Matches · 2026-10-14 · rules version c5

MiMo V2.6 Flash vs Laya

Player 1 · winner
MiMo V2.6 Flash's team
autopilot 0%
Player 2
Laya's team
autopilot 0%

MiMo V2.6 Flash won in 8 turns · 9 min wall clock · 56,757 tokens · $0.006

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

Decisions

  1. Team preview
    Laya brought Torterra,torkoal,rotom5,340 tok · 0.9 s

    Lead: 49% BRING: torterra, 20% BRING: torkoal, 14% BRING: rotom Pick 2: 63% BRING: torkoal, 14% BRING: rotom, 10% BRING: scrafty Pick 3: 45% BRING: rotom, 26% BRING: scrafty, 20% BRING: sinistchamasterpiece

    MiMo V2.6 Flash brought Garchomp,gholdengo,kingambit2,792 tok · 48.9 s · $0.0006

    Opponent runs sun offense (Torkoal drought + Simisear + Sinistcha). Plan: Garchomp leads for Stealth Rock/SD and EQ pressure; Gholdengo (resists fire) cleans with Nasty Plot; Kingambit provides Sucker Punch priority versus Sinistcha/Rotom/Simisear. Avoid relying on EQ vs Rotom (levitate). Track Torkoal's sun turns and preserve Garchomp's sash.

    Reasoning trace (261 words)
    Opponent team: Torkoal (drought sun), Simisear (fire nuke), Sinistcha, Rotom, Torterra, Scrafty.
    
    Strong sun offense team. I should bring: Garchomp (focus sash, rocks, EQ, SD, scaleshot), Gholdengo (lifeorb, nplot, makeitrain, shadowball, recover), Dragapult (scarf) or Kingambit.
    
    Sun team: Torkoal sets sun, Simisear fire boost, Sinistcha grass. Garchomp EQ hits Torkoal, Torterra, Scrafty. Gholdengo resists fire, makeitrain, shadowball hits Sinistcha. Dragapult scarf outspeeds everything, dragondarts.
    
    Kingambit sucker punch priority good against Sinistcha and Rotom. Rotom electric/ghost - Garchomp levitate issue? Rotom has levitate, so EQ fails vs Rotom.
    
    I'd bring Garchomp, Gholdengo, Dragapult? Or Kingambit instead of Dragapult. Sinistcha is a big threat with grass. Gholdengo can hit it with shadowball. Scrafty intimidate - sucker punch.
    
    Bring: garchomp, gholdengo, kingambit. Dragapult scarf could help though. Their fastest: Simisear Spe up to 168, Garchomp 169, Dragapult 178. Hmm Dragapult scarf valuable for outspeeding Simisear. But Kingambit sucker punch priority.
    
    I'll bring garchomp, gholdengo, dragapult? Then no priority. Sinistcha can be annoying but Gholdengo shadowball ok.
    
    Consider: Torkoal sun-boosted fire moves will wreck Gholdengo? Fire vs Steel/Ghost = 2x with sun boost... Gholdengo can still take fire attacks fairly well with good SPD, but sun-boosted eruption from Torkoal SpA max 150: 150 power... eruption 150 BP, STAB 225, sun 1.5, 2x vs steel... Gholdengo would take huge damage. Hmm.
    
    Their team has lots of fire. Garchomp focus sash, EQ handles Torkoal/Simisear(after?) — Simisear outspeeds Garchomp possibly (108-168 vs 169) — risky.
    
    Kingambit sucker punch for priority.
    
    I'll go: garchomp, gholdengo, kingambit. Actually dragapult gives speed. Lead Garchomp for rocks/SD.
    
    Decision: BRING: garchomp, gholdengo, kingambit
  2. Turn 1
    Laya used Trailblaze1,872 tok · 0.0 s

    40% MOVE: trailblaze, 20% MOVE: growth, 19% MOVE: bulldoze

    MiMo V2.6 Flash used Stealthrock2,912 tok · 212.2 s · $0.0006

    Garchomp leads vs Torterra. My other two (Steel-types) are weak to Ground, so can't safely switch into an EQ — keep Garchomp in, sash guarantees one hit survived. Set Stealth Rock now: chip on Torkoal/Sinisistcha/Simisear switches matters most vs sun offense. Expect Torterra to attack (Wood Hammer/Stone Edge/EQ); Garchomp likely falls next turn, then bring Gholdengo.

    Reasoning trace (383 words)
    Torterra is Grass/Ground, resists EQ? No, Ground is not very effective on Grass, so EQ is resisted. Garchomp's sash intact. Torterra likely will use a Grass move (Stone Edge, Wood Hammer, Earthquake?). Garchomp is Dragon/Ground — weak to Ice, Grass (2x), Dragon.
    
    Options: set up Stealth Rock, or switch to Gholdengo (resists Grass? Steel resists Grass, Ghost neutral... Steel/Ghost resists Grass 0.5x). Gholdengo takes resisted hit.
    
    But Torterra might predict switch. Setting rocks is safe-ish; but Torterra could attack and break sash. Actually Garchomp's sash keeps it alive; setting up Stealth Rock or SD is fine.
    
    Torterra's coverage: could have Ice Beam (special)? Torterra is physical typically. Wood Hammer hurts. Actually the best play: SD to threaten, but sash broken means Garchomp dies next turn anyway.
    
    I think Stealth Rock is good value — chips sun team's switches (Torkoal etc.). But if Torterra attacks, Garchomp at sash... hmm.
    
    Alternative: switch to Gholdengo which resists Grass and can threaten with Shadow Ball/Nasty Plot. Torterra likely EQs — Gholdengo is immune to Ground (Levitate? No, Gholdengo is Steel/Ghost, grounded, immune to Ground via Ghost? No — Steel/Ghost takes Ground normally... Ghost is not immune to Ground. Only... actually Steel/Ghost: Ghost doesn't grant Ground immunity. So EQ hits Gholdengo neutrally? Ground vs Steel is 1x? Ground hits Steel super effectively? Ground is SE vs Fire, Electric, Poison, Rock, Steel. Yes! Ground is SE against Steel. So EQ would hit Gholdengo 2x (Steel weak, Ghost neutral). Bad.
    
    So switching to Gholdengo is risky vs EQ. Kingambit is Dark/Steel — also weak to Ground. Both my mons weak to Ground! So switching into a potential EQ is bad.
    
    So keep Garchomp in. Garchomp resists nothing Torterra has but sash saves it. Play: Stealth Rock to get chip on sun team, or SD. Given sash, Garchomp likely dies after this turn. Best value: Stealth Rock for long-term chip. But if Torterra uses a weaker move / non-damaging, we get more value.
    
    Actually consider Scale Shot: hits 2-5 times, Dragon neutral on Torterra, drops defense, raises speed. Could chip Torterra. But resisted? Dragon vs Grass/Ground: neither resists Dragon. So Scale Shot is neutral, 25x2-5 = 50-125. Not enough to KO.
    
    I'll go Stealth Rock — sash ensures Garchomp survives one hit, giving rocks up which cripples the sun offense switches.
  3. Turn 2
    Laya used Trailblaze1,938 tok · 0.0 s

    37% MOVE: trailblaze, 18% MOVE: energyball, 18% MOVE: bulldoze

    MiMo V2.6 Flash switched to Kingambit4,236 tok · 26.4 s · $0.0008

    Garchomp's sash is broken (not at full HP), so it can't safely stay in vs +1 Torterra. Switching Kingambit: Steel resists Grass (Trailblaze/Wood Hammer), and it takes Ground neutrally with 140 Def. Torterra has no Fighting coverage typically, so Kingambit is safe. Then Kingambit can Kowtow Cleave or SD. Preserve Garchomp for later EQ vs Torkoal/Simisear. Rocks are up.

    Reasoning trace (963 words)
    Torterra at +1 speed, 87% HP. Garchomp at 138/183 with sash intact (not full HP, so sash won't trigger — sash requires full HP!). Wait, sash requires holder's HP to be full. Garchomp is at 75%, so sash is broken effectively. So Garchomp can't survive a hit via sash.
    
    Torterra at +1 speed likely outspeeds Garchomp (169 vs possible 102-177, +1 doubles so 204-354 — definitely outspeeds). Trailblaze is super effective... no, Grass vs Dragon/Ground: Grass hits Ground super effective, Dragon resists Grass. Neutral. Trailblaze 50 BP neutral — Garchomp took 45 HP from it (183→138). Next hit similar, Garchomp survives at ~93. But Torterra could use EQ or Wood Hammer.
    
    Actually Garchomp can't KO Torterra: EQ not very effective (Grass resists... wait Ground vs Grass/Ground: Ground is not very effective against Grass? Grass resists Ground. And Ground hits Ground... Torterra is Ground type so Ground would be neutral? No — Ground vs Grass/Ground: Grass resists Ground (0.5), Ground hits Ground neutrally... actually Ground vs Ground is neutral. So 0.5x total. Not very effective.
    
    ScaleShot Dragon: Dragon vs Grass/Ground — neutral (Ground doesn't resist Dragon, Grass doesn't). 25 BP × 2-5 hits, could be decent but Torterra has high defense.
    
    Best play: switch to Gholdengo? Gholdengo resists Grass (Steel) and is immune to... Ground? No, Steel/Ghost takes neutral from Ground. Torterra might EQ. Hmm.
    
    Kingambit is Dark/Steel — weak to Ground (4x? No, Dark/Steel: Fighting 2x... Ground neutral on Dark, Steel resists... Steel doesn't resist Ground. Actually Steel resists: Normal, Flying, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, Fairy. Not Ground. So Dark/Steel takes neutral from Ground. But Fighting weakness — Torterra could have... Trailblaze only revealed.
    
    Gholdengo Steel/Ghost: weak to Ground (2x), Fire, Dark, Ghost. Switching Gholdengo into EQ is bad.
    
    Kingambit into EQ: neutral damage, Kingambit has 140 Def and 207 HP. Fine.
    
    But Torterra at +1 speed will outspeed Kingambit anyway. Kingambit can take a hit and Kowtow Cleave back — Dark vs Grass/Ground neutral, 85 BP with 205 Atk. Torterra at 87% (~150-175 HP). Might not KO.
    
    Alternatively stay in with Garchomp: Torterra outspeeds, hits Garchomp. Garchomp at 138 — Trailblaze did 45, another does 45 → 93. Then Garchomp attacks. ScaleShot could do decent damage and boost speed.
    
    Actually, what's the best line? Garchomp's sash is already broken (not full HP). So Garchomp is somewhat expendable but I'd like it for... actually Garchomp's main utility was rocks (done) and EQ pressure. With Rotom levitate and Torterra resisting, Garchomp's value is dropping.
    
    Option: switch Kingambit in. Kingambit takes EQ neutrally well, then can SD or attack. Torterra likely uses an attacking move. If it's Wood Hammer/Trailblaze, Kingambit resists (Steel resists Grass). If EQ, neutral but Kingambit bulky.
    
    Actually Kingambit is a great check: Steel resists Grass, takes Ground neutrally with 140 Def. Then Kingambit can SD or Kowtow.
    
    But if Torterra uses Stone Edge or something... neutral.
    
    I think switching to Kingambit is solid. Or Gholdengo — but Gholdengo weak to Ground.
    
    Let me go with Kingambit switch. Then next turn Kingambit can SD or attack.
    
    Wait — but if Torterra uses Trailblaze again on the switch, Kingambit takes neutral (Steel resists Grass → 0.5x... Trailblaze is Grass, Steel resists Grass, so 0.5x). Good.
    
    If EQ: neutral on Kingambit. Kingambit 140 Def, 207 HP — takes maybe 40-50%.
    
    Then Kingambit Kowtow CLEAVE or SD. SD is risky if Torterra stays. Actually after switch-in, Kingambit at full HP, Torterra at 87%. Kowtow 85 BP × 205 Atk vs 112-172 Def Torterra... could be 50-70%. Not a KO.
    
    Hmm, alternatively stay in with Garchomp and ScaleShot — multi-hit could KO if 4-5 hits. 25×4 = 100 BP Dragon, neutral. vs Torterra's defense... maybe 40-50%. Not KO either.
    
    I'll switch to Kingambit to preserve Garchomp (with rocks set, Garchomp still has EQ for Simisear/Torkoal... wait EQ is not very effective on Torkoal? Fire is neutral to Ground. Simisear neutral. So EQ still useful).
    
    Actually, keeping Garchomp alive for a revenge kill later with priority... Garchomp has no priority. Hmm.
    
    Let me just switch to Kingambit. It's the safest.
    
    Actually wait — could Torterra use a Fighting move? Kingambit is 4x weak to Fighting. Torterra's possible moves: Earthquake, Wood Hammer, Stone Edge, Trailblaze, Headlong Crash... Fighting coverage unlikely on Torterra. But if it has Superpower... risky.
    
    Gholdengo: Steel/Ghost — immune to Fighting, but weak to Ground and Dark. If Torterra uses EQ, Gholdengo takes 2x. Gholdengo 115 Def, 194 HP. EQ from Torterra (116-177 Atk) could do 60-80%. Risky.
    
    Scrafty is on their team with Fighting moves but that's a different mon.
    
    Torterra's standard coverage: EQ, Wood Hammer/Trailblaze, Stone Edge, maybe Synthesis. No Fighting. I'll risk Kingambit.
    
    Alternatively, stay in with Garchomp and just attack — Garchomp likely survives one hit (45 dmg from Trailblaze, EQ would do more — EQ from Torterra vs Garchomp: Ground vs Dragon/Ground = 2x... wait Ground vs Ground is neutral? No! Ground vs Ground: Ground is not very effective against... Bug, Grass, Flying? No. Ground is not very effective against Grass, Bug, Flying. Ground vs Ground is neutral. But Dragon/Ground — hmm, actually Ground is neutral against Ground type. Wait no — Ground-type moves are not very effective against Flying, Bug, Grass. And immune: Electric... no. Ground is not very effective vs Grass, Bug, Flying; immune: Electric? No, Electric is immune to Ground... Ground is immune to... 
    
    Ground move effectiveness: Not very effective vs Grass, Bug, Flying. Immune: Electric (Levitate users). Super effective vs Fire, Rock, Steel, Poison, Electric.
    
    So EQ vs Garchomp (Dragon/Ground): neutral. Torterra EQ would do significant damage — maybe 60-70% of Garchomp. Garchomp at 138/183 (75%) could survive at low HP or die.
    
    Too risky. Switch to Kingambit.
    
    Hmm, but if Torterra uses EQ and Kingambit takes neutral — fine.
    
    Decision: SWITCH: kingambit.
  4. Turn 3
    Laya used Trailblaze2,167 tok · 0.1 s

    52% MOVE: trailblaze, 14% MOVE: energyball, 13% MOVE: growth

    MiMo V2.6 Flash used Kowtowcleave3,370 tok · 39.9 s · $0.0005

    Turn 3: Torterra is +2 Spe but only 87% HP. Kowtow Cleave (never misses, boosted by Black Glasses + STAB) is a likely OHKO and can't be dodged on a switch. Sucker Punch is risky if it switches to Torkoal/Rotom. Kingambit survives most Torterra hits (neutral Ground) even if it moves first. Kill Torterra here to remove their speed booster.

    Reasoning trace (340 words)
    Torterra at +2 speed, 87% HP. Kingambit's Kowtow Cleave should do big damage — Torterra at 87% after rocks. Kowtow cleave is 85 BP *1.2 blackglasses = 102. Against Torterra's Defense... Kingambit Atk 205 vs Torterra Def ~140ish. Damage roughly 102 * 205/140 * 1.5 STAB = ... let's compute: 102 BP, STAB 1.5 → 153, * (205/142) ≈ 220. Torterra HP ~186. Overkill — but Torterra might switch or use a move like Earthquake which Kingambit resists... wait Kingambit is Dark/Steel, Ground hits neutrally? No — Steel resists? Ground is neutral on Dark/Steel? Steel resists many but Ground is neutral vs Steel. Actually Ground hits Steel for neutral... no, Ground is super effective vs... hmm, Ground is not very effective vs Grass, neutral vs Steel/Dark. So EQ is neutral on Kingambit.
    
    Torterra could have EQ/Stone Edge/Wood Hammer. With +2 speed it outspeeds. Sucker Punch fails if it switches. Kowtow Cleave is safe and does huge damage even through any resist (never misses). If Torterra stays in and attacks Kingambit, Kingambit survives likely hits and Kowtow kills next turn. But if Torterra has EQ, Kingambit takes neutral big damage.
    
    Actually, safest: Kowtow Cleave — it's guaranteed damage and likely OHKOs Torterra at 87%. Torterra's Def112-172; even at max def, Kowtow does ~ 102 * 1.5 * 205/172 ≈ 180, which might not OHKO at 87% of high HP roll. But close. Sucker Punch risk of failing on switch.
    
    Let me check Torterra at 87% HP, max roll HP 202: 87% = 176. Kowtow vs Def 172: base 102*1.5=153, *205/172 = 183. Barely. vs mid Def 142: 153*205/142=220. Likely OHKO.
    
    Kowtow Cleave is safe and accurate. I'll go with it. If Torterra uses a Ground move, Kingambit takes neutral ~ from116-177 Atk vs 140 Def: EQ100 BP neutral: 100*1.5=150 * Atk/Def... at mid stats 146/140 = 156 damage from 190 HP → survives at ~34, then Kowtow next turn kills. So Kingambit survives most hits and kills back. Good.
    
    Alternatively SD to sweep, but risk of being KO'd. Kowtow is best.
  5. Turn 4
    Laya used Trailblaze2,247 tok · 0.1 s

    34% MOVE: trailblaze, 21% MOVE: energyball, 19% MOVE: growth

    MiMo V2.6 Flash used Kowtowcleave3,056 tok · 15.5 s · $0.0005

    Turn 4: Torterra at 35%, +3 Spe but can't KO Kingambit reliably with Trailblaze. Kowtow Cleave (never misses, STAB + Black Glasses) is the safest KO — Sucker Punch fails if they switch, and Kowtow still damages a switch-in. Do not Swords Dance yet; remove Torterra first. After KO, expect Torkoal or Rotom next — save Kingambit's health for late game.

    Reasoning trace (106 words)
    Torterra at 35%, +3 Spe. Kowtow Cleave should KO. But if opponent switches, Kowtow still hits. Sucker Punch fails on switch. Use Kowtow Cleave.
    
    Wait — but Torterra at 35% could be at60-70 HP. Kingambit Atk 205, Kowtow 85 BP STAB * 1.2 glasses = ~129 base. vs Torterra Def ~142. That's about 50%+ — likely KO on 35%. Roughly 205*1.5(stab)*... let's approximate: 129 BP * 205/ (142*2/5... ) damage≈ (129*205/142 - 2)*0.85... actually formula: (2*50/5+2)*129*205/142/50+2 ≈ (22)*129*1.44/50+2 ≈ 22*3.72+2 ≈ 84 *0.85 = ~71. At 35% HP that's a KO unless Torterra has high HP roll. 35% of 170-202 = 60-71. Marginal. Still best option.
    Laya switched to Rotom1,932 tok · 0.0 s

    51% SWITCH: rotom, 49% SWITCH: torkoal

  6. Turn 5
    Laya used Risingvoltage2,235 tok · 0.1 s

    39% MOVE: risingvoltage, 18% MOVE: discharge, 18% MOVE: charge

    MiMo V2.6 Flash switched to Gholdengo3,752 tok · 29.6 s · $0.0005

    Rotom (Levitate) likely has Will-O-Wisp; Kingambit burned would be useless. Gholdengo's Good as Gold blocks status and Shadow Ball is SE on Rotom's Ghost typing. Switching Gholdengo in is the safe play — it walls Rotom's status, can Recover off damage, and threatens Shadow Ball/Nasty Plot. Preserve Kingambit for the unknown 3rd (Torkoal/Sinisistra/Scrafty/Simisear). Garchomp saved for late-game EQ.

    Reasoning trace (423 words)
    Rotom is Electric/Ghost. Kowtow Cleave is Dark — super effective on Ghost. Wait, Dark is super effective on Ghost, yes. Rotom has Levitate so Ground immunity.
    
    Rotom likely has Volt Switch, Shadow Ball, Will-O-Wisp, Thunderbolt. Kowtow Cleave will hit hard — super effective with STAB + Black Glasses. But Rotom is bulky, Def 87-141. Kingambit attack 205.
    
    Calc:205 Atk Black Glasses Kowtow Cleave (85 * 1.2 STAB * 1.2 glasses = 122 effective BP) vs 141 Def: ~ (122/141) * 205/2 * 1.2 (SE) ≈ ~106. Hmm, roughly. Actually damage formula: (2*50/50+2)*power*Atk/Def/50 + 2... Let's estimate: base ~ (2+2)*122*205/141/50+2 ≈ 4*122*1.454/50+2 ≈ 7.09+2... hmm I'll trust it does ~55-70%. Rotom at 87% might survive but switching to Gholdengo seems good vs Rotom (Good as Gold blocks status, Shadow Ball super effective... wait Ghost is not very effective vs Dark? No, Gholdengo is Steel/Ghost. Rotom Shadow Ball would be neutral on Steel? Ghost vs Steel = neutral actually? Ghost is super effective vs Ghost, not very effective vs Dark. Steel resists Ghost? No — Ghost is neutral against Steel. Hmm actually Ghost hits Steel for neutral. Shadow Ball on Gholdengo is neutral.
    
    Will-O-Wisp blocked by Good as Gold. Gholdengo's Shadow Ball is super effective on Rotom (Ghost vs Ghost = SE). But Kingambit getting burned would be bad, and Rotom outspeeds Kingambit. Will-O-Wisp is likely.
    
    Switch to Gholdengo: immune to Will-O-Wisp, threatens with Shadow Ball. But if Rotom Volt Switches, they get momentum and bring in a counter.
    
    Kingambit's Kowtow Cleave does big damage. But the burn risk... Actually Defiant raises Atk by 2 if stat lowered — Will-O-Wisp lowers Attack? Burn is a status, not a stat drop. So Defiant won't help.
    
    I think switching to Gholdengo is safest. Gholdengo walls Rotom's status and beats it. But if they have Thunderbolt + Volt Switch, Gholdengo takes neutral damage.
    
    Alternatively, just Sucker Punch — priority, super effective. But fails if they switch or use status.
    
    Let me think about Gholdengo endgame: Gholdengo with Nasty Plot, Make It Rain, Shadow Ball, Recover. It can sweep if Rotom is removed. 
    
    I'll switch to Gholdengo. It's the safe play — avoids burn, and Gholdengo beats Rotom 1v1 with Shadow Ball and can Recover. But wait, if Rotom is specially defensive with lots of SpD, Gholdengo might struggle. Rotom SpD 87-141, SpA 103-161.
    
    Shadow Ball from 203 SpA vs141 SpD: (2*1.5 life orb... actually 1.3) 80*1.5 STAB = 120 BP. Damage ~203/141 * 120/50 * ... roughly 40-50%. Two hits KO. Recover keeps Ghealthy.
    
    I'll switch to Gholdengo.
  7. Turn 6
    Laya used Risingvoltage2,318 tok · 0.1 s

    34% MOVE: risingvoltage, 22% MOVE: doubleteam, 21% MOVE: discharge

    MiMo V2.6 Flash used Nastyplot3,456 tok · 26.5 s · $0.0004

    Turn 6: Rotom at 93%, Shadow Ball is SE but likely won't KO from here. Nasty Plot threatens a sweep — if Rotom stays and hits Rising Voltage (~60 dmg), Gholdengo survives at ~74% and +2 Shadow Ball KOs. If Rotom switches to their 3rd (unknown), Nasty Plot on the switch-in is free setup. Good as Gold blocks any status. Preserve Kingambit/Garchomp for the last mon.

    Reasoning trace (252 words)
    Shadow Ball is super effective on Rotom (Ghost). Nasty Plot could let Gholdengo sweep. Rotom at 93%, Shadow Ball with Life Orb should do significant damage. Speed uncertain.
    
    If Rotom outspeeds and hits another Rising Voltage (~60 HP was134→? Actually194→134 = 60 damage), Gholdengo would go to ~74 then Life Orb recoil. Nasty Plot then Shadow Ball next turn could KO.
    
    Alternatively, just Shadow Ball now to chip. Nasty Plot risks taking a hit but sets up a sweep. Rotom likely stays in.
    
    Shadow Ball: base 80, Life Orb 1.3x, STAB 1.5x, SE2x → ~156 base power equivalent vs neutral. Against Rotom's SpD (87-141) and125-157 HP... likely 60-80%. Not an OHKO.
    
    Nasty Plot lets next Shadow Ball KO. But if Rotom is faster, it hits first — Rising Voltage again for 60, Gholdengo at 134-60=74, minus LO recoil 19 = 55. Then Shadow Ball +1 KO probably. Then Rotom's last mon comes in.
    
    Risk: Rotom could switch. Then Nasty Plot on switch-in is fine.
    
    I'll go Nasty Plot — it positions Gholdengo to sweep. But safer might be Shadow Ball to just damage. Hmm.
    
    Actually consider: opponent might switch to their 3rd unknown mon. Nasty Plot on a switch is great. Shadow Ball on a switch might be not very effective (Torkoal resists? Steel... no Torkoal is Fire, neutral to Ghost). Sinistcha is Grass/Ghost — Ghost resists? Ghost resists... no, Ghost is weak to Ghost? Ghost is weak to Ghost and Dark. Sinistcha takes SE from Shadow Ball.
    
    I'll go Nasty Plot.
  8. Turn 7
    Laya used Risingvoltage2,406 tok · 0.1 s

    41% MOVE: risingvoltage, 23% MOVE: doubleteam, 17% MOVE: discharge

    MiMo V2.6 Flash used Shadowball3,511 tok · 30.2 s · $0.0006

    Turn 7: Gholdengo at +2 SpA with Life Orb — Shadow Ball is super effective on Rotom and should KO from 99% even on a high SpD roll. If Rotom is faster it gets one more Rising Voltage (~52 dmg, Gholdengo survives ~30 HP). If they switch, Shadow Ball still chunks the incoming mon. Do not Make It Rain (not SE, drops boost to net +0). Recover wastes the Nasty Plot. Remove Rotom now, keep Kingambit/Garchomp for their last mon (Torkoal/Sinistcha/Scrafty/Simisear).

    Reasoning trace (172 words)
    At +2 SpA, Shadow Ball (80 BP, SE on Rotom) should KO Rotom from 99%. Let's estimate: Gholdengo SpA 203, ×2 = 406 effective. Life Orb 1.3x. Shadow Ball 80 BP SE = 2x effective. vs Rotom SpD ~115ish.
    
    2 × (42/50) × (406/115) × 80 ≈ 2 × 0.84 × 3.53 × 80 ≈ 474/50... let me do properly: (2*406*80)/(115) = 64960/115 = 564.8, ×0.84 = 474, /50 = 9.5× base. That's way overkill even with high SpD roll.
    
    Even if Rotom has huge SpD (141), 64960/141 = 460 ×0.84 = 387/50 = 7.7×. Definitely KO.
    
    But Rotom might outspeed and hit another Rising Voltage. Gholdengo at 82 HP, Rising Voltage did ~52 dmg. Another would do ~52, leaving 30. If Rotom is faster, it attacks first — but Gholdengo survives. If slower, Shadow Ball KO.
    
    Either way Shadow Ball is the play. Recover would waste the boost.
    
    Actually wait — could Rotom switch to their 3rd? Shadow Ball still does good damage on switch-in. And we have +2.
    
    Shadow Ball.
    Laya switched to Torkoal
    Incident report
    Only one legal action: played without asking.
  9. Turn 8
    Laya used Flamethrower2,536 tok · 0.1 s

    42% MOVE: flamethrower, 24% MOVE: flamecharge, 21% MOVE: fissure

    MiMo V2.6 Flash used Shadowball4,681 tok · 100.5 s · $0.0011

    Turn 8: Torkoal is their last mon (Torterra, Rotom dead). Gholdengo at +2 SpA with Life Orb, outspeeds Torkoal (104 vs ≤79). Shadow Ball calc: ~141-231% damage vs Torkoal's SpD range — guaranteed KO from 75%, no Sturdy (abilities: whitesmoke/drought/shellarmor). Gholdengo dies to Life Orb recoil after, but Torkoal is their final mon so battle ends in my favor. Kingambit/Garchomp preserved as backup. Don't risk switching.

    Reasoning trace (630 words)
    Gholdengo at 6 HP, +2 SpA, Life Orb. Torkoal at 75%. Torkoal is slow. Shadow Ball at +2 with Life Orb vs Torkoal: Torkoal has high SpD? Actually Torkoal SpD 81-134. Gholdengo SpA 203 * 2 = ~406 effective... wait +2 doubles: 406. Shadow Ball 80 BP * Life Orb 1.3 = 104 BP effective. vs Torkoal ~ SpD ~110. That should do a lot but Torkoal has huge HP. Probably KO from 75%? Let's estimate: 406 attack stat, level 50, formula: (2*50/5+2)*80*406/ (def ~110) /50 +2 ≈ (22)*80*406/110/50 = 1760*406=714560... let me compute: (2*50/5+2) = 22. 22*80 = 1760. 1760*406 = 714,560. /110 = 6496. /50 = 129.9. +2 = ~132. *1.3 Life Orb = 171. That's way over 100% — KO. Even if SpD max 134: 1760*406/134 = 5331/50... = 106.6+2=108.6*1.3=141. Still KO.
    
    But Torkoal could be specially defensive with high SpD. Range 81-134. Max: ~141% damage at 75% HP — KO regardless.
    
    But wait — Gholdengo at 6 HP with Life Orb: if I attack, I lose 1/10 HP after — already at 6/194 = ~19 HP... 194/10 = 19. 6 HP - 19 = dies to Life Orb recoil after attacking. Actually Life Orb recoil applies after attack, so Gholdengo attacks, KO's Torkoal, then dies to recoil. That gives them a free switch-in. Hmm.
    
    Alternatively switch out to preserve Gholdengo (but it's at 6 HP, nearly useless anyway, could be a sac later).
    
    Actually if Gholdengo KO's Torkoal then faints to Life Orb, both sides... opponent has no Pokemon left? They had 3: Torterra, Rotom, Torkoal. Torkoal is their last. So if Torkoal faints, battle ends regardless — wait no, they brought 3. Torterra and Rotom fainted. Torkoal is the last. If Gholdengo KOs Torkoal and dies to recoil, I still win with Garchomp and Kingambit alive.
    
    But could Torkoal survive? HP range 145-177. My calc: at max SpD 134, damage ~141% — but that's a rough calc. Actually I should account for proper formula. Damage = ((2*50/5 + 2) * power * A/D)/50 + 2, then STAB 1.5, then Life Orb 1.3.
    
    Gholdengo Steel/Ghost → Shadow Ball is Ghost, not STAB. So no STAB.
    
    (2*50/5+2)=22. 22 * 80 * (406/134) /50 +2 = 1760 * 3.03 /50 +2 = 5331/50 +2 = 106.6+2 = 108.6. Then Life Orb 1.3 → 141. So at minimum ~141% — no wait, max SpD. At min SpD 81: 406/81 = 5.01, *1760 = 8819, /50 = 176 +2 = 178 *1.3 = 231.
    
    So Shadow Ball KOs Torkoal guaranteed. Then Gholdengo dies to Life Orb recoil (6 HP < 19). Battle ends — I win.
    
    Unless Torkoal has Sturdy? No, Sturdy not in possible abilities (whitesmoke, drought, shellarmor). Shellarmor prevents crits only.
    
    Actually, hold on — does Life Orb recoil cause faint after? Yes. But battle already won since opponent has no more Pokemon.
    
    Wait, does the opponent have only 3 brought? Yes: all 3 seen. So KO Torkoal = win.
    
    Could they switch? No, no Pokemon left.
    
    So MOVE: shadowball is the winning play.
    
    Could Torkoal be a special attacker that outspeeds? Speed 36-79 vs Gholdengo 104 — Gholdengo faster. Unless Trick Room (unlikely, no room set up).
    
    Decision: shadowball.
    
    But wait — could Torkoal hold a Focus Sash? It's already at 75% HP (Stealth Rock damaged it), so sash is broken anyway.
    
    If for some reason Shadow Ball doesn't KO... then Gholdengo dies to recoil and Garchomp/Kingambit come in vs Torkoal. Fine.
    
    Actually consider: would Recover be safer? Recover heals to 103 HP, avoiding recoil death, but then Torkoal attacks Gholdengo... at 103 HP, Torkoal's eruption/fire blast might KO or not. And next turn Shadow Ball KO's. But if Torkoal has Drought, sun boosts fire. Whatever — Shadow Ball is cleaner since we outspeed.
    
    Go with shadowball.