Matches · 2026-10-14 · rules version c5
Mercury Decide vs Claude Haiku 5.5
Claude Haiku 5.5 won in 8 turns · 58 s wall clock · 72,233 tokens · $0.008
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Decisions
- Team previewMercury Decide brought
Dragapult,garchomp,metagrossLead: 36% BRING: dragapult, 22% BRING: metagross, 17% BRING: kingambit Pick 2: 32% BRING: garchomp, 25% BRING: metagross, 17% BRING: kingambit Pick 3: 52% BRING: metagross, 17% BRING: kingambit, 17% BRING: scizor
Claude Haiku 5.5 broughtIncineroar,gholdengo,garchompPlan: Lead Incineroar for Intimidate and Fake Out. Gholdengo is my main special attacker; Garchomp (Mega) is the physical threat. Opponent threats: Dragapult (fast, dragon/ghost), Chandelure (special fire/ghost), Metagross and Scizor (steel). Watch for Dragapult's speed and Chandelure's special attacks. Expect the opponent to lead with something aggressive; use Parting Shot to pivot when needed.
Reasoning trace (38 words)
Looking at the opponent's threats like dragapult, chandelure, and metagross, I'm weighing my team options - incineroar, gholdengo, garchomp, kingambit, corviknight, azumarill - and leaning toward incineroar and gholdengo as strong picks before deciding on a third.
- Turn 1Mercury Decide used
Dracometeor96% MOVE: dracometeor, 2% SWITCH: metagross, 1% SWITCH: garchomp
Claude Haiku 5.5 usedDarkestlariatLead Incineroar is up against Dragapult (Dragon/Ghost, already at -1 Atk from Intimidate, faster than us). Fake Out does nothing to Ghost types, so I'm using Darkest Lariat (super effective, ignores stat stages) to start damaging Dragapult. Watch for Dragapult's Ghost or Dragon moves and whether it carries a Ghost-type attack that threatens Gholdengo. Keep Parting Shot for a pivot to Gholdengo or Garchomp. Expect Chandelure, Metagross, or Scizor to come in later; Garchomp (Mega) is my sweeper once Dragapult is weakened.
Reasoning trace (96 words)
Fake Out would normally be legal as a first turn lead move, but Dragapult is Dragon/Ghost, so it's immune to the Normal-type Fake Out entirely—no effect there. Instead I'm weighing Darkest Lariat, which hits super effectively against Ghost and bypasses stat stage changes with 85 BP, though Dragapult is faster and will attack first with something like Dragon Darts or Shadow Ball. I consider switching options like Gholdengo or Garchomp but neither resists Dragapult's likely moves cleanly. Darkest Lariat seems like the best damage option, so I'll go with that despite taking a hit first.
Mercury Decide switched toGarchomp68% SWITCH: garchomp, 32% SWITCH: metagross
- Turn 2Mercury Decide used
Earthquakemega90% MOVE: earthquake [MEGA], 8% MOVE: earthquake, 0% MOVE: stoneedge [MEGA]
Claude Haiku 5.5 switched toGarchompOpponent: Dragapult KO'd turn 1 by Darkest Lariat. Their Garchomp (Sand Veil or Rough Skin) is faster than my Incineroar and Gholdengo, and Earthquake is 2x against Gholdengo. Plan: bring my Garchomp in to take the hit and threaten back. Keep Gholdengo for later, when their Ground attacks are less of a threat. Watch for Kingambit, Scizor, Chandelure, or Metagross as the last opposing Pokémon.
Reasoning trace (177 words)
With Garchomp incoming, I'm noting Incineroar is slower so Garchomp strikes first with likely Earthquake, Dragon Claw, or Stone Edge, none of which are super effective against Fire/Dark. I'm weighing switches: Gholdengo resists nothing here and is actually double weak to Earthquake despite its speed advantage, while my own Garchomp would trade neutral Ground damage against their Dragon/Ground Garchomp, and Mega Evolution doesn't seem to be an option yet this turn. Attacking with Darkest Lariat isn't very effective into Garchomp, and Incineroar risks a big chunk of HP from Earthquake since the opponent outspeeds. I'm also considering Parting Shot—Incineroar would hit first and likely deal solid Earthquake damage to Incineroar's HP pool before pivoting, but switching into Gholdengo afterward still exposes it to a weakened but still substantial Earthquake given its 2x weakness. Switching straight into my own Garchomp looks safer since Earthquake is neutral against it, roughskin considerations aside, and my Garchomp's speed might even outpace theirs. I'll go with switching to Garchomp to keep Gholdengo out of Earthquake's reach while taking a manageable hit.
- Turn 3Mercury Decide used
Dragonclaw61% MOVE: dragonclaw, 37% MOVE: earthquake, 1% MOVE: swordsdance
Claude Haiku 5.5 usedDragonclawmegaOpponent's Mega Garchomp (Sand Force, no Rough Skin) has Earthquake and hit us for 135. Our Garchomp is at 50 HP and is faster, so we move first. Mega Garchomp Dragonclaw is 2x on it and should deal heavy damage, though probably not a KO. Earthquake is neutral and Stone Edge is resisted, so Dragonclaw is the best damage. Incineroar and Gholdengo both take 2x from Earthquake, so they're poor switch-ins. Expect Garchomp to die next turn. Then Incineroar's Darkest Lariat or Gholdengo should finish it, and Parting Shot can pivot. Remaining opponent Pokemon: Kingambit, Scizor, Chandelure, or Metagross.
Reasoning trace (180 words)
The opponent's Mega Garchomp with Sand Force just hit our Garchomp hard with Earthquake, dropping us to 27% HP. Now I'm comparing speed stats to figure out who moves first next turn. For damage options, Dragon Claw would hit their Garchomp for super effective damage with Dragon STAB, while Earthquake would only be neutral since they're Ground-type too. I'm also factoring in Rough Skin recoil if they make contact with us. Their Mega Garchomp runs Sand Force instead of Rough Skin, so no contact punishment there. Since both Garchomps share the same base 102 speed, this comes down to whether we can act first this turn, which determines if our Garchomp survives to attack at all given it's at 50 HP and one hit from their Mega Garchomp would likely knock it out. Running the numbers on Dragon Claw with STAB and the type advantage suggests it does solid damage but probably won't secure the KO outright against their HP range, so I'm weighing whether to attack and risk the trade or switch out to preserve our Garchomp instead.
Claude Haiku 5.5 switched toIncineroarGarchomp is down. Opponent's Mega Garchomp is at 13% and has Earthquake and Dragon Claw; Earthquake is 2x on Gholdengo, so Gholdengo is a bad switch-in. Switching Incineroar in (64% HP, neutral to Earthquake). Next turn: Fake Out has priority and can finish the 13% Garchomp before it moves; otherwise Darkest Lariat. Remaining opponents: Kingambit, Scizor, Chandelure, or Metagross. Keep Gholdengo for Steel/Ghost-weak targets later, and Parting Shot for a pivot.
Reasoning trace (169 words)
With my Garchomp down, the opponent's Mega Garchomp is at 13% and likely faster than both Gholdengo and Incineroar, so I need to decide which of my remaining Pokémon can safely close it out without eating a potential finishing hit. Checking type interactions: Earthquake would hit Gholdengo hard (Steel/Ghost is weak to Ground) while Incineroar resists nothing but takes neutral damage, and Gholdengo's Thunderbolt is useless against Garchomp's Ground typing, leaving Shadow Ball or Make It Rain as its real options. Incineroar's Fake Out seems like the cleanest answer here — even without STAB, a quick damage estimate suggests it could deal around 25-27 damage, likely enough to finish off a Garchomp sitting at just 13% health. Weighing priority matters too: since Fake Out always moves first regardless of speed, it beats Garchomp outright, whereas Darkest Lariat risks eating an Earthquake first if Garchomp is faster. Given Gholdengo's vulnerability to Ground moves, switching Incineroar in now is the safer play, saving the Fake Out finish for next turn.
- Turn 4Mercury Decide used
Earthquake49% MOVE: earthquake, 49% SWITCH: metagross, 1% MOVE: stoneedge
Claude Haiku 5.5 usedFakeoutMega Garchomp is at 13% and outspeeds Incineroar, so Fake Out (+3 priority) should finish it before it moves. Darkest Lariat is the backup if Fake Out doesn't KO. Remaining opponents: Kingambit, Scizor, Chandelure, or Metagross (one of them). Gholdengo is weak to Earthquake-type hits, so keep it for Steel/Ghost-weak targets. Save Parting Shot for a pivot.
Reasoning trace (43 words)
Garchomp's at 13% HP, so Incineroar's Fake Out, despite being slower, should still be legal since this isn't its first turn on the field anymore—it came in last turn. That priority hit at 40 BP should be enough to finish it off.
- Turn 5Mercury Decide switched to
Metagross96% SWITCH: metagross, 4% MOVE: earthquake, 0% MOVE: stoneedge
Claude Haiku 5.5 usedDarkestlariatOpponent Garchomp is at 1% and outspeeds Incineroar, so it will move first this turn. Fake Out will fail because Incineroar has been on the field since turn 3. Darkest Lariat is the reliable finisher after Garchomp acts. Gholdengo should not switch in, since Earthquake is 2x on it. Remaining opponents: Kingambit, Scizor, Chandelure, or Metagross. Keep Gholdengo for Steel/Ghost-weak targets, and save Parting Shot for a pivot.
Reasoning trace (75 words)
Garchomp is at 1% HP but outspeeds Incineroar, so it'll strike first this turn with something like Earthquake or Dragon Claw before I can act with the slower Darkest Lariat, meaning Incineroar will take a hit before getting its chance to finish Garchomp off. Fake Out is also unusable since Incineroar's been out since turn 3. Flare Blitz isn't great here either given recoil and neutral effectiveness, so Darkest Lariat is the clear choice.
- Turn 6Mercury Decide used
Earthquake100% MOVE: earthquake, 0% MOVE: thunderpunch, 0% MOVE: meteormash
Claude Haiku 5.5 usedDarkestlariatGarchomp, Dragapult are down. Metagross is at 22% and is the last visible threat; Darkest Lariat is super effective and ignores its stat drops, so it should KO. Remaining unseen opponents: Kingambit, Scizor, Chandelure. Gholdengo is weak to Earthquake-type hits, so keep it for Steel/Ghost-weak targets. Save Parting Shot for a pivot.
Reasoning trace (32 words)
Metagross is at 22% HP, and since it's Steel/Psychic, my Incineroar's Darkest Lariat hits super effectively and ignores stat drops — that should easily finish it off regardless of speed order.
Claude Haiku 5.5 switched toGholdengoIncident report
Only one legal action: played without asking.
- Turn 7Mercury Decide used
Earthquake100% MOVE: earthquake, 0% MOVE: thunderpunch, 0% MOVE: meteormash
Claude Haiku 5.5 usedShadowballGholdengo (149 Spe) outspeeds Metagross (81-134 range). Metagross is at 22% and is weak to Ghost (Psychic weakness), so Shadow Ball should KO it. Remaining unseen opponents: Kingambit, Scizor, Chandelure. Kingambit and Scizor resist Ghost-type hits and Chandelure is Ghost-weak to Shadow Ball, so Gholdengo should keep Shadow Ball for Chandelure and use Thunderbolt or Make It Rain on Steel types. Earthquake from their team is a threat to Gholdengo. Parting Shot is gone with Incineroar.
Reasoning trace (42 words)
Metagross is already down to 22% and Gholdengo outspeeds it, so Shadow Ball with STAB and Life Orb boost should be more than enough to finish it off since Ghost hits Steel/Psychic neutrally but the power and chip damage are plenty.
Mercury Decide switched toGarchompIncident report
Only one legal action: played without asking.
- Turn 8Mercury Decide used
Earthquake98% MOVE: earthquake, 2% MOVE: swordsdance, 0% MOVE: dragonclaw
Claude Haiku 5.5 usedShadowballOpponent Garchomp-Mega is at 1% and is the last known threat on their side, though Kingambit, Scizor and Chandelure are still unseen. Gholdengo (149 Spe) may or may not outspeed Garchomp (100-158). Shadow Ball is neutral on Garchomp and kills it at 1%. Thunderbolt does nothing to Garchomp, and Make It Rain would drop my Sp. Atk. After this, Shadow Ball is best vs Chandelure, Thunderbolt or Make It Rain vs Steel types, and watch out for Earthquake on Gholdengo.
Reasoning trace (40 words)
Garchomp Mega is sitting at just 1% health, and since Gholdengo outspeeds it, any attack finishes it off. Thunderbolt won't work since Garchomp is Ground-type and immune, so Shadow Ball or Make It Rain are the ways to go.