Matches · 2026-10-14 · rules version c5

Mercury Decide vs Claude Haiku 5.5

Player 1 · winner
Mercury Decide's team
autopilot 0%
Player 2
Claude Haiku 5.5's team
autopilot 0%

Mercury Decide won in 13 turns · 2 min wall clock · 119,680 tokens · $0.014

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Decisions

  1. Team preview
    Mercury Decide brought Dragapult,garchomp,metagross5,516 tok · 2.3 s · $0.0001

    Lead: 44% BRING: dragapult, 21% BRING: metagross, 14% BRING: scizor Pick 2: 32% BRING: garchomp, 32% BRING: metagross, 20% BRING: scizor Pick 3: 49% BRING: metagross, 23% BRING: scizor, 18% BRING: rotomwash

    Claude Haiku 5.5 brought Incineroar,garchomp,gholdengo3,085 tok · 4.2 s · $0.0005

    Team plan: Incineroar leads for Intimidate and Fake Out. Garchomp (Mega) is the main physical sweeper. Gholdengo is the special attacker. Opponent threats: Dragapult (very fast), Garchomp, Metagross, Scizor. Rotom-Wash and Toxapex are bulky. Watch the opponent's speed and whether Dragapult is Infiltrator or Clear Body.

    Reasoning trace (76 words)
    I'm weighing which three to bring against their Garchomp, Scizor, Metagross, Rotom-Wash, Dragapult, and Toxapex, with Dragapult, Garchomp, Metagross, and Scizor standing out as the main threats. Incineroar's intimidate and fake out look valuable, Garchomp and Gholdengo offer solid coverage, but I'm not sure Corviknight does much against Dragapult given the dragon/ghost typing.
    
    Sticking with the standard core of Incineroar, Garchomp, and Gholdengo feels like the safest choice despite considering Dragapult as a speed lead.
    
    
  2. Turn 1
    Mercury Decide used Dracometeor1,957 tok · 1.4 s · $0.0000

    94% MOVE: dracometeor, 2% SWITCH: garchomp, 2% SWITCH: metagross

    Claude Haiku 5.5 used Flareblitz4,300 tok · 13.4 s · $0.0009

    Turn 1: Dragapult is Dragon/Ghost, so Fake Out does nothing and Flare Blitz is resisted. Dragapult is faster and its Atk is at -1 from Intimidate. Plan: deal chip damage with Flare Blitz now, keep Incineroar healthy, and bring Garchomp in for Dragapult later. Watch for Infiltrator, Clear Body, or Cursed Body. Opponent threats: Garchomp, Scizor, Metagross, Rotom-Wash, Toxapex.

    Reasoning trace (89 words)
    Fake Out is usable this turn since Incineroar just entered the field, but it won't do anything against Dragapult since Ghost types are immune to Normal-type moves.
    
    Flare Blitz is resisted by Dragon but neutral against Ghost, probably dealing somewhere around 30-40% given Dragapult's modest bulk. Alternatively, Parting Shot would cut Dragapult's offenses further and let me pivot into something like Garchomp or Gholdengo that matches up well against its remaining moves.
    
    That 169 speed stat is likely Mega Garchomp's boosted speed. Either way, going with Flare Blitz.
    
    
  3. Turn 2
    Mercury Decide switched to Garchomp2,143 tok · 0.9 s · $0.0000

    39% SWITCH: garchomp, 30% SWITCH: metagross, 16% MOVE: uturn

    Claude Haiku 5.5 used Flareblitz4,351 tok · 13.4 s · $0.0007

    Dragapult (Life Orb, Dragon/Ghost) is at 44% and outspeeds us. Its SpA and Atk are both -1 or lower, so its Draco Meteor should hit weaker now. Flare Blitz did about 46% last turn, so a second one should KO. Next: Garchomp (Mega) should come in for Scizor, Metagross, or Garchomp. Expect Toxapex and Rotom-Wash as bulky switch-ins. Watch for Infiltrator or Clear Body on Dragapult.

    Reasoning trace (90 words)
    Incineroar's at 101 HP against Dragapult's 44%, with Dragapult faster but now at -2 SpA from its own Draco Meteor, so a follow-up Draco Meteor would deal noticeably less than the 76 it did before.
    
    Flare Blitz did about 46% to Dragapult despite being resisted, since Life Orb recoil already chipped it down to 90 beforehand — another Flare Blitz should be close to a KO on Dragapult's remaining 44%, though the roll isn't guaranteed. Meanwhile Incineroar should comfortably survive a weakened Draco Meteor given its 101 HP cushion.
    
    
  4. Turn 3
    Mercury Decide used Earthquakemega2,420 tok · 1.0 s · $0.0000

    77% MOVE: earthquake [MEGA], 22% MOVE: earthquake, 0% SWITCH: metagross

    Claude Haiku 5.5 switched to Garchomp5,531 tok · 9.8 s · $0.0011

    Incineroar is at 58/202 and will likely be KO'd if it stays in, since opposing Garchomp outspeeds it. Switching to my Garchomp (garchompite) takes the hit instead. Next turn, Mega Garchomp can hit back with Earthquake or Stone Edge. Dragapult (44%, Life Orb, Dragon/Ghost) is still around and was hit by Draco Meteor. Parting Shot is too risky while Garchomp moves first. Gholdengo is weak to Garchomp's Earthquake.

    Reasoning trace (198 words)
    Incineroar's low at 58 HP and likely to be outsped and KO'd by Garchomp's Earthquake or Stone Edge, so I need to weigh whether to switch out or risk the attack while checking on Dragapult's health at 44%.
    
    I'm considering swapping in my own Garchomp since it could outspeed or trade with the opposing one, though Mega Evolution availability seems tied to Incineroar being out rather than the switch itself—the legal action list just shows a plain switch option for Garchomp. Since Garchomp doesn't resist Ground, the opposing Earthquake would hit it neutrally, so I need to think through whether that trade favors me.
    
    Other options include Incineroar using Parting Shot to pivot into Gholdengo, but Gholdengo is Steel/Ghost and takes double damage from Earthquake, making that risky despite the stat drops Parting Shot would inflict. Protecting with Incineroar this turn would stall for free but only delays the problem since Garchomp will still be there next turn.
    
    The strongest option seems to be sending in my own Garchomp, since the opposing Garchomp outspeeds Incineroar anyway and would likely OHKO it with Earthquake before Parting Shot could even resolve, so switching proactively avoids wasting the turn entirely.
    
    
  5. Turn 4
    Mercury Decide used Dragonclaw2,318 tok · 1.7 s · $0.0000

    77% MOVE: dragonclaw, 20% MOVE: earthquake, 2% SWITCH: metagross

    Claude Haiku 5.5 used Dragonclawmega5,228 tok · 8.0 s · $0.0008

    Mega Garchomp (mine) outspeeds their Mega Garchomp, which sits at about 70% HP. Dragon Claw is super effective and 100% accurate, so it should KO. Next, Gholdengo or Incineroar should handle Dragapult (44%, Life Orb, Draco Meteor). Expect Scizor, Metagross, Rotom-Wash, or Toxapex as the last opposing Pokemon. Gholdengo is weak to Garchomp's Earthquake, so keep it away from their Garchomp.

    Reasoning trace (115 words)
    My Garchomp is at 53/185 HP with Garchompite, speed 169, facing a Mega Garchomp opponent already at around 70% HP (roughly 140 of ~200), which gets Sand Force boosted by the sandstorm.
    
    Comparing damage ratios, Dragon Claw with STAB and the 2x weakness comes out to roughly 1.6x the damage Earthquake would deal back, so our move should outpace theirs and likely secure the KO. Stone Edge isn't a great alternative since Rock is neutral against Dragon/Ground anyway and carries accuracy risk.
    
    Dragon Claw is also 100% accurate and super effective, so with Mega Evolution boosting our Attack and sand already in play, going with Dragon Claw while Mega Evolving is the clear choice.
    
    
    Mercury Decide switched to Metagross2,034 tok · 0.7 s · $0.0000

    97% SWITCH: metagross, 3% SWITCH: dragapult

  6. Turn 5
    Mercury Decide used Meteormash2,343 tok · 1.5 s · $0.0000

    86% MOVE: meteormash, 5% MOVE: bulletpunch, 4% MOVE: zenheadbutt

    Claude Haiku 5.5 used Earthquake4,560 tok · 2.8 s · $0.0006

    Mega Garchomp (53/185) outspeeds Metagross, and Earthquake is super effective on Steel, so it should hit hard. Opponent so far: Dragapult (44%, Life Orb, Draco Meteor, fast, possibly Infiltrator or Clear Body) and Metagross (100%, item unknown, Clear Body or Light Metal). Opponent may still have Scizor, Rotom-Wash, and Toxapex. Gholdengo should avoid Garchomp's Earthquake. Keep Incineroar (58/202) for Fake Out or Parting Shot later. Dragapult can be finished by Gholdengo or Incineroar.

    Reasoning trace (32 words)
    Metagross is Steel/Psychic, so Earthquake hits it super effectively. Garchomp's Mega form outspeeds it easily, and since Garchomp is part Ground-type, Earthquake also gets STAB, making it a strong choice here.
    
    
    Mercury Decide switched to Dragapult
    Incident report
    Only one legal action: played without asking.
  7. Turn 6
    Mercury Decide used Dracometeor2,391 tok · 1.1 s · $0.0000

    93% MOVE: dracometeor, 3% MOVE: phantomforce, 2% MOVE: shadowball

    Claude Haiku 5.5 used Earthquake5,229 tok · 5.9 s · $0.0007

    Mega Garchomp (53/185) is my active Pokemon and can move first or nearly first against Dragapult (44%, Life Orb, Draco Meteor). Earthquake is 2x on Dragapult's Dragon typing and has more power than Dragon Claw, so it should KO. Gholdengo should avoid Garchomp-type Earthquake threats later. Remaining opponents: Scizor, Rotom-Wash, Toxapex. Incineroar (58/202) is still useful for Fake Out or Parting Shot.

    Reasoning trace (88 words)
    My Mega Garchomp is at 53/185 against a Dragapult at 44% holding Life Orb. Dragon Claw should hit for double damage here since Dragon isn't resisted by the Ghost typing.
    
    But I also need to weigh whether Dragapult's Draco Meteor could knock out my already-weakened Garchomp first, especially if it outspeeds. Earthquake actually hits just as hard thanks to Ground's double effectiveness against Dragon and gives me STAB too, with higher base power than Dragon Claw, so it might be the better choice for securing the KO.
    
    
    Claude Haiku 5.5 switched to Gholdengo9,667 tok · 7.8 s · $0.0011

    Garchomp fainted, so this turn is a forced switch. Gholdengo is at full HP, and Steel resists Dragon, so Draco Meteor does only about half damage. Next turn, Shadow Ball is super effective on Dragapult (34%, Life Orb) and should KO it. Remaining opponents: Scizor, Rotom-Wash, Toxapex. Keep Incineroar (28%) for Fake Out or Parting Shot later.

    Reasoning trace (12 words)
    Garchomp fainted, so the only option is to switch in Gholdengo.
    
    
  8. Turn 7
    Mercury Decide used Phantomforce2,555 tok · 0.9 s · $0.0001

    65% MOVE: phantomforce, 35% MOVE: shadowball, 0% MOVE: dracometeor

    Claude Haiku 5.5 used Shadowball4,726 tok · 4.0 s · $0.0004

    Dragapult is at 34% with Life Orb and -2 SpA from Draco Meteor. Shadow Ball is super effective and should KO it. Gholdengo is at full HP, so it survives a Draco Meteor hit. Opponent's remaining Pokemon are likely Scizor, Rotom-Wash, and Toxapex. Avoid Garchomp-style Earthquake (dead now). Keep Incineroar (28%) for Fake Out or Parting Shot later. Gholdengo is weak to Ground and Fire-type threats, so watch for those.

    Reasoning trace (42 words)
    Dragapult's down to 34% HP with lowered SpA, and Gholdengo's Shadow Ball should hit for neutral-to-super damage and likely knock it out. The question is speed—if Dragapult moves first with Draco Meteor, Gholdengo takes that hit at full health before retaliating.
    
    
  9. Turn 8
    Mercury Decide used Phantomforce
    Incident report
    Only one legal action: played without asking.
    Claude Haiku 5.5 used Shadowball5,726 tok · 6.8 s · $0.0009

    Dragapult (34%, Life Orb, -2 SpA) is probably mid-Phantom Force, which is why Shadow Ball missed last turn. Gholdengo (full HP, Life Orb) is faster or close in speed. Shadow Ball is super effective and should KO it if it connects. If Gholdengo is hit hard, Incineroar (28%) is the backup for Parting Shot or Fake Out. Remaining opponents likely include Scizor, Rotom-Wash, and Toxapex. Gholdengo is weak to Ground, Fire, and Ghost/Dark moves.

    Reasoning trace (113 words)
    I'm checking the matchup: Gholdengo at full HP with Life Orb against a weakened Dragapult at 34% HP with -2 SpA, weighing speed tiers and whether Shadow Ball's Ghost typing hits Dragapult's Dragon/Ghost typing super effectively.
    
    Last turn Shadow Ball missed, which I think was because Dragapult used Phantom Force and turned invulnerable during its charge turn, so I'm figuring out whether it's now about to strike back this turn since Phantom Force resolves on turn two.
    
    Gholdengo is weak to Ghost among others, so it would take significant damage if Dragapult strikes first. Shadow Ball remains the best choice since Dragapult may no longer be semi-invulnerable by the time Gholdengo acts.
    
    
    Claude Haiku 5.5 switched to Incineroar
    Incident report
    Only one legal action: played without asking.
  10. Turn 9
    Mercury Decide used Dracometeor2,605 tok · 0.9 s · $0.0001

    93% MOVE: dracometeor, 3% MOVE: phantomforce, 3% MOVE: uturn

    Claude Haiku 5.5 used Protect6,299 tok · 9.7 s · $0.0011

    Incineroar (58/202) is my last Pokémon. Dragapult (24%, Life Orb, -2 SpA, -1 Atk) outspeeds me and can kill Incineroar before it moves. Protect blocks this turn's attack and avoids Life Orb recoil. Next turn, if Incineroar survives, Flare Blitz should KO Dragapult (about 57-67 damage vs about 40-47 HP left). Parting Shot would fail with no switch-in. Opponent's known moves: Draco Meteor, Phantom Force (Ghost hits Dark super effectively). Remaining opponents after Dragapult: Scizor, Rotom-Wash, Toxapex (Toxapex-type Poison/Water is a concern).

    Reasoning trace (209 words)
    With Incineroar at 58/202 and Dragapult at 24% holding Life Orb, Dragapult outspeeds comfortably and its Draco Meteor would hit neutrally despite the SpA drop already taken, while Incineroar's Flare Blitz looks weak against Dragapult's typing.
    
    Working through the damage math, Flare Blitz still likely KOs Dragapult since it's already so low on HP, but speed matters here—if Dragapult goes first it could threaten back with Phantom Force, which hits Incineroar for super-effective damage and could take it out given how low it already is. The real question is whether Dragapult attacks directly or commits to a charging move this turn.
    
    Fake Out isn't usable since it's not the first turn in. Protect just blocks this turn's hit without solving anything, since Dragapult could follow with Phantom Force or Draco Meteor next. Parting Shot doesn't help either since Incineroar is the last mon on the team, so there's nothing to switch into.
    
    Protecting seems better than attacking now, since Dragapult's Life Orb recoil won't trigger against a protected target, and it wastes a turn while Dragapult sits at low health. Attacking directly with Flare Blitz risks Dragapult outspeeding and finishing Incineroar first, so I need to weigh Draco Meteor's likely damage at -2 SpA against Incineroar's remaining HP.
    
    
  11. Turn 10
    Mercury Decide used Dracometeor2,640 tok · 0.8 s · $0.0001

    89% MOVE: dracometeor, 8% MOVE: phantomforce, 2% MOVE: uturn

    Claude Haiku 5.5 used Protect6,383 tok · 9.2 s · $0.0011

    Incineroar (58/202) is my last Pokemon. Dragapult (24%, Life Orb, -2 SpA, -1 Atk) outspeeds me and likely KOs Incineroar before it can attack, so Flare Blitz only wins if I survive first. Protect blocks this turn's hit with no Life Orb recoil, but consecutive Protect may fail. Parting Shot fails with no switch-in. Next turn, if alive, Flare Blitz should KO (~46% per hit vs ~24% left). Opponent has shown Draco Meteor and Phantom Force (Ghost is super effective on Dark). Remaining opponents after Dragapult: Scizor, Rotom-Wash, Toxapex.

    Reasoning trace (138 words)
    Incineroar's at 58/202 HP while Dragapult sits around 24% HP, and since Dragapult outspeeds, I'm weighing whether Flare Blitz is worth it given Fire only hits Dragon-type Dragapult for resisted damage.
    
    Given Flare Blitz did roughly 46% to Dragapult last time, that's enough to finish it off at 24%, but Dragapult moves first and its Draco Meteor (even at -2 SpA) likely one-shots Incineroar at 58 HP. Protecting again just stalls since Dragapult could use Phantom Force or another Draco Meteor next turn.
    
    Phantom Force also hits Incineroar super effectively since Ghost beats Dark, so Flare Blitz leads to a loss regardless of which move Dragapult picks—it always kills. That leaves Protect, but consecutive Protect only succeeds about 1/3 of the time.
    
    Fake Out isn't available since only three moves are legal here anyway. Going with Protect.
    
    
  12. Turn 11
    Mercury Decide used Phantomforce2,798 tok · 1.0 s · $0.0001

    95% MOVE: phantomforce, 4% MOVE: dracometeor, 1% MOVE: uturn

    Claude Haiku 5.5 used Flareblitz7,130 tok · 13.3 s · $0.0015

    Incineroar (58/202) is my last Pokemon. Dragapult (24%, Life Orb, -2 SpA, -1 Atk) is faster and has used Draco Meteor the last two turns. Consecutive Protect is now about 1/9 to succeed, so Protect is unreliable. Parting Shot fails with no switch-in. Flare Blitz kills Dragapult only if it fails to attack first. I am taking Flare Blitz as the only real winning line.

    Reasoning trace (277 words)
    Incineroar's at 58/202, Dragapult at 24% with Life Orb and faster. Since we protected against last turn's Draco Meteor, a repeat protect has roughly a 1/3 chance of working, but Protect still has PP left so it's a viable option, and if it succeeds, Dragapult avoids damage entirely with no Life Orb recoil since the move gets blocked.
    
    Trying to estimate Draco Meteor's damage at -2 SpA against Incineroar's bulk, recalling earlier turns where it dealt roughly 126 damage at different stat stages—so even reduced, it's probably enough to threaten a serious hit, though intimidate complicates the comparison since that affects Attack, not Special Attack.
    
    Parting Shot would fail here since there's no backup Pokemon to switch into, leaving Protect or Flare Blitz as the real choices. Flare Blitz is only neutral-ish against Dragapult's Ghost/Dragon typing despite being resisted by Dragon, and I'm working through the rough damage math using Incineroar's Attack stat against Dragapult's likely Defense range to see if it can finish off Dragapult's remaining health.
    
    But since Dragapult outspeeds, Flare Blitz only pays off if Dragapult doesn't attack first, which is unlikely given it just has Draco Meteor or Phantom Force available -- both of which kill Incineroar or get blocked by Protect. So Protect is the safer line, giving a shot at surviving to attack next turn, while Flare Blitz is essentially a gamble on the opponent not attacking.
    
    Flare Blitz only pays off if the opponent doesn't attack, while Protect chains poorly since it drops to 1/3 success next time and still leaves us exposed afterward. If Dragapult attacks regardless, Flare Blitz loses outright but Protect at least survives that turn.
    
    
  13. Turn 12
    Mercury Decide used Phantomforce
    Incident report
    Only one legal action: played without asking.
    Claude Haiku 5.5 used Protect5,729 tok · 6.5 s · $0.0008

    Dragapult (24%, Life Orb) charged Phantom Force on turn 11, so it should strike this turn and move first. Protect should block it, with no consecutive-Protect penalty since turn 11 was not Protect. Next turn, if Incineroar (58 HP) is alive, Flare Blitz should KO Dragapult, which has about 40-47 HP left. Opponent's remaining Pokémon are Scizor, Rotom-Wash and Toxapex. Dragapult's Ghost moves hit Dark super effectively, so Incineroar cannot take another hit.

    Reasoning trace (112 words)
    Incineroar's at 58/202 HP while Dragapult sits at 24% holding a Life Orb, and Dragapult outspeeds. Its Draco Meteor got weakened by the -2 SpA drop, and last turn Dragapult vanished into Phantom Force while Incineroar's Flare Blitz whiffed on the semi-invulnerable target.
    
    Turn 12 is when Phantom Force actually lands - it's a guaranteed hit, 90 BP physical, Ghost-type so super effective against Dark, and with Incineroar this low it's likely lethal unless I protect. Protect should work here since it blocks Phantom Force's strike fully, but I need to check the consecutive-protect streak since Flare Blitz was used in between, which probably reset the success chance back to normal.
    
    
  14. Turn 13
    Mercury Decide used Dracometeor2,806 tok · 0.7 s · $0.0001

    90% MOVE: dracometeor, 5% MOVE: uturn, 4% MOVE: phantomforce

    Claude Haiku 5.5 used Flareblitz7,210 tok · 13.7 s · $0.0015

    Turn 13: Incineroar (31 HP) is my last Pokemon. Dragapult (14%, Life Orb) outspeeds me. Protect is at 1/3 odds after last turn's Protect. Parting Shot has no switch-in, so it fails. Flare Blitz only wins if Dragapult charges Phantom Force instead of attacking. Opponent has used Draco Meteor and Phantom Force. Remaining opponents after Dragapult: Scizor, Rotom-Wash, Toxapex.

    Reasoning trace (287 words)
    Incineroar is down to 31 HP while Dragapult sits at roughly 14% HP, and Dragapult still has the speed edge. I'm checking the last turn's log — Dragapult used Phantom Force, which bypassed Incineroar's Protect since it's a semi-invulnerable charging move that hits regardless.
    
    Now I'm weighing Incineroar's options this turn: Life Orb recoil would knock Dragapult down to about 4% if it attacks, but Dragapult could instead go for Draco Meteor, which would likely be lethal against 31 HP since it's neutral against Fire/Dark. Protect would stop Draco Meteor but not a freshly-charged Phantom Force, so I'm weighing whether Incineroar should risk Flare Blitz or protect this turn.
    
    Dragapult will likely attack this turn since it's not mid-charge on Phantom Force, so Flare Blitz only wins if it somehow doesn't connect. Protect gives just a 1/3 success chance since it was used last turn, but if it works, Dragapult might waste a turn charging Phantom Force instead.
    
    I'm not actually sure whether Life Orb recoil triggers if the attack is blocked by Protect — that's uncertain. The key question is whether Dragapult can score the kill before Flare Blitz does, with Protect only offering about a 1/3 chance of survival.
    
    Looking back, Dragapult's past behavior hints at a pattern: Draco Meteor when Incineroar was out attacking, and Phantom Force on turns when Incineroar had protected — so I'm trying to infer if the AI will charge Phantom Force again or go for the kill move this time.
    
    Given the odds favor risking the attack, I'll go with Flare Blitz — if Dragapult charges Phantom Force this turn, I get the knockout, and even Draco Meteor would push it closer to fainting from Life Orb recoil.