Matches · 2026-10-14 · rules version c5
Muse Spark 1.3 vs Claude Haiku 5.5
Muse Spark 1.3 won in 10 turns · 4 min wall clock · 118,758 tokens · $0.017
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Decisions
- Team previewClaude Haiku 5.5 brought
Incineroar,garchomp,kingambitPlan: Lead Incineroar for Intimidate and Fake Out, with Parting Shot for pivoting. Garchomp (Mega) is my main damage dealer and hits Gholdengo and Kingambit hard. Kingambit handles Dragonite and Mimikyu. Watch for Rotom-Wash and Dragonite Multiscale/Inner Focus, and Garchomp's ground moves against Gholdengo. Opponent Garchomp may have Rough Skin.
Reasoning trace (62 words)
Looking at the opponent's roster against my team, I'm leaning toward Incineroar for its intimidate and utility moves, alongside Garchomp and Corviknight for their strength and coverage against most of their threats. Actually, Kingambit's Supreme Overlord ability gives it strong offensive pressure and fine matchups against their fairy and dark-type threats. I'll settle on Incineroar, Garchomp, and Kingambit, leading with Incineroar.
Muse Spark 1.3 broughtRotomwash,gholdengo,garchompPlan: Rotom leads vs Incin/Chomp/Corv with Hydro/Wisp/Volt. Gholdengo Nasty Plot sweeps Sinistcha, immune FakeOut/Parting. Scarf Chomp cleans all: EQ for Incin/King/Ghold, Poison Sinistcha, Stone Corv, Dragon Chomp. Avoid Gholdengo into Kingambit.
Reasoning trace (94 words)
Analyzing a Gen 9 VGC-style team selection with 3 of 6 and Mega Evolution rules, evaluating Gholdengo and Kingambit builds.Reconciling reported level-50 speed stats against base values and item modifiers.Recalculating level-50 stats with 252 EVs and nature to match reported values and identify speed tiers.Evaluating type coverage and speed tiers to select three Pokémon against the opponent's unknown team.Adding Mimikyu to cover the speed tier and Intimidate while noting the lack of Ice coverage against opposing Garchomp.Selecting Scarf Garchomp as the core for full coverage, then pairing with Rotom-Wash and Gholdengo for defensive synergy.
- Turn 1Claude Haiku 5.5 used
FakeoutOpponent team: Gholdengo, Kingambit, Dragonite, Rotom-Wash, Garchomp, Mimikyu. Rotom-Wash (Levitate, immune to Earthquake) is in front and already at -1 Atk from Intimidate. Turn 1: Fake Out for chip and flinch. Then Flare Blitz or Parting Shot to pivot. Garchomp (Mega) is my main damage, so bring it in against Gholdengo or Kingambit. Watch for Rough Skin, which can hurt my Garchomp when it makes contact.
Reasoning trace (50 words)
Incineroar is already down a stage from Intimidate against Rotom-Wash. Since it's turn one, Fake Out is available and hits for solid damage with a guaranteed flinch, and since it's Normal-type it works fine against the Electric/Water Rotom-Wash despite its Levitate ability. That seems like the right opening move.
Muse Spark 1.3 usedProtectPlan: Rotom vs Incin, Gholdengo vs Sinistcha immune FakeOut/Parting, Scarf Chomp cleans. Avoid Gholdengo into Kingambit. T1 Protect scouts likely Fake Out, then Hydro/Wisp/Volt pivot.
Reasoning trace (32 words)
Evaluating turn-one lead options against Incineroar with Rotom-Wash, weighing Protect to block Fake Out versus Hydro Pump or Will-O-Wisp.Assessing Volt Switch for safe pivot and momentum versus Protect and Hydro Pump risks.
- Turn 2Claude Haiku 5.5 used
PartingshotOpponent: Rotom-Wash (Levitate, immune to Earthquake, has Protect, now at -1 Atk). Its other members are still hidden: Gholdengo, Kingambit, Dragonite, Garchomp, Mimikyu. Flare Blitz is resisted by Rotom-Wash, so I'll use Parting Shot to weaken it further and pivot. Kingambit resists Electric and takes Water neutrally, so it is a good switch-in for Rotom-Wash. Garchomp should come in for Gholdengo or Kingambit. Watch for Rough Skin on Garchomp's contact moves.
Reasoning trace (97 words)
Facing Incineroar against Rotom-Wash, I'm weighing options since Flare Blitz won't do much against its Water typing and Garchomp's Earthquake is useless against Levitate — Parting Shot to debuff Rotom and pivot to Garchomp or Kingambit seems like the better line. Kingambit actually makes a solid switch-in here: as Dark/Steel it resists the Electric STAB and takes Water neutrally, so it can tank a hit and threaten back with Sucker Punch or Kowtow Cleave. I'm now considering whether a second Parting Shot to stack another -1 Atk/SpA before bringing Kingambit in is worth the tempo loss.
Muse Spark 1.3 usedWillowispRotom vs Incin, Gholdengo vs Sinistcha immune FakeOut/Parting, Scarf Chomp cleans. Avoid Gholdengo into Kingambit. T1 Protect blocked Fake Out, now Wisp cripples Incin/physical switch, then Hydro/Volt pivot.
Reasoning trace (37 words)
Evaluating Rotom vs Incineroar options and weighing Hydro Pump, Volt Switch pivot, or Will-o-Wisp against likely Parting Shot or Flare Blitz.Assessing Hydro Pump accuracy risk versus Will-o-Wisp and Volt Switch pivoting given Parting Shot and ability interactions.
Claude Haiku 5.5 switched toGarchompIncineroar used Parting Shot and must switch out. Rotom-Wash is at -2 Atk and -1 SpA, and it has Protect and Will-O-Wisp. Garchomp is immune to its Electric moves, outspeeds it, and can Mega Evolve. Earthquake will not hit Rotom-Wash because of Levitate, so use Dragon Claw or Stone Edge. Kingambit is the other option, but Garchomp is the stronger pick here. Watch for Will-O-Wisp on Garchomp.
Reasoning trace (60 words)
Since Parting Shot forces a switch, Incineroar must leave the field and only a switch is legal — I'll bring in Garchomp. Comparing options against Rotom-Wash: Garchomp is immune to Electric via its Ground typing and outspeeds Rotom-Wash, while Kingambit's Dark/Steel typing doesn't give it clean resistances against Rotom's dual attacking types. Garchomp seems like the safer switch-in here.
- Turn 3Claude Haiku 5.5 used
DragonclawmegaMega Garchomp is now active against Rotom-Wash, which is at -2 Atk and can't be hit by Earthquake because of Levitate. Dragon Claw is 100% accurate and neutral, so I'm using it to pressure Rotom-Wash. Watch for Will-O-Wisp on Garchomp; if it lands, switch to Kingambit or Incineroar. Gholdengo, Dragonite and Mimikyu are still unseen. Kingambit handles Dragonite and Mimikyu, and Garchomp is the main answer to Gholdengo.
Reasoning trace (66 words)
Garchomp is Dragon/Ground, so Thunderbolt from Rotom-Wash has no effect on it; only Hydro Pump matters there. Rotom-Wash resists nothing from Garchomp's physical options, so both Dragon Claw and Stone Edge hit neutrally, though Rotom-Wash's solid defense limits damage. With Rotom-Wash's Attack lowered, it's less threatening physically, though Will-O-Wisp could still come out to cripple Garchomp. I'm leaning toward Stone Edge as the attack choice.
Muse Spark 1.3 usedWillowispPlan: Burn opposing Garchomp to cripple physical sweep. Rotom walls EQ via Levitate. Keep Gholdengo for Sinistcha/Incin immune to FakeOut/Parting. Scarf Chomp cleans late. Avoid Gholdengo into Kingambit.
Reasoning trace (45 words)
Analyzing type matchups and move options for Rotom versus Garchomp while accounting for stat changes and immunity.Resolving type interactions and speed tiers to compare Hydro Pump damage against Will-O-Wisp and Protect.Evaluating Will-O-Wisp to cripple the physical attacker versus Hydro Pump damage under the speed disadvantage.
- Turn 4Claude Haiku 5.5 used
DragonclawGarchomp is burned, so its physical damage is halved. Rotom-Wash is at 59% and -2 Atk, with Levitate making Earthquake useless. Dragon Claw is 100% accurate and neutral, so I'm using it to finish Rotom-Wash. Rotom has Protect and Will-O-Wisp. Gholdengo, Dragonite, and Mimikyu are still unseen. Kingambit handles Dragonite and Mimikyu, and Garchomp is the main answer to Gholdengo. Watch for Rough Skin when Garchomp makes contact.
Reasoning trace (48 words)
Garchomp's burn halves its physical damage, so Dragon Claw won't hit too hard, but it's 100% accurate unlike the riskier high-crit Stone Edge. Since Earthquake is useless against Rotom-Wash's Levitate, and Rock is only neutral against Electric/Water, Dragon Claw seems like the safer, more reliable choice here.
Muse Spark 1.3 usedHydropumpPlan: Rotom walls burned Mega Chomp with Levitate, Hydro hits 2x. Keep Gholdengo for Sinistcha/Incin immune to FakeOut/Parting, Scarf Chomp cleans late. Avoid Gholdengo into Kingambit or EQ.
Reasoning trace (46 words)
Calculating damage ranges and speed ties for Rotom versus burned Mega Garchomp under ability and stat uncertainty.Evaluating Hydro Pump damage versus Protect and switching given Sitrus Berry activation and immunity constraints.Assessing Gholdengo switch viability against Ground coverage and weighing Protect stall versus Hydro Pump accuracy risk.
- Turn 5Claude Haiku 5.5 used
DragonclawGarchomp (Mega, burned, 112/185) outspeeds Rotom-Wash, which is at 64% with -2 Atk and Levitate. Earthquake is useless against Levitate, so I'm using Dragon Claw for reliable damage. Rotom has Protect, Will-O-Wisp, and Hydro Pump, and used Sitrus Berry already. Unseen: Gholdengo, Dragonite, Mimikyu, Garchomp, Kingambit. Kingambit handles Dragonite and Mimikyu; Garchomp is the main answer to Gholdengo. Watch Rough Skin and Sand Veil.
Reasoning trace (77 words)
My Garchomp is burned at 112/185 HP, facing a Rotom-Wash at 64% with -2 Attack. Earthquake won't work since Rotom-Wash has Levitate and is immune to Ground moves, so I should avoid it and use Dragon Claw instead since Garchomp outspeeds. Dragon Claw already did around 20% last time and has perfect accuracy, which beats Stone Edge's 80% accuracy option since Rock type isn't super effective against Rotom's Electric/Water typing anyway. I'll go with Dragon Claw.
Muse Spark 1.3 usedHydropumpBurned Mega Chomp loses to Rotom Levitate wall. Hydro chips 28% at -1. Keep Gholdengo for Sinistcha/Incin immune, Scarf Chomp cleans late. Avoid Gholdengo into Kingambit/EQ.
Reasoning trace (44 words)
Analyzing battle state and damage calculations to determine Rotom's speed and optimal turn 5 move against Mega Garchomp.Evaluating Hydro Pump damage, accuracy, and switch options against a burned Mega Garchomp.Assessing switch risks and damage ranges for Garchomp and Gholdengo versus a burned Mega Garchomp.
- Turn 6Muse Spark 1.3 used
HydropumpPlan: Hydro kills burned Mega Chomp at 28% if hits. Rotom survives Dragon Claw. Keep Gholdengo for Sinistcha/Incin, Scarf Chomp cleans late. Avoid Gholdengo into Kingambit.
Reasoning trace (27 words)
Evaluating damage ranges and accuracy risk for Rotom versus Mega Garchomp to choose the next move.Assessing switch-in resistances and comparing Hydro Pump versus switching to own Garchomp.
Claude Haiku 5.5 usedDragonclawMega Garchomp (53/185, burned) outspeeds Rotom-Wash (43%, -2 Atk). Levitate makes Earthquake useless, so Dragon Claw is the reliable hit. Rotom has Protect, Will-O-Wisp and Hydro Pump, which took about 48 HP from Garchomp last time, so Garchomp is near its limit. Gholdengo, Dragonite, Mimikyu, Garchomp and Kingambit are still unseen. Kingambit should handle Dragonite and Mimikyu, and Garchomp is the answer to Gholdengo. Watch for Rough Skin and Sand Veil. Incineroar is immune to burn if I need to switch.
Reasoning trace (111 words)
Garchomp is burned at 53/185, and Rotom-Wash is at 43% with -2 Attack and Levitate, so Earthquake won't work despite being listed as super effective. Stone Edge would be neutral against its Electric/Water typing, so I'm leaning toward Dragon Claw instead. Dragon Claw previously did about 21% to Rotom, so I'd need two more hits to finish it off, but Rotom's Hydro Pump already dealt 48 damage last time and could nearly knock out Garchomp's remaining 53 HP. Stone Edge's crit chance makes it slightly stronger on average but with lower accuracy, so Dragon Claw is the safer choice even though Garchomp risks going down to a follow-up Hydro Pump.
Claude Haiku 5.5 switched toIncineroarGarchomp fell to Rotom-Wash's Hydro Pump. Rotom-Wash is at 24% with -2 Atk and -1 SpA, and it has Protect, Will-O-Wisp and Hydro Pump. Kingambit can come in and attack next turn, but this turn my only legal actions are switches. Switching to Incineroar keeps it safe from burn and gives Intimidate and Parting Shot support. Kingambit is the answer to Dragonite and Mimikyu later. Still unseen from the opponent: Gholdengo, Dragonite, Mimikyu, Garchomp and Kingambit (two of these remain).
- Turn 7Claude Haiku 5.5 used
FlareblitzGarchomp fell. Rotom-Wash is at 24% with -3 Atk and -1 SpA. It has Protect, Will-O-Wisp, and Hydro Pump, and Levitate. Incineroar is faster than Kingambit and immune to burn. Flare Blitz should KO Rotom now despite the resist. Opponent still has 2 of Gholdengo, Kingambit, Dragonite, Garchomp, Mimikyu. Watch for Rotom Protect. Kingambit handles Dragonite and Mimikyu later. Garchomp (opponent) is the main threat to my team.
Reasoning trace (112 words)
Rotom-Wash is at 24% HP but faster than Incineroar, with Hydro Pump resisted by Incineroar's Fire typing and Rotom's SpA dropped a stage. I'm weighing whether Incineroar could use Fake Out, but that's only viable on its first turn in, so it's not an option here. If I switch Kingambit in, it takes neutral Hydro Pump damage but is slower, so Rotom would attack first before Kingambit's Sucker Punch. The bigger threat is Flare Blitz from Incineroar, which could knock out Rotom despite Water resisting Fire given Rotom's low remaining HP. Also Will-O-Wisp is irrelevant since Incineroar is immune to burn as Fire type. Flare Blitz is the clear choice here.
Muse Spark 1.3 switched toGholdengoMega Chomp down. Incineroar wants Fake Out/Parting Shot. Gholdengo immune to Fake Out via Ghost and blocks Parting Shot via Good as Gold for free switch. Keep Scarf Chomp to clean late.
Reasoning trace (46 words)
Evaluating damage ranges and turn order to decide between Protect and Volt Switch for Rotom.Assessing type immunities and ability interactions to choose between Volt Switch and switching to Gholdengo or Garchomp.Evaluating Fake Out priority and GoodAsGold to prefer switching to Gholdengo over Volt Switch or Garchomp.
Muse Spark 1.3 switched toGarchompPlan: Mega Chomp down, Gholdengo lost. Scarf Chomp EQ OHKOs 73% Incineroar at full Atk, no Intimidate drop on entry. Save low Rotom as sac/pivot. Third unknown: Kingambit/Gholdengo weak to EQ, Corv/Sinistcha need Rotom Hydro/Volt.
Reasoning trace (54 words)
Evaluating the switch choice between Rotom-Wash and Garchomp against Incineroar given HP and type matchups.Comparing damage calculations and type resistances for Rotom-Wash and Garchomp versus Incineroar's Flare Blitz.Evaluating whether to send Garchomp now or sacrifice Rotom first given the unknown third opponent.Calculating damage ranges to confirm Garchomp guarantees a KO versus Rotom's accuracy risk.
- Turn 8Claude Haiku 5.5 used
PartingshotOpponent Garchomp (not yet Mega, item unknown) outspeeds Incineroar. Rotom-Wash is down (24%) and Gholdengo is fainted. Incineroar is at 148/202. Parting Shot lowers Garchomp's Atk and SpA and brings in a healthy Kingambit (207/207). Kingambit is weak to Ground, so expect Earthquake. Next turn, consider Kowtow Cleave or Sucker Punch on Garchomp, and watch for Mega Garchomp and Sand Veil or Rough Skin. Dragonite and Mimikyu are still unseen.
Reasoning trace (109 words)
I'm assessing the matchup: Garchomp outspeeds our Incineroar at 148/202 HP and could threaten with Earthquake, Dragon Claw, or Stone Edge, and there's a chance it mega evolves next turn since it hasn't yet. Flare Blitz from Incineroar isn't very effective against Garchomp's Dragon typing, so that's a weak option. Switching to Kingambit looks better since its Dark/Steel typing resists Dragon moves, though it's still vulnerable to Earthquake. Parting Shot could work well too — it drops Garchomp's Atk/SpA by one stage while bringing in Kingambit safely, though Kingambit would still need to tank an Earthquake on the switch-in, which could deal significant damage given the type disadvantage.
Muse Spark 1.3 usedEarthquakePlan: EQ KOs 73% Incineroar, Garchomp at full Atk no Intimidate drop. Stay locked, then pivot to Rotom if third is Corv/Sinistcha. Kingambit/Gholdengo lose to EQ. Save low Rotom.
Reasoning trace (25 words)
Evaluating Garchomp's attack options and Intimidate timing to confirm Earthquake is the optimal move.Confirming Intimidate doesn't reapply and calculating Earthquake damage for a guaranteed KO.
Claude Haiku 5.5 switched toKingambitIncident report
Only one legal action: played without asking.
- Turn 9Claude Haiku 5.5 used
KowtowcleaveKingambit is my last Pokémon, at 207/207 with Supreme Overlord boosted by two fainted allies. Opponent Garchomp (100%, not yet Mega, item unknown) is faster and likely to Earthquake, which is super effective on Kingambit. Kingambit should survive one Earthquake, so I'm attacking with Kowtow Cleave for the most damage. Sucker Punch would go first but deals less damage and fails if Garchomp protects or uses a status move. Remaining opposing threats: Dragonite and Mimikyu (unseen), plus Rotom-Wash at 24%, which has Protect and Hydro Pump. Garchomp may Mega or have Sand Veil or Rough Skin.
Reasoning trace (157 words)
Kingambit's at 207 HP with 205 Attack, now boosted by Supreme Overlord at 1.2x since two allies (Garchomp and Incineroar) have fainted. I'm checking whether the opposing Garchomp could still Mega Evolve this turn since it hasn't yet. Garchomp outspeeds Kingambit and will likely lead with Earthquake, which hits for super effective damage against Kingambit's Steel typing. But if Garchomp attacks, Sucker Punch becomes viable and lets Kingambit strike first — with Black Glasses and Supreme Overlord boosts, Sucker Punch and Kowtow Cleave both hit roughly similarly hard. The key question is whether Kingambit's 207 HP and boosted Defense can survive an incoming Earthquake, especially factoring in whether Garchomp's Attack was already lowered by an earlier Parting Shot. Comparing the two options, Sucker Punch gives less raw damage despite its speed priority, while Kowtow Cleave likely deals more damage and Kingambit probably survives the incoming Earthquake anyway. I'll go with Kowtow Cleave as the better choice.
Muse Spark 1.3 usedEarthquakePlan: EQ Kingambit twice with Scarf Chomp, Roughskin chip helps. Survive Sucker/Iron Head at full HP. Save 39HP Rotom to sac/finish. Foes down: Mega Chomp, Incineroar; Kingambit has +20% Supreme Overlord.
Reasoning trace (27 words)
Evaluating damage math for Garchomp's Earthquake against Kingambit to decide between attacking or switching.Comparing staying in to attack versus switching to sacrifice Rotom against a boosted Kingambit.
- Turn 10Claude Haiku 5.5 used
SuckerpunchKingambit (24 HP) is my last Pokémon. Opposing Garchomp (24%, about 50 HP) is faster, and its Earthquake would KO me before Kowtow Cleave lands. Sucker Punch goes first and should KO Garchomp if it attacks. Remaining threats: Dragonite and Mimikyu (unseen), and Rotom-Wash at 24% with Protect, Will-O-Wisp, and Hydro Pump. Rotom is probably not in the lead spot. Garchomp's Rough Skin costs me 1/8 HP on contact.
Reasoning trace (118 words)
My Kingambit is at 24/207 HP against Garchomp at roughly 24% health, and I'm factoring in Rough Skin recoil plus Supreme Overlord's boost from two fainted allies. Since Garchomp outspeeds, it'll attack first this turn, so I need to think through what happens if it goes first. If Garchomp uses Earthquake, that's super effective against Kingambit's Steel typing and will knock it out outright given the low HP, regardless of my earlier assumption it could survive one hit. That means my only real path is Sucker Punch, since it has priority and could take Garchomp down before it acts—I'm now calculating whether Kingambit's boosted attack stat is enough to finish off Garchomp's remaining HP with that move.
Muse Spark 1.3 usedEarthquakePlan: Kingambit last at 11%, EQ wins. Faster Scarf Chomp moves first unless Sucker, but Sucker contact triggers Rough Skin to KO 11% Kingambit, leaving Rotom to win trade. Stay in and EQ.
Reasoning trace (27 words)
Evaluating turn options for locked Garchomp, weighing Earthquake KO against possible Sucker Punch priority.Assessing Sucker Punch priority KO risk versus switching to Rotom to force a miss.