefable moves are resisted. Notes should be ≤60 words.
- Turn 7GPT-6 Luna Decisions switched to
Rotom58% SWITCH: rotomwash, 38% MOVE: moonblast, 2% MOVE: wish
MiMo V2.6 Flash usedSuckerpunchTurn 7: Clefable at 15%, Mega with Magic Bounce, outspeeds Kingambit. Moonblast from Mega Clefable (SpA 139-205) will KO Kingambit from 73 HP — must use priority. Sucker Punch: 70×1.5 STAB×1.2 Black Glasses×1.1 Supreme Overlord×0.5 NVE ≈ 69 effective — should KO 15% Clefable. Risk: fails if Clefable switches or uses status. If it fails, Kingambit survives the turn. Their last mon is Rotom-Wash at 100%.
Reasoning trace (657 words)
Clefable at 15%, Mega Evolved with Magic Bounce. Kingambit at 73 HP. Clefable moves first (speed 81-134 vs 70). Moonblast would likely KO Kingambit from 73 HP. Wait, but Kingambit has priority with Sucker Punch. Sucker Punch is not very effective on Fairy (Clefable is Fairy/Flying after mega? That's unusual - Mega Clefable isn't standard but this is a custom format). Dark is not very effective against Fairy. But Sucker Punch has priority +1, so it goes first regardless of speed. Sucker Punch: 70 BP × 1.2 (Black Glasses) × 1.1 (Supreme Overlord +10% for 1 fainted ally) × 0.5 (NVE vs Fairy) = 70 × 1.2 × 1.1 × 0.5 = 46.2 effective power. Clefable at 15% with Def 101-159... this might not KO. Actually, let me think about whether Clefable will attack. If it attacks, Sucker Punch works. If it switches or uses status, it fails. Iron Head: 80 BP × 1.1 (SE) × 1.1 (SO) = 96.8 effective, but Clefable moves first and Moonblast likely KOs Kingambit at 73 HP. Moonblast from Mega Clefable (SpA 139-205): 95 BP × 1.5 STAB = 142.5 vs Kingambit's SpD 107. That's going to hurt a lot from 73 HP. So I need priority. Sucker Punch is the only priority move. If Clefable attacks, Sucker Punch goes first. But it's NVE... Let me calculate more carefully. Sucker Punch base 70, Black Glasses 1.2x, Supreme Overlord 1.1x, NVE 0.5x = 70 × 1.2 × 1.1 × 0.5 = 46.2. Against Clefable's Defense 101-159 and HP 170-202 at 15% (about 25-30 HP). Kingambit Attack 205. Damage = ((2×50/5+2) × 205 × 46.2 / Def / 50 + 2) × modifiers... this is getting complex. At level 50, damage formula: ((2*50/5+2) * Power * Atk / Def) / 50 + 2 = (22 * 46.2 * 205 / Def) / 50 + 2 If Def = 130: (22 * 46.2 * 205 / 130) / 50 + 2 = (209,466/130... let me redo) 22 * 46.2 = 1016.4 1016.4 * 205 = 208,362 208,362 / 130 = 1602.8 1602.8 / 50 = 32.06 + 2 = 34.06 Clefable at 15% of ~186 HP = ~28 HP. So 34 damage would KO! Even at max Def 159: 208,362/159 = 1310.5 / 50 = 26.2 + 2 = 28.2. Still likely enough for 15% HP. But wait, there's also STAB consideration - Sucker Punch is Dark, Kingambit is Dark/Steel so 1.5x STAB. Let me redo: Power = 70 (base) × 1.5 (STAB) × 1.2 (Black Glasses) × 1.1 (Supreme Overlord) × 0.5 (NVE) = 69.3 22 * 69.3 = 1524.6 1524.6 * 205 = 312,543 312,543 / 130 = 2404.2 / 50 = 48.1 + 2 = 50.1 That definitely KOs at 15% HP. But the risk is Sucker Punch fails if Clefable doesn't attack. What would Clefable do? It's at 15%, Kingambit is threatening. Clefable could: - Attack with Moonblast (most likely to try to KO Kingambit) - Switch to Rotom-Wash - Use Soft-Boiled/Recover if it has it If Clefable switches, Sucker Punch fails and Kingambit takes no damage this turn - not terrible. Then next turn I can Iron Head the incoming Pokémon. If Clefable attacks, Sucker Punch KOs it. If Clefable uses status/recovery, Sucker Punch fails. The alternative is Iron Head which is SE but Clefable moves first and Moonblast likely KOs Kingambit. Actually, would Moonblast KO Kingambit from 73 HP? Kingambit SpD 107, Def... Moonblast 95 BP × 1.5 STAB = 142.5 effective. Clefable SpA 139-205. Let's say mid ~170. 22 * 142.5 * 170 / 107 = 22 * 142.5 = 3135; 3135 * 170 = 532,950; / 107 = 4980.8; / 50 = 99.6 + 2 = 101.6 That's way more than 73 HP. Kingambit would be KO'd. So I must use Sucker Punch to go first. If it fails, Kingambit survives the turn (Clefable used a non-attacking move or switched). Sucker Punch is the clear play.
- Turn 8GPT-6 Luna Decisions used
Willowisp43% MOVE: willowisp, 23% MOVE: hydropump, 19% MOVE: voltswitch
MiMo V2.6 Flash switched toSlowkingTurn 8: Rotom at 100% outspeeds Kingambit (73 HP) — any attack KOs Kingambit, and Sucker Punch only works if it attacks. Kingambit is my win condition vs Clefable (15%) and must not be burned or lost here. Switch to Slowking (111 HP, already burned so Wisp is a no-op) to tank the hit. If Rotom Volt Switches to Clefable, Sludge Bomb KOs it next turn.
Reasoning trace (362 words)
Rotom-Wash is in at 100%. Kingambit at 73 HP. Sucker Punch fails if Rotom uses status (Will-O-Wisp again — but Kingambit... wait, Kingambit isn't burned yet). Rotom could use Will-O-Wisp on Kingambit, which would ruin it. Options: - Sucker Punch: fails if Rotom uses Will-O-Wisp or Volt Switch? Volt Switch is an attack, so Sucker Punch works. Will-O-Wisp is status, fails. - Kowtowcleave: 85 BP × 1.5 STAB × 1.2 Black Glasses × 1.1 Supreme Overlord (2 fainted allies... wait, Gholdengo fainted, so 1 fainted ally = 1.1) — actually Supreme Overlord counts fainted allies: Gholdengo fainted = 1, so 1.1x. Effective ≈ 85×1.5×1.2×1.1 = 168. Rotom-Wash SpD/Def... it's physical defense 114-174. Rotom-Wash is specially bulky but physical defense lower. 168 effective vs HP 125-157 — that's roughly a 2HKO, maybe more. Actually Rotom outspeeds Kingambit. Hydro Pump would KO Kingambit from 73. Volt Switch too probably. Switch to Slowking: Slowking at 111 HP, burned. Rotom's Volt Switch did 42 damage last time (96→54). Slowking can take hits. But then Rotom Volt Switches out to Clefable... and Slowking is burned. Hmm, but if I switch to Slowking, Rotom likely Will-O-Wisp (already burned, no-op) or attacks. Slowking has Regenerator... no, Slowking is already in, switching out heals. Actually the cleanest: switch to Slowking to absorb the hit, then Chilly Reception back to Kingambit? But that gives Clefable free turns. Wait — Clefable is at 15%. If Rotom Volt Switches, Clefable comes in. Slowking can Sludge Bomb Clefable (SE on Fairy... Clefable is Fairy/Flying after Mega? Sludge Bomb is Poison, SE on Fairy). Sludge Bomb would KO 15% Clefable. But if Rotom uses Will-O-Wisp on the switch... Slowking already burned. Let me think: Kingambit at 73 HP vs Rotom. Rotom outspeeds. If Rotom attacks (Hydro/Volt), Kingambit dies. So Kingambit is in danger regardless unless Sucker Punch KOs — it won't KO Rotom at 100%. Best play: switch to Slowking. Slowking tanks whatever Rotom does. Then Slowking can Chilly Reception or attack. Actually, if I switch to Slowking and Rotom Volt Switches to Clefable, I can then Sludge Bomb Clefable next turn. If Rotom stays and attacks Slowking, Slowking survives. Switch to Slowking seems safest.
- Turn 9GPT-6 Luna Decisions used
Hydropump47% MOVE: hydropump, 24% MOVE: voltswitch, 17% MOVE: willowisp
MiMo V2.6 Flash usedSludgebombTurn 9: Sludge Bomb is neutral on Rotom and super effective on Clefable — if Rotom Volt Switches to Clefable (15%), it dies to it; if Rotom stays, it takes ~50%. Slowking at 101 HP survives another Volt Switch (~47 dmg) plus burn. Kingambit (73 HP) must stay healthy as my win condition vs Rotom late. Chip Rotom now.
Reasoning trace (216 words)
Rotom at 100%, Slowking burned at 101 HP. Rotom likely Volt Switches or attacks. Sludge Bomb vs Rotom: resisted? Rotom-Wash is Electric/Water — Poison is neutral vs Water/Electric. Actually Poison vs Electric: neutral; vs Water: neutral. So Sludge Bomb neutral. Rotom SpD 114-174. Slowking SpA 162. Sludge Bomb 90×1.5 = 135 effective. Rotom HP ~125-157. That could do ~50-60%. Not a KO. If Rotom Volt Switches, it brings in Clefable (15%) which is weak to Poison — Sludge Bomb KOs it. If Rotom attacks Slowking, Slowking survives probably (Volt Switch did 47 before... wait earlier Volt Switch did 101→54 = 47 damage; now Slowking at 101, will survive, then burn takes ~8). Then next turn Sludge Bomb. But if Rotom attacks and doesn't switch, Sludge Bomb on Rotom does decent damage. Alternatively Chilly Reception to pivot to Kingambit — but Kingambit risks burn/attack. Best: Sludge Bomb. If Clefable comes in via Volt Switch, it dies. If Rotom stays, we chip it. Actually consider: opponent might just attack with Hydro Pump/etc. Sludge Bomb seems safest — hits whatever comes in (Clefable dies, Rotom takes ~50%). Wait — Clefable is Fairy/Flying (Mega). Poison is super effective vs Fairy. Yes. Slowking will survive a hit: burn damage ~8, at 101 HP. Volt Switch did 47 earlier. Fine. Decision: sludgebomb.
- Turn 10GPT-6 Luna Decisions used
Hydropump72% MOVE: hydropump, 15% MOVE: voltswitch, 7% MOVE: willowisp
MiMo V2.6 Flash usedSludgebombTurn 10: Slowking at 36 HP burned — Rotom outspeeds and any attack (Hydro/Volt Switch) KOs it, so it likely dies without moving. Sacking it lets Kingambit enter clean at 73 HP with no switch-in damage. Switching Kingambit in risks a Hydro Pump KO — unacceptable, Kingambit is my win condition. Sludge Bomb: if Rotom instead uses Will-O-Wisp (predicting a switch), I chip it to ~20%, then Sucker Punch KOs next turn.
Reasoning trace (1,617 words)
Slowking at 36 HP, burned. Rotom at 61%. Hydro Pump did 46 damage last turn (101→46... wait, 101→46 is 55 damage, plus burn 6 → actually 101-46=55, then burn brought to 36? Let's see: 46 after hydro, then sludge bomb, then burn to 36. So hydro did 55 damage. Burn does ~6 per turn (172/16≈10, halved ≈5). Slowking at 36 HP: survives burn this turn (36-5=31). But Rotom outspeeds and Hydro Pump KOs (55 dmg > 36). Options: Sludge Bomb does ~44% to Rotom (56→61 means it did 44% before leftovers). Rotom at 61%, another Sludge Bomb → ~17%, plus leftovers → ~22%. If Slowking stays, Rotom attacks and KOs Slowking. Then I bring Kingambit (73 HP) vs Rotom (~61% or less). Kingambit's Sucker Punch: 70×1.5×1.2×1.1×0.5(NVE electric/water... Dark vs Rotom-Wash: Electric/Water — Dark is neutral on both) = neutral actually. 70×1.5×1.2×1.1 = 138.6 effective. Rotom HP 125-157, at 61% → ~76-96 HP. Sucker Punch does ~138.6 × def... effective power accounting for defenses. Hmm, hard to calc precisely. Alternative: switch Kingambit in now to take the Hydro Pump. Kingambit at 73 HP — Hydro Pump from Rotom: Water vs Dark/Steel — neutral. Rotom SpA 112-172. Hydro Pump 110 BP. That would likely KO Kingambit from 73. Actually Slowking is specially bulky (SpD 178) and took 55 from Hydro. Kingambit SpD 107 would take much more. So Slowking should stay in and attack. Sludge Bomb chips Rotom. If Rotom attacks, Slowking dies but Rotom takes Sludge Bomb first? No — Rotom outspeeds. Rotom moves first, KOs Slowking, then Slowking doesn't move. Hmm. So Slowking staying means Slowking dies without attacking (unless Rotom Volt Switches or Wills-O-Wisp). Wait — if Rotom uses Volt Switch, it attacks then switches. Slowking survives? Volt Switch did 47 damage earlier (54→... turn 5: 96→54 = 42 damage). At 36 HP, Volt Switch KOs too. So Slowking dies regardless this turn if Rotom attacks. Best to get value: Sludge Bomb won't fire if Rotom attacks first. Alternative: switch to Kingambit. Rotom's likely move: Hydro Pump or Volt Switch. If Volt Switch, Kingambit takes ~neutral electric damage... Electric vs Dark/Steel: neutral. Volt Switch 70 BP, ~40-50 damage to Kingambit? Kingambit at 73 — risky. If Rotom uses Will-O-Wisp on the switch, Kingambit gets burned — bad but survivable. Actually consider: Slowking is essentially dead weight now (36 HP, burned, can't kill Rotom). Kingambit is the win condition. Clefable at 15% dies to Sucker Punch. Plan: Keep Slowking in to sack it, use Sludge Bomb for chip if possible. Actually if Rotom attacks first, Slowking dies without dealing damage. But if Rotom uses Will-O-Wisp (predicting switch?) or Volt Switch... Hmm, better: switch to Kingambit, hoping Rotom uses Will-O-Wisp or a resisted hit. But Hydro Pump would likely KO Kingambit from 73. Let me think about what opponent does. Opponent sees Slowking at 36 HP burned. Rotom outspeeds. Simplest: attack with Hydro/Volt Switch to kill. Volt Switch gives momentum but brings in Clefable at 15% which dies to... whatever comes in. If I switch to Kingambit and Rotom uses Volt Switch: Kingambit takes ~40-50 damage from 73 → could be 23-33 HP left. Then Clefable comes in at 15%, Kingambit Sucker Punch KOs it. Then Rotom comes back in vs Kingambit low HP — Rotom outspeeds and kills. If instead Slowking stays and dies, I get Kingambit in free (no damage taken during switch-in). Kingambit at 73 vs Rotom at ~61%. Kingambit uses Sucker Punch — works if Rotom attacks. Rotom at 61%: Sucker Punch damage? Sucker Punch: 70 BP, STAB 1.5, Black Glasses 1.2, Supreme Overlord (1 fainted: Gholdengo) 1.1 → 70×1.5×1.2×1.1 = 138.6. Neutral on Rotom. Kingambit Atk 205 (max). Rotom Def 114-174. Damage calc roughly: (2×50/50+2)×138.6×205/Def /50 + 2... standard formula: ((2*50/5+2)*Power*A/D)/50+2 with level 50 factor. Let me use simplified: base = (2*50/5+2)*138.6 = 22*138.6 = 3049. ×205/Def. If Def=144: 3049×205/144 = 4331. /50+2 = 88.6. Plus STAB already included. So ~88 damage. Rotom at 61% of ~141 HP = 86 HP. Close! Could KO. Hmm, that's marginal. If Rotom is min Def 114: 3049×205/114=5496/50+2=112 damage — KO. If max Def 174: 3049×205/174=3597/50+2=74 — not KO. Uncertain. But Sucker Punch only works if Rotom attacks. If Rotom Volt Switches, it's still an attack — Sucker Punch works. Actually wait — if I sack Slowking this turn, next turn Kingambit comes in free at 73 HP. But I choose the switch after fainting, so Kingambit enters without taking a hit. Then Sucker Punch. Alternatively, chip Rotom with Sludge Bomb first — but Slowking moves second and will be KO'd. Unless Rotom uses Will-O-Wisp (already burned Slowking, useless) or predicts a switch. Opponent might predict I switch to Kingambit and use Will-O-Wisp — but Slowking is already burned so Wisp fails on it. Turn 8 showed "Slowking's move failed (brn)" — that was my Slowking's move failing? No wait, turn 8: "Opposing Rotom used Will-O-Wisp / Your Slowking's move failed (brn)" — hmm, that says Slowking's move failed due to brn. That's odd — Chilly Reception isn't blocked by burn. Actually the log is confusing. Whatever. Turn 9 Rotom used Hydro Pump. So Rotom attacks. Best play: sack Slowking with Sludge Bomb (in case Rotom Volt Switches or Wisp). Actually if Rotom attacks, Slowking dies and Sludge Bomb doesn't fire — no loss either way vs. switching. But wait: if I switch to Kingambit and Rotom uses Hydro Pump, Kingambit likely dies → I lose. If I sack Slowking, Kingambit comes in clean at 73. Sacking Slowking is safer. Use Sludge Bomb (best chip if it fires). Actually, could Rotom use Volt Switch and I get Slowking to move? No, Volt Switch still hits first and KOs. Decision: Sludge Bomb to sack Slowking. Hmm, but consider: is there any line where Slowking survives? Burn damage 5/turn. Rotom attacks first — no survival. What about Futuresight? It hits two turns later — Slowking dies before it lands... actually Futuresight hits 2 turns after use, so even if Slowking faints, the move still lands. Futuresight 120 BP Psychic vs Rotom — neutral. That could do big chip! But Rotom has Leftovers and Clefable at 15%... Futuresight targets the slot. If it hits Rotom at ~61%, could do 50%+. Actually Futuresight damage lands turn after next. If Slowking dies this turn, Futuresight still hits on turn 12 (used turn 10, hits turn 12). Hmm, timing: used turn 10, hits at end of turn 12? It hits "two turns after being used." But by then, will Rotom still be in? Opponent might Volt Switch. Also, if I sack Slowking now, Kingambit comes in and Sucker Punches — game might end before Futuresight matters. Sludge Bomb is more immediate if it fires. But it won't fire if Rotom attacks. Actually — key insight: if Rotom attacks, Slowking dies regardless of move chosen. So choose the move with best outcome if Rotom doesn't attack (e.g., Wisp on predicted switch, or Volt Switch... no Volt Switch attacks). If I stay in and Rotom uses Will-O-Wisp (predicting I switch to Kingambit to avoid Hydro), Slowking survives (already burned, move fails) and gets a Sludge Bomb off! That's a real possibility — opponent might fear Kingambit. Hmm, but opponent knows Slowking is at 36 HP and burned; Wisp on Slowking is pointless unless predicting a switch. Turn 8 they used Wisp when I switched Slowking in — they predicted... actually turn 8 I switched in Slowking and they Wisp'd, which failed-ish. Given uncertainty, Sludge Bomb maximizes value: if Rotom attacks, Slowking dies (same as any move); if Rotom uses status, Sludge Bomb chips. Futuresight could also fire in that scenario and hit later. But Sludge Bomb immediate is fine. Actually, consider: if Rotom uses Will-O-Wisp and I stay, Sludge Bomb does 44% → Rotom to ~17%+leftovers ~22%. Then next turn Slowking dies to attack but Kingambit comes in and Sucker Punch KOs Rotom at 22%. That wins! Whereas Futuresight: 120 BP psychic, would do more but lands later. Sludge Bomb it is. Wait — one more: should I switch to Kingambit to preserve Slowking? Slowking at 36 burned has little value. Regenerator heals 1/3 on switch = +57 → 93 HP. That's actually meaningful! Slowking could come back in later to tank a hit. Hmm. If I switch to Kingambit now: risk Hydro Pump KO. If Rotom Wisp's, Kingambit burned (attack halved — bad but Sucker Punch still works-ish). If Rotom Volt Switches, Kingambit takes ~40-50 → 23-33 HP, Clefable comes in, Sucker Punch KOs Clefable, then Rotom returns and outspeeds KOs Kingambit. Then Slowking (93 HP after regen... no, regen triggers on switch out — Slowking switched out turn 10, heals to 93) comes in vs Rotom ~61%. Slowking at 93 burned vs Rotom — Slowking outslowed, takes Hydro ~55 → 38, then burn. Sludge Bomb chips. Probably lose eventually. Simpler: sack Slowking now, Kingambit comes in clean, Sucker Punch Rotom — likely KO or close, and if not, another Sucker Punch next turn (Rotom at ~20%). But if Sucker Punch doesn't KO from 73 HP Kingambit vs Rotom attack — Rotom KOs Kingambit first (outspeeds). So I need Sucker Punch to KO. Damage estimate 74-112 depending on Rotom's Def. Rotom at 61% of 125-157 HP = 76-96 HP. Marginal. Chipping with Sludge Bomb first would help a lot: Rotom to ~17-22%, then Sucker Punch definitely KOs. But Slowking can't chip if it dies first. Unless Rotom uses status. Trade-off: switching Kingambit in preserves Slowking (93 HP) as a backup wall, but risks Kingambit dying to Hydro. I think sacking Slowking is safest for the win condition. If Rotom attacks, no chip either way. If Rotom status, Sludge Bomb chips. Go with Sludge Bomb.
MiMo V2.6 Flash switched toKingambitIncident report
Only one legal action: played without asking.
- Turn 11GPT-6 Luna Decisions used
Hydropump38% MOVE: hydropump, 35% MOVE: willowisp, 15% MOVE: voltswitch
MiMo V2.6 Flash usedSuckerpunchOnly two left: Kingambit (73 HP) vs Rotom (67%) + Clefable (15%). Rotom outspeeds and Hydro KOs Kingambit, so I must win with priority. Sucker Punch (Black Glasses + Supreme Overlord x2) does ~80-120 to Rotom — likely KO depending on its spread. If Rotom attacks, SP hits first; then SP also KOs Clefable next turn (priority beats its speed). Any other line loses. Win condition: SP KOs Rotom, SP KOs Clefable.
Reasoning trace (1,253 words)
Kingambit at 73 HP vs Rotom-Wash at 67%. Rotom outspeeds. Hydro Pump would KO Kingambit (73 HP). Sucker Punch fails if Rotom uses Will-O-Wisp or Volt Switch... actually Volt Switch is an attacking move, so Sucker Punch works. Will-O-Wisp is status, Sucker Punch fails. Rotom at 67% — Kingambit's Sucker Punch with Supreme Overlord (2 fainted allies = 20% boost) + Black Glasses: 70 * 1.2 (black glasses) * 1.2 (SO) = 100.8 power, STAB 1.5x = 151. Against Rotom-Wash SpD... wait Sucker Punch is physical. Rotom Wash Def range 114-174. Kingambit Atk 205. Damage calc roughly: 205 Atk * 151 power / (def ~145 * 50) ... let's estimate: (2*50/50+2) * 205 * 151 / 145 / 50 + 2 ≈ 4 * 205 * 151 / 145 / 50 ≈ 4 * 31000 / 7250 ≈ 4 * 4.27 ≈ 17. That seems too low. Let me redo: damage = ((2*Level/5+2) * Power * Atk/Def)/50 + 2. Level 50: 2*50/5+2 = 22. So 22 * 151 * 205/145 / 50 + 2 = 22 * 151 * 1.414 / 50 + 2 = 22 * 213.5 / 50 + 2 = 4697/50 + 2 = 94 + 2 = 96. So ~96 damage, Rotom at 67% of ~141 HP ≈ 94 HP. Very close — could KO or leave at ~1-5%. Hmm, but Rotom might use Will-O-Wisp which fails Sucker Punch. Then Kingambit gets burned and dies to burn + next attack. Alternative: Kowtow Cleave — 85 BP * 1.2 black glasses * 1.2 SO = 122.4, STAB = 183.6 effective. But Rotom outspeeds and Hydro Pump KOs Kingambit (73 HP). Hydro Pump does way more than 73 damage. So Kingambit can't survive an attack. Must rely on Sucker Punch. If Rotom attacks (Hydro Pump or Volt Switch), Sucker Punch goes first and might KO. If Rotom uses Will-O-Wisp, Sucker Punch fails and Kingambit gets burned — then Kingambit at 73 HP burned, Rotom at 67%. Burn damage ~10 per turn, Kingambit dies in ~7 turns while Rotom heals. Bad. But what else? Kingambit is the only one left. Must pick an action. Sucker Punch is the best bet — if it connects and KOs, then Clefable at 15% comes in, Kingambit Sucker Punches it (priority) and wins. If Sucker Punch doesn't KO Rotom (leaves at ~5%), Rotom attacks, KOs Kingambit... actually Kingambit would be burned maybe. If Rotom attacks this turn, Sucker Punch hits first — if it doesn't KO, Rotom's attack KOs Kingambit. Loss. Kowtow Cleave does more damage but goes second — Rotom Hydro Pump KOs first. Unless Rotom uses Will-O-Wisp — then Kingambit survives (burn doesn't KO immediately), gets burned, Kowtow Cleave hits Rotom for more damage. Burn halves attack though. Hmm. Actually if Rotom uses Will-O-Wisp predicting Sucker Punch, then Sucker Punch fails. If I use Kowtow Cleave and Rotom uses Will-O-Wisp, Kingambit survives, gets burned, Kowtow Cleave does ~183 * 0.5 (burn) ≈ 92 effective... wait burn halves Atk so damage calc uses Atk 102: 22 * 122.4 * 102/145 / 50 + 2 ≈ 22 * 122.4 * 0.703 / 50 + 2 = 1897/50 + 2 ≈ 40. Rotom at 67% → ~39%. Then Rotom outspeeds, Hydro Pump KOs Kingambit next turn anyway (73 HP minus burn). Loss. So Sucker Punch is the only line: it must KO Rotom. If Rotom attacks, Sucker Punch hits. If Rotom uses Will-O-Wisp, we lose regardless (any other move also loses since Rotom outspeeds and Wisp status). Actually wait — if Rotom uses Will-O-Wisp and I use Kowtow Cleave, Kingambit survives the turn (Wisp is status, no damage). Then next turn... Kingambit burned at 73 HP, Rotom at ~39%. Rotom outspeeds, Hydro Pump KOs. Still lose. If Rotom uses Will-O-Wisp and I Sucker Punch (fails), same situation but Rotom at 67%. Then Rotom Hydro Pump next turn KOs. Lose. So the only win path: Rotom attacks → Sucker Punch KOs → Clefable comes in at 15% → Sucker Punch KOs it. Win. Sucker Punch damage ~96 vs Rotom HP 67% of ~141 = 94. Marginal. With max/min rolls it's roughly a coin flip. But it's the only line. Actually, could Rotom Volt Switch out to Clefable? Then Sucker Punch hits Rotom (Volt Switch is attacking, so SP works), Rotom takes ~96, might survive at ~0-5% and Clefable comes in at 15%. Then Kingambit at 73 HP... Clefable outspeeds? Clefable Spe 81-134 vs Kingambit 70. Clefable likely outspeeds, Moonblast KOs Kingambit. Hmm, but Moonblast did 73→... earlier Moonblast did 182→73 = 109 damage. Kingambit at 73 would die. Wait, but if Rotom Volt Switches and survives at low HP, then Clefable comes in and KOs Kingambit. Then opponent has Rotom at ~5% and Clefable. We lose. If Sucker Punch KOs Rotom outright, Clefable comes in at 15%, we Sucker Punch it next turn — but Clefable outspeeds Kingambit and Moonblast KOs first! Unless... Kingambit at 73 HP, Clefable Moonblast does 109 damage — KOs. So even if Rotom dies, Clefable kills Kingambit. Hmm wait — but Sucker Punch is priority. If Clefable comes in after Rotom faints, next turn Kingambit uses Sucker Punch (priority +1) and goes before Clefable. Sucker Punch at 15% Clefable: definitely KOs. So the win condition: Sucker Punch KOs Rotom this turn, then Sucker Punch KOs Clefable next turn. If Rotom survives Sucker Punch, Rotom attacks and KOs Kingambit. Lose. So: Sucker Punch. It's the only line. Let me double check Sucker Punch damage more carefully. Kingambit Atk 205 (max). Black Glasses 1.2x, Supreme Overlord 2 fainted allies = 1.2x. Sucker Punch BP 70 → 70 * 1.2 * 1.2 = 100.8. STAB 1.5x → 151.2 effective BP. Rotom-Wash: HP range 125-157, Def 114-174. At 67% HP. Damage = ((22 * 151.2 * 205/Def)/50) + 2, times STAB already included... wait I included STAB in the 151.2. Let me recompute: base damage = (22 * Power * Atk/Def)/50 + 2 where Power includes STAB. = (22 * 151.2 * 205/Def)/50 + 2 If Def = 144 (mid): 22 * 151.2 * 1.4236 / 50 + 2 = 22 * 215.3 / 50 + 2 = 4736/50 + 2 = 94.7 + 2 = 96.7 Rotom HP at 67%: if HP = 141 (mid), 67% = 94.5. So ~96 damage vs 94.5 HP — KOs! If Rotom is bulkier (HP 157, Def 174): 67% = 105 HP. Damage = 22 * 151.2 * 205/174 / 50 + 2 = 22 * 151.2 * 1.178 / 50 + 2 = 22 * 178.1/50 + 2 = 3919/50 + 2 = 78.4 + 2 = 80. Doesn't KO. If Rotom is frail (HP 125, Def 114): 67% = 84 HP. Damage = 22 * 151.2 * 1.798/50 + 2 = 22 * 271.9/50 + 2 = 5982/50+2 = 119.6+2 = 121. KOs. So it depends on Rotom's spread. Roughly a gamble but the only winning line. Also consider: does Rotom likely attack or Will-O-Wisp? It used Wisp twice before when predicting. It might Wisp again knowing Kingambit wants to Sucker Punch. Hmm. But Rotom at 67% with Leftovers — it might just Hydro Pump to kill Kingambit. If Rotom Wisp: Sucker Punch fails, Kingambit burned. Then Rotom at 67% + Leftovers. Kingambit 73 HP burned. Next turn Rotom attacks (Hydro) and KOs. Lose. Alternatively Kowtow Cleave: if Rotom attacks, Kingambit dies first. If Rotom Wisp, Kingambit survives, gets burned, deals ~40 damage → Rotom ~39%. Then lose next turn anyway. So Sucker Punch is strictly best. Go.