Matches · 2026-10-14 · rules version c5
Laya vs MiMo V2.6 Flash
MiMo V2.6 Flash won in 13 turns · 7 min wall clock · 104,335 tokens · $0.009
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Decisions
- Team previewLaya brought
Torterra,torkoal,rotomLead: 28% BRING: torterra, 25% BRING: torkoal, 19% BRING: rotom Pick 2: 60% BRING: torkoal, 16% BRING: scrafty, 12% BRING: rotom Pick 3: 46% BRING: rotom, 33% BRING: scrafty, 12% BRING: sinistchamasterpiece
MiMo V2.6 Flash broughtCorviknight,gholdengo,garchompPlan: lead corviknight (walls torterra/scrafty/torkoal, resists sun fire), pivot with uturn into scarf gholdengo, save mega garchomp to sweep late. Gholdengo breaks rotom/sinistcha. Watch rotom's electric vs corviknight and simisear's fire. Their likely sun lead is torkoal.
Reasoning trace (668 words)
My team: gholdengo (scarf), garchomp (mega), dragapult (lifeorb), slowkinggalar, corviknight, volcarona. Opponent threats: torkoal sun, simisear sun attacker, sinistcha, rotom, scrafty (intimidate), torterra. Good bring: gholdengo, garchomp, dragapult? Or slowkinggalar handles simisear/sinistcha. Gholdengo scarf is strong. Garchomp mega is our ace. Slowkinggalar regenerator with flamethrower/sludgebomb good vs sinistcha, simisear. Their team has torkoal sun — volcarona could actually work but weak to rock. Corviknight handles scrafty/torterra. I'll bring: gholdengo, garchomp, slowkinggalar. Or dragapult instead of slowking. Dragapult outspeeds everything and has suckerpunch/fireblast. Scarf gholdengo also outspeeds. Consider sun: their simisear/sinistcha special threats. Slowkinggalar with high SpD and regenerator is a good sponge. But dragapult gives offensive pressure. I'll go gholdengo, garchomp, dragapult — heavy offense. Actually slowkinggalar's chilly reception gives a slow pivot lead. Leading slowkinggalar with chilly reception into gholdengo/garchomp is a solid strategy. I'll bring: slowkinggalar, garchomp, gholdengo. Slowking leads, pivots out. Hmm, but dragapult's speed tier194 at level 50 — very fast, likely faster than their whole team. Scarf gholdengo 149, dragapult 194. Their max simisear 168, rotom 157. Offense: garchomp + gholdengo + dragapult. Their scrafty intimidate could annoy garchomp but mega garchomp with roughskin... actually intimidate drops attack. Still, garchomp mega is strong. Sinistcha is a big threat (grass/ghost) — resists garchomp's EQ? No, grass resists ground. Ghost doesn't. Sinistcha resists EQ (grass). Gholdengo's make it rain/shadowball hits it. Slowking's sludgebomb/flamethrower hit it. Torterra ground/grass, scrafty dark/fighting. Slowking handles both? Torterra EQ hits slowking. Slowking has chilly reception. I think: slowkinggalar, gholdengo, garchomp. Slowking leads with chilly reception; gholdengo scarf breaks; garchomp mega sweeps. Alternatively dragapult over slowking for speed. Dragapult with fireblast handles scrafty... suckerpunch. Dragapult U-turn pivots. Their team: torkoal sun team — likely leads torkoal for drought. Sun boosts simisear/fire moves. Fire threats: torkoal, simisear. Slowking resists fire? Poison/Psychic — neutral. Corviknight resists fire. Volcarona flame body. Fire threats concern me. Slowkinggalar is neutral to fire but has high SpD. Corviknight resists fire 4x? No — steel resists fire, flying neutral → 2x resist. Corviknight with lumberry and roost, bodypress. Their team: scrafty (dark/fighting — bodypress hits), torterra (ground/grass — corviknight walls completely), torkoal, simisear (fire resisted), rotom (electric/ghost — shadow ball? corviknight neutral; rotom may have willowisp... mirror armor helps). Actually Corviknight looks great vs their team: walls torterra, scrafty, resists fire from simisear/torkoal. Weak to electric (rotom) and fire neutral-ish. Corviknight + gholdengo + garchomp? Or slowking. I'll go: corviknight, gholdengo, garchomp. Corviknight lead: iron defense/bodypress set up. Their scrafty may have crunch. Corviknight lumberry. Hmm, but rotom could be trouble — electric. Gholdengo scarf shadowball OHKOs rotom. I'll choose: corviknight, gholdengo, garchomp. Wait — their sun team might lead torkoal. Corviknight vs torkoal: torkoal has eruption/solar beam. Corviknight resists fire, but solar beam in sun hits super effective (4x? no — rock... solar beam is Grass type; corviknight is Flying/Steel — grass hits steel super effective? Steel resists grass; Flying weak to grass → neutral). OK. Actually wait, iron defense + bodypress on corviknight. If they lead torkoal with sun, solar beam hits neutral. Fine. Decision: BRING: corviknight, gholdengo, garchomp. Hmm, but is dragging garchomp in late good? Garchomp mega with swordsdance/scaleshot. Fine. Alternatively, slowkinggalar chilly reception lead is safer. Let me weigh: their team has strong special attackers (simisear, sinistcha, rotom, torkoal). Slowking walls sinistcha partially? Sinistcha grass/ghost — sludgebomb super effective on grass, but ghost... sludgebomb hits neutral (poison vs grass = SE, vs ghost neutral → SE). Flamethrower vs sinistcha: fire vs grass SE, vs ghost neutral → SE. Slowking good vs sinistcha. Gholdengo scarf outspeeds sinistcha and OHKOs with make it rain/shadowball. I'll stick with offense: gholdengo, garchomp, corviknight for defensive backbone. Actually dragapult gives speed control if gholdengo gets locked badly. But scarf gholdengo hits everything. Final: BRING: gholdengo, corviknight, garchomp. Hmm, lead: gholdengo scarf — make it rain vs torkoal? Torkoal dies. vs scrafty: focusblast. vs torterra: gholdengo... EQ from torterra kills gholdengo. Risky lead. Corviknight lead safer against torterra/torkoal/scrafty, but weak to rotom/simisear. I'll lead corviknight: BRING: corviknight, gholdengo, garchomp.
- Turn 1Laya used
Trailblaze64% MOVE: trailblaze, 16% MOVE: bulldoze, 9% MOVE: growth
MiMo V2.6 Flash usedUturnTurn 1: Corviknight walls Torterra (immune to Ground, resists Grass). U-turn is super effective, gives damage + momentum. Torterra likely uses a Ground/Grass move—both weak into Corviknight. Pivot into scarf Gholdengo to pressure whatever comes in; save Garchomp/Mega for late sweep. Watch for Stone Edge (neutral, could hurt).
Reasoning trace (82 words)
Torterra is Grass/Ground. U-turn is super effective. Corviknight walls it. U-turn does decent damage and pivots. But if Torterra uses Stone Edge or Rock move, Corviknight takes neutral. Best: uturn to scout and pivot into gholdengo or garchomp. Torterra likely uses a Ground move (4x? no, corviknight flying, immune to ground) or Grass move (resisted). So Corviknight is safe. U-turn super effective, good damage, pivot. I'll uturn into gholdengo (scarf, can threaten). Actually after uturn I choose switch target. Let's do uturn.
MiMo V2.6 Flash switched toGholdengoTurn 1: U-turn did 23% to Torterra; now must switch (no moves legal). Pivot to scarf Gholdengo—outspeeds Torterra, threatens Shadow Ball/Make It Rain, and pressures whatever they bring in. Torterra likely Ground/Grass move, weak into Gholdengo only if Ground (neutral, but scarf lets me revenge). Save Garchomp/Mega for late sweep. Corviknight walls Torterra long-term if needed.
Reasoning trace (42 words)
U-turn — wait, legal actions only show switches. So U-turn already happened? The log says Corviknight used U-turn turn 1, but Corviknight is still active... Odd, but legal actions only allow switching. So must pick a switch. Switch to gholdengo to pressure.
- Turn 2Laya used
Trailblaze48% MOVE: trailblaze, 16% MOVE: bulldoze, 15% MOVE: growth
MiMo V2.6 Flash switched toCorviknightTurn 2: Torterra at +1 speed likely outspeeds scarf Gholdengo (its speed now 153-265 vs my 149). Ground move would hurt Gholdengo badly. Switch to Corviknight: Flying makes it immune to Ground/Trailblaze, resists Grass, walls Torterra. Then U-turn or Iron Defense next turn. Save Garchomp/Mega for late sweep; Gholdengo stays healthy for revenge-killing their backline (rotom/sinistcha).
Reasoning trace (112 words)
Torterra at +1 speed, 77% HP. Gholdengo scarf 149 speed vs Torterra 102-177 possible. Torterra already at +1, so its speed is 1.5x: range 153-265. Likely outspeeds scarf Gholdengo. Torterra likely uses Earthquake or a Ground move — super effective on Gholdengo? Gholdengo is Steel/Ghost, Ground is neutral (not immune). Actually Ground hits Steel/Ghost neutrally? Steel resists Ground? No — Ground is not resisted by Steel. Ghost doesn't resist Ground. So neutral. But Torterra's Earthquake would hurt. Safer: switch to Corviknight, which is Flying — immune to Ground and Trailblaze. Torterra's +1 Trailblaze is Grass, Corviknight resists. Switch to Corviknight. But if Torterra predicts switch and uses Rock move... unlikely. Switch Corviknight.
- Turn 3Laya used
Trailblaze49% MOVE: trailblaze, 16% MOVE: growth, 14% MOVE: bulldoze
MiMo V2.6 Flash usedUturnTorterra at +2 speed but Corviknight walls it: immune to Ground (Flying), resists Grass. U-turn is super effective (Bug vs Grass/Ground), does solid damage, and gives me momentum to pivot into Gholdengo or Garchomp safely. Torterra likely uses Earthquake (immune) or another Ground move. Keep Garchomp/Mega for late sweep; Gholdengo healthy for revenge-killing backline.
Reasoning trace (89 words)
Torterra at +2 speed, 77% HP. Corviknight walls it. U-turn does super effective damage (Bug vs Grass/Ground = 2x) and lets me pivot. Torterra likely uses a Ground move (Earthquake) which Corviknight is immune to (Flying). Or Stone Edge. U-turn seems safe and gives momentum. U-turn: 70 BP * 2 (SE) vs Torterra's defense... would do decent damage, maybe 30-40%. Then I pivot to Gholdengo or Garchomp. Actually, if Torterra uses Earthquake, Corviknight is immune. If it uses Stone Edge, neutral. U-turn is safe and gives momentum. Let's U-turn.
MiMo V2.6 Flash switched toGarchompTurn 3: U-turn done; must pick pivot. Torterra at +3 speed outspeeds both, so send Garchomp (100% HP) to tank a hit and threaten the KO with Earthquake; it also sets Stealth Rock if they switch. Keep 87% scarf Gholdengo safe to revenge-kill their backline (rotom/sinistcha/simisear). Watch for Trailblaze (SE on Garchomp).
Reasoning trace (906 words)
Only switches are legal — meaning I must have used U-turn and need to switch out. Wait, the log says Turn 3 already happened: Corviknight used U-turn, Torterra at 53%. So now I must choose who comes in via U-turn's switch effect. Legal actions: switch gholdengo or garchomp. Torterra at +3 speed, 53% HP. It likely uses Earthquake or another move next turn. Gholdengo is scarf but Torterra at +3 speed (170-295 range vs Gholdengo 149) — Torterra likely outspeeds. Ground move would hurt Gholdengo badly (neutral but super effective? No, Steel/Ghost takes neutral from Ground... actually Ground is neutral vs Steel/Ghost? Steel resists Ground? No, Steel doesn't resist Ground. Ghost doesn't resist Ground. So neutral. But Torterra's Earthquake at +3... actually Attack isn't boosted, only Speed. Still, Earthquake from Torterra would do significant damage to Gholdengo. Garchomp: Dragon/Ground, resists... Ground is neutral vs Garchomp? Dragon resists nothing relevant, Ground vs Dragon/Ground: Ground is neutral on Dragon, resisted on Ground type? Ground-type takes 0.5x from Ground? No — Ground is not very effective against Ground? Actually Ground is not very effective against Grass, Bug; immune against Flying; and... Ground vs Ground is neutral. Wait, Ground-type Pokémon resist... Rock, Poison? No. Ground resists Poison and Rock. Ground is neutral to Ground. Hmm, actually Ground-type takes neutral from Ground attacks? No! Ground is super effective against Fire, Rock, Poison, Steel, Electric. Ground vs Ground: neutral. So Garchomp takes neutral from Earthquake too. But Garchomp has Rough Skin and is at full HP, and can Mega Evolve... wait, "Mega Evolution available: No" — because it's already been used? No, it says available: No. Hmm, that's odd. Maybe because Corviknight is active and doesn't mega evolve? Actually the field shows "Mega Evolution available: No" — perhaps because this is a switch-in via U-turn, mega isn't available this turn? Or Garchompite already used? The log doesn't show mega evolution happening. Strange. Anyway, I need to pick a switch. Garchomp at 100% HP can tank a hit from Torterra better and threaten back with... well, Garchomp's moves: stealthrock, earthquake, scaleshot, swordsdance. Earthquake would hit Torterra (53%) — but Torterra might be faster at +3 speed. Garchomp base speed 102, at level 50 stats 154. Torterra's speed at +3: its unboosted Spe is 68-118, so boosted could be much higher. Range shown 170-295. Garchomp at 154 would be slower than the minimum 170. So Torterra outspeeds Garchomp too. Hmm. But Garchomp can take a hit better (183 HP, 115 Def vs Torterra's Atk 116-177). Earthquake from Torterra would do maybe 40-60% to Garchomp. Then Garchomp can earthquake back — Torterra at 53%, Garchomp's earthquake (Atk 200) would likely OHKO or nearly. Alternatively, Gholdengo: scarf doesn't help since Torterra outspeeds. Shadow Ball from Gholdengo (SpA 185) vs Torterra (SpD 94-150) would do big damage, possibly KO from 53%. But Gholdengo risks taking an Earthquake — neutral, Torterra Atk up to 177, Gholdengo Def 115, HP 162. Earthquake could do 50-70%, maybe KO if high roll? Gholdengo at 87% (141/162). Risky. Garchomp is safer: full HP, can survive a hit, and if Torterra uses a Grass move (Trailblaze), Garchomp resists... Grass vs Dragon/Ground: Ground weak to Grass! Torterra's Trailblaze would be super effective on Garchomp. Hmm. But Trailblaze is only BP 50, and Garchomp at full HP would take maybe 30-40%. Actually, what would Torterra do? It's at 53%, +3 speed. It might use Earthquake (super effective vs nothing here... vs Gholdengo neutral, vs Garchomp neutral) or Trailblaze (SE vs Garchomp, resisted... vs Gholdengo neutral? Grass vs Steel/Ghost: Steel resists Grass, so 0.5x). If I send in Garchomp and Torterra uses Trailblaze: ~35% damage, Garchomp then earthquakes and likely KOs Torterra (53% remaining, earthquake from Atk 200 Garchomp vs Def 112-172 Torterra — could be 60-100%+). Risky if Torterra has high Def. If I send in Gholdengo and Torterra uses Earthquake: could do 50-70%, Gholdengo at 87% might survive, then Shadow Ball KOs. Hmm, actually consider: Torterra might switch out too, fearing U-turn pivot. But it's already locked in? No, it's not locked. Consider what's best long-term. Garchomp is my Mega sweeper (though mega unavailable now — maybe it says No because... hmm, actually maybe mega was already used? No indication. Perhaps the UI shows "Mega Evolution available: No" because this turn is a forced switch, no move selection). I think Garchomp is the safer switch: full HP, can take any hit from Torterra, threatens KO back with Earthquake, and preserves Gholdengo (87%) for revenge killing the backline. Also Garchomp can set up Stealth Rock if Torterra switches. Wait — but if Torterra uses Trailblaze again it gets another speed boost and does SE damage. Still, Garchomp at 100% can take it. Alternatively Gholdengo: scarf Shadow Ball would KO Torterra if Gholdengo survives the hit. But Torterra outspeeds (+3 speed, min 170 vs 149). Earthquake into Gholdengo is dangerous. I'll go with Garchomp. Actually, let me reconsider: does Garchomp outspeed? Garchomp Spe 154 vs Torterra 170-295. Torterra moves first regardless. So both switch-ins move second. Garchomp at full HP is more likely to survive and KO back. Also, if Torterra switches out to a counter (e.g., Rotom with Levitate immune to Ground), Garchomp can then set up or U-turn... Garchomp has no pivot. If Rotom comes in, Garchomp threatens with... nothing great; would need to switch. But Garchomp can set Stealth Rock on a predicted switch. Decision: SWITCH: garchomp. Notes should be concise (≤60 words).
- Turn 4Laya used
Growth28% MOVE: growth, 25% MOVE: bulldoze, 23% MOVE: trailblaze
MiMo V2.6 Flash switched toCorviknightTurn 4: Torterra at +3 speed outspeeds Garchomp; Earthquake would be SE and could KO. Switch to Corviknext—immune to Ground, resists Grass/Trailblaze, walls Torterra completely. Then U-turn next turn to finish Torterra (53%) and pivot. Keep Garchomp healthy for Mega late-game; Gholdengo (87%) reserved to revenge-kill their backline (rotom/sinistcha/simisear).
Reasoning trace (202 words)
Torterra at +3 speed, 53% HP. It will outspeed Garchomp. Trailblaze is super effective on Garchomp (Grass vs Ground). Garchomp at 100% could take a hit... Trailblaze BP 50, STAB 75, vs Garchomp's defenses. Mega Garchomp has lower speed but higher bulk. Actually Trailblaze would hurt. Options: switch to Corviknight (immune to Ground, resists Grass) — but Torterra keeps boosting speed. Or Scaleshot to KO — but Torterra moves first. Torterra at 53%: could use Earthquake (super effective on Garchomp) or Trailblaze. Either way Garchomp takes a hit first. Switching to Corviknight is safest — it walls Torterra. Then U-turn to kill. But Torterra keeps Trailblaze boosting. Actually, Scaleshot from Garchomp would KO Torterra at 53% if it survives the hit. Trailblaze from Torterra: 50 BP * 1.5 STAB = 75 effective, vs Garchomp's defenses (115 Def, but Grass is special? No, Trailblaze is physical). Garchomp Def 115, HP 183. At +3 speed Torterra outspeeds. Trailblaze damage: moderate. Garchomp likely survives one hit. But if Torterra uses Earthquake (Ground STAB 100 BP), super effective on Garchomp = huge damage. Risky. Safest: switch to Corviknight. It's immune to Ground, resists Grass. Then U-turn next turn to KO Torterra. Let me switch to Corviknight.
- Turn 5Laya used
Trailblaze40% MOVE: trailblaze, 25% MOVE: growth, 17% MOVE: bulldoze
MiMo V2.6 Flash usedUturnTorterra at 53%, +1 atk/spa, +3 speed; it outspeeds Corviknight but only has Trailblaze/Growth revealed. Corviknight walls it (immune Ground, resists Grass). U-turn for chip damage + pivot to Garchomp, which threatens Earthquake to finish Torterra. Keep Gholdengo (87%) to revenge-kill their backline (rotom/sinistcha/simisear). Save Corviknight's health for later.
Reasoning trace (358 words)
Torterra at 53%, +1 atk/spa, +3 speed. It outspeeds Corviknight. What could it do? It revealed Trailblaze and Growth. Likely has Earthquake or another coverage. Corviknight is immune to Ground, resists Grass. But +1 atk... an Earthquake wouldn't hit Corviknight (immune). A Grass move resisted. U-turn does 70 BP * 2 (SE) — Torterra at 53%, Def range 112-172. Corviknight atk 107. Might not KO but close. Actually U-turn at 53%... let's estimate: base 70, atk 107 vs def ~140. Damage ≈ ((2*50/50+2)*70*107/140)/50+2 ≈ (4*70*0.764)/50+2 ≈ 214/50+2 ≈ 6.3... that's not right, level 50 formula. Roughly 40-50% with SE. Might not KO. But U-turn lets me pivot to Garchomp or Gholdengo safely. If Torterra uses a Grass move, Gholdengo takes it neutrally... actually Ghost/Steel takes neutral from Grass. Hmm. Safer: U-turn to keep momentum. If Torterra KOs... it can't KO Corviknight with resisted hits probably. +1 atk Trailblaze on Corviknight: resisted, maybe 15%. Fine. U-turn is best — damage + pivot. If it doesn't KO, Torterra stays low. Pivot to Garchomp? Garchomp risks Ground move from Torterra. Gholdengo risks Grass. Actually after U-turn, I choose who comes in. If Torterra is at ~20% after U-turn, Gholdengo scarf outspeeds? Torterra at +3 speed: 170-295 vs Gholdengo 149. Torterra likely faster. But Gholdengo resists... takes neutral from Grass, weak to nothing relevant. Ground would hit Gholdengo? Steel/Ghost — Ground hits neutrally? No, Steel resists Ground? No, Steel takes neutral from Ground. Ghost neutral. So neutral. Hmm. U-turn then bring in Garchomp? Garchomp takes neutral from Grass, weak... Ground immune? No, Garchomp is Ground type — takes neutral from Ground (it's Ground/Dragon, Ground hits it neutrally? Ground move vs Ground/Dragon = neutral... actually Ground is not very effective on Dragon? No. Ground vs Dragon: neutral. Ground vs Ground: neutral. So neutral). Simplest: U-turn. Deal damage, pivot to Garchomp to threaten Earthquake KO on weakened Torterra, or Gholdengo. Actually if Torterra is at 53% and U-turn does ~40%, it survives at ~13%. Then it attacks whoever came in. Garchomp at 100% can take a hit and EQ next turn. Alternatively just U-turn and go to Garchomp directly. Let's do U-turn → Garchomp.
MiMo V2.6 Flash switched toGarchompTorterra at 27%, +4 spe, +1 atk/spa, overgrow active. Must switch; Garchomp resists Grass (Dragon half) and threatens Earthquake KO next turn. Gholdengo would take a neutral boosted Trailblaze—too risky. After Torterra falls, their backline (rotom/sinistcha/simisear) awaits; keep Gholdengo (87%) for revenge-killing. Corviknight at 88% saved for later.
Reasoning trace (99 words)
Torterra at 27%, +4 speed, +1 atk/spa. I must switch. Gholdengo is immune to Trailblaze? No, Trailblaze is Grass — Gholdengo takes neutral. But Gholdengo is frail physically... Trailblaze at +1 from Torterra with overgrow (27% ≤ 1/3, 1.5x atk) — could hurt Gholdengo. Garchomp resists Grass (Ground/Dragon resists Grass? Dragon resists Grass, Ground neutral → 0.5x total). Garchomp takes resisted hit well. But Garchomp is weak to nothing here. Switch Garchomp, then Earthquake to KO Torterra. Torterra outspeeds but hit is resisted. Gholdengo would take neutral Grass hit at +1 overgrow — risky. Garchomp is the safer switch.
- Turn 6Laya used
Trailblaze57% MOVE: trailblaze, 19% MOVE: growth, 11% MOVE: bulldoze
MiMo V2.6 Flash usedScaleshotmegaTorterra at 27%, +4 spe, overgrow active — it outspeeds everything. Trailblaze is only neutral on Garchomp and won't KO from 100%. Scaleshot is neutral on all their remaining mons (rotom/torkoal/scrafty/sinistcha/simisear) and 2+ hits likely KO Torterra; Mega boosts Attack for reliability. If they switch, chip still lands. Keep Gholdengo (87%) and Corviknight (88%) healthy for their backline.
Reasoning trace (626 words)
Torterra at 27%, +4 speed, +1 atk/spa, overgrow. It outspeeds Garchomp. Trailblaze is neutral on Garchomp (Dragon resists? No — Grass on Dragon/Ground: Dragon resists Grass, Ground weak to Grass → neutral). So Trailblaze neutral, boosted by overgrow and +1 atk... Trailblaze BP 50 × 1.5 overgrow × 1.5 atk = ~112 effective, neutral on Garchomp's 107 SpD... wait Trailblaze is physical. Garchomp def 115. Could do decent damage but not KO from 100%. Actually Trailblaze is physical (BP 50). At +1 atk, overgrow: 50*1.5*1.5 = 112.5 base. Against Garchomp 100% HP 183, def 115... likely ~30-40%. Not a KO. But Torterra could also use a Ground move (Earthquake/Earth Power?) — it's Grass/Ground, likely has Earthquake. Ground on Garchomp: Dragon resists? No — Ground hits Dragon/Ground super effective? Ground vs Dragon: not very effective (Dragon resists Ground? No, Dragon does not resist Ground). Actually Ground effectiveness: super effective vs Fire, Electric, Rock, Poison, Steel. Neutral vs Dragon. So Ground neutral on Garchomp. With +1 atk and STAB 100 BP: could do ~50%+. Safest: Scaleshot to KO Torterra? But Torterra outspeeds. Scaleshot 90% accuracy, 2-5 hits at 25 BP each — Dragon neutral on Grass/Ground? Dragon vs Grass: neutral. Dragon vs Ground: neutral. So neutral. 25 BP × 2-5 hits. At 27% HP, even 2 hits likely KO? Garchomp atk 200, Torterra def ~140ish. 25 BP physical: damage ~ (2*50/50+2)*200*25/def... rough: at level 50, 25 BP with 200 atk vs 140 def ≈ 22% per hit? Something like that. 2 hits = 44% > 27%. Likely KO with 2+ hits. But 90% accuracy risk. Alternative: Mega Evolve + Scaleshot for more power. Mega Garchomp atk higher (~232?). But Mega loses speed? Mega Garchomp base Spe 92 vs base 102 — actually Mega Garchomp Spe 92, slower. But Torterra already outspeeds anyway. Earthquake is not very effective on Torterra (Grass resists Ground? Grass resists Ground — yes, Grass resists Ground). Torterra is Grass/Ground, so Ground is neutral? Grass resists Ground, Ground is neutral on Ground type... Ground vs Ground: neutral. So Grass/Ground: Ground move = 1× (resisted by grass half, neutral on ground half)? Wait Ground is super effective vs... Torterra's Ground typing doesn't resist Ground. Grass resists Ground → overall not very effective (0.5×). Legal actions say "not very effective on torterra". So EQ does half. Best: Scaleshot for neutral multi-hit, likely KO. Or just use a strong neutral move. Scaleshot is the play. Should I Mega? Mega Garchomp atk 232 vs 200 — more reliable KO. But Mega also changes typing? No, stays Dragon/Ground. Mega Garchomp has Sand Force ability. Risk: Torterra moves first and could KO Garchomp? Unlikely with neutral hits from 27% overgrow... overgrow only boosts Grass. Trailblaze neutral on Garchomp. Should be survivable. Actually, could Torterra switch out? It's at 27%, they might save it. Scaleshot still hits whatever comes in neutrally-ish. I'll go Scaleshot with Mega for max power. Actually, wait — if they switch to a Steel type? None of their remaining are Steel. Rotom (Electric/Ghost), Torkoal (Fire), Scrafty (Dark/Fighting), Sinistcha (Grass/Ghost), Simisear (Fire). Dragon neutral on all except... Dragon vs Scrafty: Dark/Fighting — neutral. All neutral. Good. Mega Garchomp atk 232 helps. But losing roughskin contact chip — irrelevant. Decision: scaleshot [MEGA]. Hmm, but if Scaleshot misses (10%), Torterra survives and hits again. Alternative: EQ is 100% acc but resisted (0.5×). At 27%, EQ from 200 atk vs Torterra ~140 def: 100 BP × 0.5 = 50 effective. Probably ~40-50% damage — could KO at 27%? Maybe. But resisted, risky. Scaleshot: 25 BP × 2-5. With Mega atk 232, each hit ~25-30%? 2 hits likely KO. I'll go scaleshot [MEGA]. Actually consider: they might switch to preserve Torterra. Scaleshot's -1 Def after could matter but fine. I'll pick scaleshot [MEGA].
Laya switched toRotom54% SWITCH: rotom, 46% SWITCH: torkoal
- Turn 7Laya used
Risingvoltage31% MOVE: risingvoltage, 26% MOVE: discharge, 19% MOVE: doubleteam
MiMo V2.6 Flash switched toGholdengoRotom has Levitate—Earthquake is useless. Switch to Gholdengo (87%); Scarf Shadow Ball hits Rotom super effective and likely KOs from full. If Rotom uses Will-O-Wisp or Trick, Gholdengo's Good as Gold blocks status. Keep Garchomp (55%, -1 Def) for late-game sweeping. Their last unseen mon is likely Torkoal/Sinistcha/Simisear—Garchomp EQ threatens all except Sinistcha/Levitate.
Reasoning trace (24 words)
Rotom has Levitate so Earthquake won't work. Gholdengo is super effective with Shadow Ball. Switch to Gholdengo — scarf Shadow Ball should KO Rotom.
- Turn 8Laya used
Risingvoltage45% MOVE: risingvoltage, 18% MOVE: doubleteam, 18% MOVE: discharge
MiMo V2.6 Flash usedShadowballScarf Gholdengo (eff. speed ~223) should outspeed any Rotom (max 157). Shadow Ball is super effective—likely 2HKO or OHKO. Rotom's Rising Voltage did 79 damage; another could KO Gholdengo, so I must attack now rather than switch. Focus Blast and Make It Rain are useless here. If Gholdengo falls, Garchomp (55%) revenge-kills with Scale Shot. Their last mon still unseen (torkoal/scrafty/sinistcha/simisear).
Reasoning trace (189 words)
Shadow Ball is super effective on Rotom (Ghost). Scarf Gholdengo at 149 speed vs Rotom 99-157 — Rotom could be faster if fully invested. But Shadow Ball likely KOs from full? Gholdengo SpA 185, Shadow Ball 80 BP SE... against Rotom's SpD range 87-141. Probably not a guaranteed KO but close. Let's fire Shadow Ball. Rotom used Rising Voltage which suggests offensive set. If Rotom outspeeds, Gholdengo at 83 HP could die to another Electric hit? Rising Voltage did 79 damage... wait,162-83=79. Another hit would KO. So speed matters a lot. Gholdengo has scarf though — 149*1.5 = 223.5 effective speed. Wait, does the display "speed: your gholdengo 149" already include scarf? The listed stats are base stats... Actually listed stats [Spe 149] — with scarf it becomes ~223. The comparison shows "your gholdengo 149 vs opposing rotom 99-157" which suggests they're not accounting for scarf, or they are... ambiguous. Likely scarf applies, so Gholdengo outspeeds almost certainly (223 > 157). So Shadow Ball:80 BP * 2 SE = strong. Scarf already locked? No, scarf locks after first move. Shadow Ball should two-hit KO or maybe OHKO. Fire it.
Laya switched toTorkoalIncident report
Only one legal action: played without asking.
- Turn 9Laya used
Flamethrower58% MOVE: flamethrower, 16% MOVE: flamecharge, 16% MOVE: fissure
MiMo V2.6 Flash usedShadowballTorkoal is Fire-type, weak to Ground — Garchomp EQ would KO, but Torkoal likely has Drought and could nuke Garchomp (55%) in sun with Eruption/Flamethrower. Gholdengo is Scarf-locked and outspeeds Torkoal easily; Shadow Ball is STAB neutral vs low SpD Torkoal, likely 2HKO. Torkoal can't threaten Gholdengo much. Spam Shadow Ball. Last mon unseen (scrafty/sinistcha/simisear) — save Garchomp/Corviknight for it.
Reasoning trace (134 words)
Torkoal is Fire, Shadow Ball is neutral. Torkoal likely slow, special defense low (81-134). Scarf Gholdengo Shadow Ball does decent damage. Alternatively switch to Garchomp and EQ — EQ super effective vs Fire? No, Fire is not weak to Ground... actually Fire IS weak to Ground. Yes, Fire is weak to Ground. Torkoal: Fire, weak to Ground. Garchomp EQ would be super effective. But Torkoal has Drought possibly, and eruption. Garchomp at 55% could take a Fire move poorly in sun. Shadow Ball from Gholdengo is neutral, STAB 80. Let's just Shadow Ball — it's locked anyway (scarf). Actually Gholdengo is faster, can2HKO Torkoal with low SpD. Last mon unknown — likely scrafty or sinistcha or simisear. Shadow Ball spam is fine. Note: Gholdengo is choice-locked but I only have shadowball as legal anyway.
MiMo V2.6 Flash switched toCorviknightTorterra/Rotom fainted; Torkoal (40%) is their last mon, revealed Flamethrower, no sun ⇒ not Drought. Corviknight walls it: Fire 0.5x, Earthquake immune, Lumberry for Will-O-Wisp. Bring Corviknight in and Body Press (2-3 hits KOs); save Garchomp (55%) as backup in case Corviknight fails.
Reasoning trace (1,547 words)
Torkoal at 40% HP. Garchomp at 55% HP. Torkoal revealed Flamethrower, no sun seen (no Drought triggered apparently - weather shows none, so abilities could be whitesmoke or shellarmor... actually Drought would show sun. Weather: None, so Torkoal isn't Drought). Garchomp Mega already evolved? "Mega Evolution available: No" — Garchomp already mega evolved in turn 6. So switching in Garchomp is fine, it's already mega. Garchomp EQ vs Torkoal: Torkoal has huge Def (144-211). Garchomp Atk 244. EQ 100 BP. Torkoal HP ~145-177. Let's estimate: 244 Atk, neutral1.5x... EQ vs 175 Def: (244*2/50+2)*100/Def... damage = ((2*244/50+2)*100*Target)/50+2... standard: base = (2*244/50+2)*100 = (9.76+2)*100 = 1176. Multiply by target HP/def... damage fraction = 1176/(50*Def)*... let me do properly: damage = ((2*Level/5+2)*Power*Atk/Def)/50 + 2. Level 50: (2*50/5+2)=22. 22*100*244/Def = 536800/Def, /50 = 10736/Def, +2. If Def=175: 61+2=63. That's about 63/162 HP ≈ 40%. Hmm, HP162 for40% -> Torkoal HP ~160. 63/160 = 39%. Not quite KO from 40%. Hmm. If Def lower (144): 10736/144=74.5+2=76.5 → ~48% of 160. Could KO. Torkoal Flamethrower vs Garchomp (55%): Garchomp SpD 117, Torkoal SpA up to 150. Flamethrower 90 BP in no sun:22*90*SpA/117/50+2 = (22*90=1980)*SpA/117 /50. SpA150: 1980*150/117 = 2538, /50 = 50.8+2 = 53. vs183 HP → 53/183 = 29%. Garchomp at 101/183 survives easily. But Garchomp is -1 Def (irrelevant vs special). Wait, but does Torkoal outspeed? Garchomp Spe 144 vs Torkoal max 79. Garchomp outspeeds. Corviknight Body Press vs Torkoal: Torkoal Def high; Corviknight Atk... Body Press uses Def 172. Damage: 22*80*172/175/50+2 ≈ (22*80*172)=302720/175=1730/50=34.6+2=36.6 → ~37/160 = 23%. Not enough. Best: switch in Garchomp, then EQ. Torkoal deals ~29% with Flamethrower, Garchomp survives. Then EQ from 40% — likely KO if low Def Torkoal, but if max Def maybe not. Actually wait — Torkoal at 40%. Could also U-turn with Corviknight first to bring Garchomp in safely with momentum... U-turn damage: 22*70*107/175/50+2 = 22*70=1540*107=164780/175=941/50=18.8+2=21 → 21/160=13%. Then Garchomp comes in. But if I switch Corviknight to Garchomp directly, Torkoal hits Garchomp with Flamethrower for ~29%, Garchomp to ~72/183 (39%), then EQ. Fine either way. Corviknight also risks nothing really — but Corviknight can't kill Torkoal quickly and Torkoal could have Solar Beam? Not in sun. Torkoal likely has Eruption/Earthquake/SolarBeam/Stealth Rock etc. Torkoal Earthquake vs Corviknight? Corviknight is Flying, immune. Actually Torkoal likely has Earthquake which hits Garchomp super effective! Torkoal Atk 94-150 vs Garchomp Def 135. EQ: 22*100*Atk/135/50+2. Atk 150: 330000/135=2444/50=49+2=51 → 51/101 = 50%. That would put Garchomp at ~50/183. Then next EQ KOs Garchomp. Hmm risky. Garchomp at 101 HP. If Torkoal EQ does ~51 (max Atk), Garchomp at 50. Then Garchomp EQ: does it KO Torkoal from 40%? 63-76 damage vs Torkoal ~64 HP (40% of 160). Borderline. Alternatively Corviknight has Lumberry and Body Press... slow. Safer: switch to Garchomp now, take a hit, EQ. Or U-turn Corviknight into Garchomp, same thing but Corviknight takes no damage. U-turn then Garchomp: Torkoal attacks whoever is in. If I U-turn, Torkoal attacks Corviknight (taking13%), then Garchomp comes in clean at 101. Then Garchomp EQ. That's better — Corviknight tanks. Wait, does U-turn happen before or after? Corviknight is slower than... Torkoal Spe 36-79 vs Corviknight 87. Corviknight likely faster. U-turn first, Garchomp switches in, then Torkoal attacks Garchomp. Hmm — in that case Garchomp takes the hit anyway. Unless Torkoal targets Corviknight's slot but Garchomp is in already. Actually with slow U-turn Corviknight (87) vs Torkoal (max 79): Corviknight outspeeds, U-turns, Garchomp comes in, Torkoal attacks Garchomp. Same as direct switch except Torkoal takes 13% chip first. Chip helps! But there's risk Corviknight is slower if Torkoal is fast — Torkoal max Spe 79 < 87, so Corviknight always faster. Good. But wait: what if Torkoal switches out to its last mon? Its last mon is one of scrafty/sinistcha/simisear (opponent brought 3: torterra, rotom, torkoal — all seen! "The opponent brought 3 of the 6 it showed at team preview: all have been seen."). So Torkoal is the last one. No switch possible. So U-turn chip then Garchomp EQ. Torkoal at ~27-40% after chip. Garchomp EQ likely KO. But Torkoal hits Garchomp with EQ super effective possibly. Alternatively just send Garchomp directly and EQ. U-turn gives 13% chip which could be decisive. Let's do U-turn. Actually, careful: if Torkoal uses Flamethrower on Corviknight instead... it takes U-turn chip either way. Legal actions: switch garchomp or switch corviknight... wait, legal actions are SWITCH garchompmega or SWITCH corviknight? Gholdengo fainted, so I must choose a replacement. The legal actions are the two switch-ins. So I can't U-turn — Corviknight is already... wait, no. Gholdengo fainted, active slot empty. I must switch in either Garchomp or Corviknight. So: bring in Corviknight first (to U-turn next turn for chip), or bring in Garchomp directly. Bringing Corviknight in: takes Torkoal's attack (Flamethrower resisted? Fire vs Steel/Flying = not very effective... actually Fire vs Steel is resisted, vs Flying neutral →0.5x). Then Corviknight U-turns for chip and brings Garchomp. But Torkoal might use something else. If I bring Corviknight, then U-turn → Garchomp EQ. Torkoal gets 13% chip extra. Garchomp comes in clean at 101. If I bring Garchomp directly: Torkoal attacks Garchomp (Flamethrower ~29% or EQ ~50%), then Garchomp EQs. Corviknight path: Garchomp enters at full 101, Torkoal at ~27%. Garchomp EQ damage63-76 vs Torkoal HP ~43 (27% of 160). Definitely KO. And Torkoal only gets to attack Garchomp once after U-turn. Actually let's count: turn 10: I switch Corviknight in, Torkoal attacks Corviknight. Turn 11: Corviknight U-turns (Torkoal 40%→27%), Garchomp in, Torkoal attacks Garchomp. Turn 12: Garchomp EQs, Torkoal attacks Garchomp again. So Garchomp takes 2 hits. Garchomp direct: turn 10: Garchomp in, takes hit. Turn 11: Garchomp EQs, Torkoal hits again. Garchomp takes 2 hits too. Same number of hits but Torkoal has more HP. Hmm, but in direct path, Garchomp takes a hit from 40% Torkoal (same damage as from 27% Torkoal — damage doesn't scale with HP). So both paths: Garchomp takes 2 Torkoal hits. Difference: Corviknight path gives13% chip and Corviknight safe. Actually can Garchomp survive 2 hits? If Torkoal has EQ: 51 each → 102 > 101. Garchomp dies! Risky. With Corviknight path same problem. Hmm. Does Torkoal have EQ? Common Torkoal sets: Eruption, Solar Beam, Fire Spin/Will-O-Wisp, Stealth Rock, Earthquake, Flamethrower. In this meta (no sun since no Drought), Torkoal revealed Flamethrower only. Can Corviknight beat Torkoal alone? Body Press does 23% per hit, Torkoal at 40% needs ~2 hits...23%+23% = 46%, so 3 hits if Torkoal heals? Torkoal doesn't heal. But Torkoal can EQ Corviknight? Corviknight is Flying — immune to EQ. Torkoal's other attacks: Flamethrower 0.5x vs Corviknight (Fire vs Steel 0.5, Flying neutral) → ~weak. Sunbeam (Solar Beam) 2x vs... Grass vs Flying 2x, vs Steel 0.5 → neutral. Corviknight SpD 107, low SpA... Solar Beam 120 BP: 22*120*150/107/50+2 = 396000/107=3700/50=74+2=76 → 76/205 = 37%. Ouch. And needs charge turn (no sun) unless sunbeam... no sun, so it charges. So Corviknight could just Body Press twice:23% + 23% from 40% → Torkoal at ~-6%. Actually 40% - 23% = 17%, then next Body Press 23% → dead. Torkoal gets 2 Flamethrowers doing0.5x ≈ 15% each. Corviknight wins comfortably! Wait recompute Body Press: Corviknight Def 172 (but Iron Defense could boost). Torkoal Def range 144-211. base = 22*80*172/Def /50 + 2 = 302720/(Def*50)+2. Def175: 302720/8750 = 34.6+2 = 36.6 → 37/160 = 23%. Def 211: 302720/10550=28.7+2=30.7 → 19%. Def 144: 302720/7200=42+2=44 → 27.5%. At worst 19% per hit: 40% → 21% → 2%. Not quite KO in 2. Hmm, 3 hits then. Still Corviknight at ~88% minus ~15% per Flamethrower... Flamethrower vs Corviknight: 22*90*SpA/107/50+2, SpA 150: 297000/107=2775/50=55.5+2=57.5, ×0.5 = 29 → 29/205 = 14%. 3 turns = 42%. Corviknight at ~46%, wins. But safer: switch Corviknight in now, then Body Press repeatedly (with Lumberry in case of Will-O-Wisp — Lumberry cures it once). Actually, U-turn chip helps: bring Corviknight in, U-turn chip + Garchomp EQ is faster. But Garchomp risk of dying to EQ. Safest: send Corviknight now and Body Press. If Torkoal uses Will-O-Wisp, Lumberry cures it, then Body Press unaffected anyway (uses Def). Hmm but also consider: does the opponent's Torkoal have Drought? Weather says None, so no. Shell Armor or White Smoke. Actually, one more option: switch Corviknight in, then U-turn to chip and let Garchomp finish. That's fastest with less risk than Body Press solo? Body Press solo risk: Torkoal might have Solar Beam (takes a turn to charge → free Body Press). Corviknight should be fine. Let's also double-check: could Torkoal have something dangerous to Corviknight? Hidden Power? Steel抵抗? Fire resisted. Nothing likely. Decision: SWITCH: corviknight. Then Body Press spam (or U-turn for chip). Wait — but is it faster to just bring Garchomp and EQ? If Torkoal doesn't have EQ, Garchomp takes Flamethrower 29% twice = 58% → Garchomp survives at 101-58=43... but wait, does Garchomp KO Torkoal in one EQ? Borderline (63-76 dmg vs 64 HP). If not KO, second turn Torkoal hits again. The Corviknight path is much safer. Go with Corviknight. Also consider: opponent might use Eruption — at 40% it's weak anyway. Notes update: Torkoal no sun (not Drought, weather none), revealed Flamethrower. Corviknight walls it: Fire resisted, EQ immune. Plan: bring Corviknight, Body Press to KO, Lumberry for Will-O-Wisp. Garchomp saved at 55% as backup.
- Turn 10Laya used
Flamethrower39% MOVE: flamethrower, 24% MOVE: fissure, 19% MOVE: flamecharge
MiMo V2.6 Flash usedIrondefenseTorkoal at 40% is the last mon. Corviknight walls it well—Flamethrower is 2x but Corviknight's bulk and HP can take several hits. Iron Defense this turn boosts Body Press damage (Def-based) and defense simultaneously. Then Body Press should KO Torkoal next turn. Even if Torkoal uses Growth or Stealth Rock, I have time. Garchomp at 55% stays safe as backup.
Reasoning trace (248 words)
Torkoal at 40%, Flamethrower super effective on Corviknight (Steel/Flying → Fire is 2x). Wait, actually Fire vs Steel = 2x, Fire vs Flying = 1x, so super effective. It did 198→181 = 17 damage? That seems low. Actually turn 9 was Gholdengo getting hit. Wait, Torkoal used Flamethrower on Gholdengo on turn 9, KO'd it. Corviknight hasn't been hit by Torkoal yet. Actually looking at turn 9: Gholdengo used Shadow Ball, Torkoal at 40%, Torkoal used Flamethrower on Gholdengo (K.O.). So Corviknight just came in at end of turn 9. Now Torkoal's Flamethrower vs Corviknight:2x effective, but Corviknight has high SpD... no wait, Corviknight's SpD is 107, decent but not great. Torkoal's SpA range is 94-150. Flamethrower 90 BP 2x... should do decent damage. Body Press uses Def as Atk - Corviknight's Def is 172. Torkoal's Def range is 144-211, very high. Body Press would be not very effective? No, Fighting vs Fire = 1x. But Torkoal's defense is high. Actually with Iron Defense + Body Press, I can set up and OHKO Torkoal. Let me do Iron Defense first to boost Body Press damage and also boost defense against any Torkoal attacks. Then Body Press next turn. But wait - can Torkoal do significant damage in one turn? Flamethrower does maybe 40-60 damage to Corviknight. Even2-3 hits wouldn't KO from 181 HP. So I can safely Iron Defense this turn, then Body Press next turn for the KO. Let me go with Iron Defense to set up.
- Turn 11Laya used
Fissure29% MOVE: fissure, 27% MOVE: flamethrower, 23% MOVE: flamecharge
MiMo V2.6 Flash usedRoostTorkoal at 40% (58-71 HP). Body Press at Def+2 does ~61-72 damage — likely but not guaranteed KO; a miss/low roll means Flamethrower (108 dmg) KOs my 73 HP Corviknight. Roost first (I'm faster) heals to ~175, safely tanking Flamethrower (~67 left), then Body Press KOs next turn. Garchomp (101 HP) stays as backup.
Reasoning trace (466 words)
Corviknight at 73 HP with Def +2, Body Press should KO Torkoal at 40%. Torkoal Flamethrower did 108 damage earlier (205→73). Wait, it did 132?205-73=132. Actually turn 10: 181→73... no, turn 9 Torkoal was at 40% already. Turn 10 Flamethrower did 108 damage (181→73). With Def+2, Body Press attack = Def stat (172 base * 2 stages... def +2 = 1.5x? No, +2 = 2x). Body Press power80 vs Torkoal defense 144-211. Actually Corviknight moves first. Body Press with Def +2: Attack stat = 172*2 = 344 (roughly). Torkoal def ~177 avg. Damage = (2*50+2)/50 * 80 * 344/177 ≈ 3.04*80*1.94 ≈ 471/... at level 50 that's a lot. Should easily KO 40% Torkoal. But Torkoal could have Flamethrower which might KO Corviknight if Body Press doesn't kill. Body Press should kill though at 40%. Actually safer: Roost first to heal, then Body Press? But Torkoal attacks too. Roost heals 102 HP → 175/205, takes Flamethrower ~108 → 67. Then next turn Body Press KO. Body Press should kill though. Let's compute: Body Press 80 BP, user's Def as Atk. At Def +2, effective Atk = Def*2. Torkoal Def ~177. Ratio354/177 = 2. Level 50 base power factor: (2*50/5+2)*80*2 = 22*80*2 = 3520... roughly damage≈ 3520/177 * 0.84 (STAB? No, Body Press is Fighting, Corviknight is Flying/Steel, no STAB) * random. ≈ 19.9 * 0.85 ≈ 17. Hmm that's low. Actually standard formula: Damage = ((2*Level/5+2) * Power * A/D) / 50 + 2. Level 50: (2*50/5+2) = 22. So 22 * 80 * A/D / 50 + 2 = 35.2 * A/D + 2. A = 354 (def+2), D = 177: 35.2*2 = 70.4 + 2 = 72.4. With random 0.85-1.0: 61-72. Plus burn no. Torkoal at 40% of 145-177 = 58-71 HP. So Body Press does 61-72, likely KO but not guaranteed if Torkoal max HP and low roll. Hmm risky. Torkoal Flamethrower at 108 damage would KO Corviknight (73 HP). Actually last Flamethrower did 108 (181→73), yes. Options: Roost first (safe), then Body Press. But Torkoal could use something else. Roost heals 102 → 175, then takes Flamethrower 108 → 67. Then Body Press kills next turn. That's safer. Or U-turn into Garchomp: U-turn is resisted, does small damage, then Garchomp comes in. Garchomp Earthquake would KO Torkoal. But Garchomp at 55% takes Flamethrower... Fire vs Dragon/Ground = 2x? Fire vs Dragon 0.5, vs Ground 1 → 0.5x. Flamethrower 108 * 0.5... well Garchomp defense differs. Actually Mega Garchomp def 135 vs Corviknight 172. Rough damage: Torkoal SpA vs Garchomp SpD. Probably ~60-70 damage. Garchomp at 101 could survive. But safest: Roost this turn (we're faster), heal, then Body Press. Actually wait—Body Press might just KO now. 40% of max177 = 71 HP. Minimum roll 61. Not guaranteed. Roost is safer. Let's Roost.
- Turn 12Laya used
Flamethrower31% MOVE: flamethrower, 25% MOVE: flamecharge, 24% MOVE: firespin
MiMo V2.6 Flash usedBodypressTorkoal at 40% (~58-71 HP). Body Press at Def+2 does roughly 59-86 damage (Def 144-211 range) — likely a KO, and even if it survives, Flamethrower (~67) from my 176 HP leaves ~109 for a second Body Press next turn. Fissure is a low-accuracy threat either way. Garchomp (101 HP) stays safe as backup. Attack now.
Reasoning trace (258 words)
Torkoal at 40% (~58-71 HP). Corviknight at 176 HP, Def+2. Body Press damage: Def 172*2 = 344 effective attack... Body Press uses Def as Atk. At +2, effective Atk = 172*2 = 344. Against Torkoal Def ~144-211, STAB-less (Body Press is Fighting, Corviknight not Fighting type, no STAB). Base80. Damage calc: (2*50/50+2) * 80 * 344 / Def / 50 + 2 ≈ 4*80*344/Def/50 = 108,000... let's compute: 4*80=320; 320*344=110,080; /Def; /50+2. Def=144: 110080/144=764; /50=15.3+2=17.3. That seems low. Hmm wait, that's not right—level 50 formula. Actually damage = ((2*Level/5+2)*Power*A/D)/50+2. Level 50: 2*50/5+2 = 22. So 22*80*344/D/50+2 = 22*80=1760; 1760*344=605,440; /D; /50; +2. D=144: 605440/144=4204; /50=84+2=86. D=211: 605440/211=2869; /50=57.4+2=59.4. So Body Press does 59-86 damage. Torkoal at 40% of 145-177 = 58-71 HP. High Def roll might not KO but low Def will. Also Torkoal likely has massive Def (144-211). If Torkoal is physically bulky (likely, given Fissure/Flamethrower set... it's a special attacker with Fissure). Expected damage range59-86 vs HP 58-71. Most rolls KO. But if not, Flamethrower does ~67 damage (super effective, 2x) to my 176 HP → ~109 left, safe. Then next Body Press KOs. Also Fissure is OHKO — but it missed last turn; it's 30% accuracy. Risk exists but Body Press first (I'm faster). Just use Body Press. If it doesn't KO, I survive Flamethrower easily at 176 HP. Fissure risk exists either way. Notes: Body Press at Def+2 does 59-86; Torkoal at 58-71 HP — likely KO, and if not, Flamethrower leaves me ~109 HP for a second Body Press. Garchomp safe as backup.
- Turn 13Laya used
Flamethrower27% MOVE: flamethrower, 26% MOVE: fissure, 24% MOVE: flamecharge
MiMo V2.6 Flash usedBodypressTorkoal at 1% HP — any hit KOs it. I'm faster (87 vs max 79), so Body Press kills before Flamethrower fires. Roost/U-turn unnecessary; switching risks nothing but delays the win. Body Press has plenty of power even at 1%.
Reasoning trace (25 words)
Torkoal at 1% — Body Press easily KOs. Flamethrower would do ~67 damage to my 62 HP, killing me, but I'm faster. Just Body Press.