Matches · 2026-10-14 · rules version c5

Drex v2.0 vs MiMo V2.6 Flash

Player 1
Drex v2.0's team
autopilot 0%
Player 2 · winner
MiMo V2.6 Flash's team
autopilot 0%

MiMo V2.6 Flash won in 5 turns · 6 min wall clock · 40,179 tokens · $0.004

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

Decisions

  1. Team preview
    Drex v2.0 brought Incineroar,gholdengo,dragapult5,339 tok · 2.8 s · $0.0003

    Lead: 22% BRING: incineroar, 21% BRING: dragapult, 17% BRING: toxapex Pick 2: 26% BRING: gholdengo, 23% BRING: dragapult, 19% BRING: toxapex Pick 3: 29% BRING: dragapult, 26% BRING: corviknight, 25% BRING: toxapex

    MiMo V2.6 Flash brought Garchomp,gholdengo,kingambit2,391 tok · 21.2 s · $0.0002

    Plan: lead garchomp — threatens Gholdengo, Toxapex, Incineroar with EQ, can set rocks. Scarf gholdengo cleans late; sucker punch kingambit beats Dragapult/Gholdengo/Gholdengo. Watch for Incineroar's Intimidate and possible Will-O-Wisp, and Corviknight walling garchomp/kingambit if unboosted. Keep kingambit for endgame cleanup.

    Reasoning trace (70 words)
    Their team: Gholdengo, Corviknight, Toxapex, Dragapult, Incineroar, Aegislash.
    
    Garchomp with life orb, roughskin — threatens Gholdengo, Toxapex, Incineroar (earthquake). Good lead. Gholdengo scarf — speed ties with Dragapult potentially (both 149? dragapult range 145-213, could be faster). Still good. Kingambit with sucker punch — beats Dragapult and Gholdengo.
    
    Bring: garchomp, gholdengo, kingambit.
    
    Note: Incineroar intimidate and probably wisp; Corviknight walls both. Kingambit handles Corviknight? Not well. But trio is solid.
  2. Turn 1
    Drex v2.0 used Fakeout1,895 tok · 0.8 s · $0.0001

    48% MOVE: fakeout, 15% MOVE: protect, 11% MOVE: willowisp

    MiMo V2.6 Flash used Earthquake3,675 tok · 120.6 s · $0.0007

    Incineroar lead, Intimidate dropped Garchomp to -1. EQ is super effective (~55-65% with Life Orb even at -1). Switching is dangerous: Flare Blitz would OHKO Gholdengo or Kingambit (both take SE Fire). Stay in and spam EQ; if it burns me, Garchomp's job is done but rocks/damage still useful. Save scarf Gholdengo and Kingambit for late game.

    Reasoning trace (650 words)
    Incineroar is Fire/Dark, weak to Ground. EQ at -1 Atk with Life Orb: base 100 * 1.3 * 0.67 ≈ 87 effective vs Incineroar's defense. Incineroar HP ~186, Def ~127. Damage estimate: (182*2/50+3)*100 = ~73, *1.3 = 95, *0.67 = 64, *2 (SE) = 128 minus... actually roughly 50-65% HP. Not a KO.
    
    Incineroar likely has Will-O-Wisp or Flare Blitz. If it burns Garchomp, Garchomp is crippled. Options: set stealth rock, or switch to kingambit (Dark, resists... Flare Blitz is Fire, super effective on Kingambit? Kingambit is Dark/Steel — Fire is neutral on Dark, SE on Steel → super effective). Hmm.
    
    Switch to gholdengo: Fire move would be neutral (Steel weak to Fire, Ghost neutral → SE actually Steel is weak to Fire, so Gholdengo takes SE from Flare Blitz too). But Gholdengo is scarf, outspeeds, and Shadow Ball hits Incineroar for SE (Ghost vs Dark = SE? Ghost is SE on Ghost/Psychic; Dark resists Ghost... actually Dark is immune? No, Dark resists Ghost? Ghost is not very effective on Dark? Let's recall: Ghost is SE vs Ghost and Psychic. Dark resists Ghost? Type chart: Dark resists Ghost? No — Ghost is neutral on Dark... Actually Dark takes neutral from Ghost? Hmm. Ghost attacking Dark: Dark is immune to... no. Psychic is immune to Dark? No.
    
    Type chart: Ghost → Dark: Dark resists Ghost? I believe Ghost is not very effective against Dark? No wait — Dark is immune to... nothing from Ghost. Ghost moves are neutral on Dark? Actually Ghost is super effective vs Ghost and Psychic only. Dark resists Ghost? Checking: Dark's defenses: Dark is weak to Bug, Fighting, Fairy; resists Ghost, Dark; immune to Psychic. Yes! Dark resists Ghost. So Shadow Ball is resisted by Incineroar.
    
    Gholdengo's Make it Rain (Steel) vs Incineroar: Steel is neutral on Fire? Fire resists Steel? Fire is not resistant to Steel... Steel is resisted by Fire, Water, Electric, Steel. Yes Fire resists Steel. So resisted too. Focus Blast (Fighting) vs Incineroar: Dark weak to Fighting, Fire neutral → SE. Scarf Gholdengo Focus Blast would do big damage.
    
    But we don't know Gholdengo is scarf — we do, it's ours. Focus Blast accuracy 70 though.
    
    Simplest: Garchomp is at -1, Incineroar threatens burn/Flare Blitz. Setting rocks is safe-ish but Incineroar might set rocks too or Flare Blitz.
    
    Actually, consider: EQ does ~55-65%. Incineroar Flare Blitz at -0 (its atk not lowered) vs Garchomp: Garchomp 183 HP, 115 Def. Flare Blitz 120 BP * STAB 1.5 = 180, SE on Garchomp? Fire vs Dragon/Ground: Fire is neutral on Dragon, neutral on Ground → neutral. Actually Fire SE on Grass/Bug/Ice/Steel. Neutral here. Damage: (121-183 atk)... at max 183: (183*2/50+3)*120*1.5 = (7.3+3)*180 = 1854/... let's compute: 183*2/50 = 7.32, +3 = 10.32, *120 = 1238, *1.5 STAB = 1858, /115 def... wait formula: (2*Level/5+2)*Power*Atk/Def/50+2. Level 50: 2*50/5+2 = 22. 22*120*1.5 = 3960 * Atk/Def... /115... 3960*183/115 = 6283, /50 = 125.6, +2 ≈ 128. Then modifiers: neutral 1. That's ~128 damage on 183 = 70%. Ouch. Plus recoil.
    
    So Garchomp stays in and EQs, taking heavy damage. Alternatively switch to Kingambit — takes Flare Blitz SE: Kingambit 140 Def, 207 HP. Fire SE on Steel. Damage: 22*120*1.5=3960 *183/140 = 5176 /50 = 103.5 +2 = 105.5, *2 SE = 211 — that's a OHKO basically. Bad.
    
    Switch to Gholdengo: takes Flare Blitz: 115 Def, 162 HP. 22*120*1.5=3960*183/115=6283/50=125.6+2=127.6, *2 (Steel weak) = 255 — OHKO. Bad too.
    
    So switching is risky if Incineroar Flare Blitzes. But Incineroar might use Will-O-Wisp or set rocks or U-turn.
    
    Best play: EQ. It's super effective, does ~55-65%, and Garchomp outspeeds. If Incineroar Flare Blitzes, Garchomp survives (~70% damage) and can KO next turn or be KO'd. Actually Garchomp would be at ~30%, then Incineroar takes recoil + Life Orb.
    
    Alternatively Scale Shot to boost speed and multi-hit — but at -1 and 90% accuracy, less damage.
    
    I'll go with earthquake.
  3. Turn 2
    Drex v2.0 used Crunch1,871 tok · 0.8 s · $0.0001

    25% MOVE: crunch, 24% SWITCH: gholdengo, 18% SWITCH: dragapult

    MiMo V2.6 Flash used Earthquake3,948 tok · 47.0 s · $0.0006

    Turn 1: Incineroar Fake Out did ~17% to Garchomp, LO recoil + Rough Skin brought it to 77%. Garchomp at -1 Atk with Life Orb EQ still KOs Incineroar from 77% (min damage ~140% vs max Def/HP). Garchomp outspeeds Incineroar, so Incineroar won't get a Flare Blitz off. Only risk: they switch to Corviknight (Flying, EQ-immune). Save Scarf Gholdengo and Kingambit for late game.

    Reasoning trace (611 words)
    Incineroar is at 77%, Life Orb. Garchomp at -1 Atk with Life Orb EQ: super effective 100 BP * 1.3 LO * 0.67 (from -1) ≈ decent damage. Incineroar Def 99-156. Garchomp Atk 182, at -1 = 121.
    
    Base power: 100 * 2 (SE) * 1.3 (LO) = 260. Effectiveness multiplier... wait, in showdown damage formula, it's (2*Level/5+2)*Power*Atk/Def/50+2, then *STAB * type effectiveness * random * LO.
    
    Garchomp: level 50, Atk 121 (after -1). Incineroar HP170-202, Def 99-156.
    
    Worst case for me (def 156, hp 202): (2*50/5+2)*100*121/156/50+2 = (22)*100*0.7756/50+2 = 22*100*0.0015512... wait let me redo.
    
    (22 * Power * Atk / Def)/50 + 2 = (22 * 100 * 121 / 156)/50 + 2 = (266200/156)/50 + 2 = 1706.4/50 + 2 = 34.1 + 2 = 36.1STAB 1.5 = 54.2, SE 2x = 108.4, LO 1.3 = 140.9. That's >100%.
    
    Best case for opponent def (min def 99, max HP 202): (22*100*121/99)/50+2 = (266200/99)/50+2 = 2688.9/50+2 = 53.8+2 = 55.8, *1.5=83.7, *2=167.4, *1.3=217.6. That's overkill.
    
    Actually worst damage case is when Def is max (156) and HP max (202), which gives 140% still. So EQ at -1 with Life Orb KOs Incineroar from 77%.
    
    Wait let me double check my formula. (2*50/5+2) = 22. Yes.
    
    So EQ kills Incineroar here. Incineroar can't KO Garchomp with Flare Blitz from 83% HP at -1... actually its Atk is not lowered. Flare Blitz base 120, Incineroar Atk 121-183. 
    
    (22*120*121/115)/50+2 = (319320/115)/50+2 = 2776.7/50+2 = 55.5+2 = 57.5. *1.5 STAB = 86.3, *2 SE = 172.5. So Flare Blitz at min Atk (121) already does 172% to Garchomp? Wait that can't be right, let me check max HP Garchomp 183, min def 115.
    
    Hmm, 172% > 100%, so Flare Blitz KOs Garchomp. Even at min Atk.
    
    So Garchomp dies to Flare Blitz. But EQ kills Incineroar first since Garchomp is faster. So it's a trade: Garchomp KOs Incineroar but then dies to... wait no, Garchomp moves first (speed 169 vs max 123). So Garchomp's EQ KOs Incineroar, and Incineroar doesn't get to move.
    
    Unless Incineroar uses a priority move, but only Fake Out is priority and it only works turn 1. So EQ should KO.
    
    But wait—the opponent might switch. If they switch to Corviknight (Flying, immune to Ground), the EQ does nothing. Toxapex resists? No, Toxapex is Water/Poison, neutral to Ground. Aegislash Steel/Ghost, neutral. Gholdengo Steel/Ghost, neutral. Dragapult neutral.
    
    Actually, what's the play? The opponent's Incineroar is at 77%. Garchomp at -1 with Life Orb EQ deals at least ~140% (worst case max def, max HP). So it KOs from 77%.
    
    If opponent switches to Corviknight (flying, immune), Garchomp wasted a turn and takes switch-in damage but no real harm. If they switch to anything else, they take a big hit.
    
    I think EQ is the clear play here. It KOs Incineroar if it stays, and does massive damage if they switch to anything but Corviknight.
    
    Alternatively, I could switch to Gholdengo to catch a Dark move (Flare Blitz doesn't hit Gholdengo well though - actually Fire SE on Steel Gholdengo). Switching Gholdengo in on Flare Blitz would be bad.
    
    What about setting up Stealth Rock? It doesn't help immediately. Incineroar threatens with Flare Blitz. I think EQ is the right call.
    
    Scaleshot gives +1 Spe and multi-hit but -1 Def. With 90% accuracy, 2-5 hits... at -1 Atk, it would do less than EQ. Also Scaleshot is only 25 BP base.
    
    Actually, Swords Dance is interesting. At -1, SD would bring me to +1. Then next turn I outspeed and hit hard. But Incineroar gets a free hit (Flare Blitz KOs). So that's bad.
    
    I'll go with EQ. It should KO Incineroar.
    Drex v2.0 switched to Gholdengo1,710 tok · 0.8 s · $0.0001

    62% SWITCH: gholdengo, 38% SWITCH: dragapult

  4. Turn 3
    Drex v2.0 used Shadowball1,981 tok · 0.8 s · $0.0001

    41% MOVE: shadowball, 24% SWITCH: dragapult, 17% MOVE: trick

    MiMo V2.6 Flash switched to Kingambit5,504 tok · 103.3 s · $0.0008

    Turn 2: EQ KO'd Incineroar. Garchomp now at -1 Atk, 73% HP, vs their Gholdengo. Their Gholdengo may outspeed if scarf; my EQ at -1 might not KO a bulky variant (~68% min). If it survives, Make It Rain/Shadow Ball KOs Garchomp. Kingambit resists both Gholdengo STABs (0.5x Ghost, 0.5x Steel) and threatens with Sucker Punch. Risk: Focus Blast. Keeping Garchomp alive at 73% for later chip is valuable. Switch to Kingambit.

    Reasoning trace (1,518 words)
    Gholdengo is weak to Ground. EQ at -1 with Life Orb: Gholdengo has ~162-194 HP, 103-161 Def. Garchomp at -1 Atk with Life Orb EQ. Base 130 Atk at -1. Let me estimate: 182 attack * 2/3 = ~121 effective. Level 50.
    
    Earthquake power 100, Life Orb 1.3x = 130 effective. STAB = 1.5x → 195. Super effective = 2x → 390.
    
    Damage formula: ((2*50/5+2)*121*195/def)/50+2
    
    Wait, let me redo. Base power after modifiers: 100 * 1.3 (LO) * 1.5 (STAB) * 2 (SE) = 390.
    
    Damage = ((2*50/5+2) * 121 * 390 / def) / 50 + 2
    = (22 * 121 * 390 / def) / 50 + 2
    = (1,042,980 / def) / 50 + 2At def 103: 10,126 / 50 + 2 = 204.5
    At def 161: 6,478 / 50 + 2 = 131.6
    
    Gholdengo HP: 162-194.
    
    At def 161 and HP 194: 131.6 damage vs 194 HP = 68%. Not KO.
    At def 103 and HP 162: 204 damage = 126%. KO.
    
    So it depends. If Gholdengo is fast and bulky... A scarf Gholdengo would have high speed. If their Gholdengo is scarf, it'd have lower SpA/Def.
    
    Gholdengo could also be scarf and outspeed... wait, no. Garchomp is 169, Gholdengo max speed possible is 149. So Garchomp moves first regardless (unless Gholdengo is scarf... but the speed range93-149 is listed, and Garchomp at 169 moves first unless priority).
    
    Wait, if Gholdengo is Choice Scarf, its speed could exceed 169. The range shown93-149 is without scarf consideration. Hmm, but the note says "you move first, unless a move has priority." So the game is telling me Garchomp outspeeds. Maybe the range accounts for items? Or maybe not.
    
    Actually, the battle log says "you move first, unless a move has priority" - this seems to be definitive that Garchomp moves first regardless of scarf. Hmm, but actually the range 93-149 might not account for scarf. Let me trust the game's statement.
    
    If Garchomp outspeeds, EQ might KO or not depending on Gholdengo's spread. If it doesn't KO, Gholdengo can fire back with Shadow Ball or Make It Rain.
    
    Garchomp has 134 HP. Gholdengo's Make It Rain (120 BP STAB) or Shadow Ball (80 BP STAB) at even moderate SpA would do a lot. Shadow Ball from137 SpA vs 107 SpD... let's estimate ~50-60%. Make It Rain would do more. Garchomp probably dies if Gholdengo survives the EQ.
    
    If EQ doesn't KO Gholdengo (high Def roll), Garchomp dies and we're down 2-1. If it does KO, we're up 2-1 with a damaged Garchomp.
    
    Risky but offensive. Alternatively, switch to Kingambit who resists both Steel and Ghost... wait, Kingambit is Dark/Steel. It's weak to Ground, Fire, Fighting. It resists Steel and Ghost? Dark resists... no. Steel resists Ghost? No. Ghost is not very effective against... nothing special for Kingambit. Actually:
    
    - Kingambit (Dark/Steel): Steel moves are not very effective (Steel resists Steel... actually Steel resists: Normal, Rock, Steel, Flying, Psychic, Bug, Ghost, Ice, Dragon, Fairy). So Ghost is resisted by Steel! Yes, Steel resists Ghost.
    
    So Kingambit takes neutral... wait, Steel resists Ghost (yes), and Dark takes neutral from Ghost? No, Dark is weak to... wait. Ghost is super effective against Ghost and Psychic. Kingambit is Dark/Steel. Dark is weak to Fighting, Bug, Fairy. Not Ghost. So Ghost vs Kingambit: Steel resists Ghost, Dark takes neutral. So Kingambit resists Ghost by 1/2? No wait.
    
    Steel resists Ghost? Let me think. Ghost is super effective against Ghost and Psychic. Ghost is not very effective against Dark and... Steel? Actually I think Ghost is resisted by Dark and... no. Let me recall: Ghost moves are not very effective against Dark (yes). Ghost moves are resisted by... actually Dark resists Ghost.
    
    So Kingambit (Dark/Steel): Ghost vs Dark = 0.5x, Ghost vs Steel = 0.5x? Actually no, I don't think Steel resists Ghost. Let me reconsider.
    
    Ghost type effectiveness:
    - Super effective vs: Ghost, Psychic
    - Not very effective vs: Dark
    - No effect on: Normal
    
    So Ghost is neutral vs Steel. And Ghost is not very effective vs Dark.
    
    Kingambit is Dark/Steel: Ghost does 0.5x to Dark, 1x to Steel = 0.5x total. Kingambit resists Ghost.
    
    Make It Rain (Steel): Steel is not very effective vs Steel (0.5x), and Steel vs Dark is neutral? Steel type effectiveness: not very effective vs Steel, Fire, Water, Electric. Super effective vs Ice, Rock, Fairy. Kingambit is Dark/Steel: Steel vs Dark is neutral, Steel vs Steel is 0.5x = 0.5x total. Kingambit resists Steel too.
    
    So Kingambit takes0.5x from both Gholdengo's STABs. That's great. And Kingambit has Sucker Punch which could hit Gholdengo.
    
    But Kingambit is slow (70). If I switch to Kingambit, Gholdengo attacks, Kingambit takes reduced damage. Then Kingambit can Sucker Punch or use Kowtow Cleave.
    
    Actually, this seems like the safe play. Gholdengo is faster than Kingambit, so Kingambit would need Sucker Punch priority. But if Gholdengo switches out, Sucker Punch fails.
    
    Alternatively, I stay in with Garchomp and EQ. If it KOs Gholdengo, great. If not, Garchomp might die but we learn Gholdengo's spread.
    
    Let me reconsider the EQ calc. Min SpD Gholdengo would be... wait, we're using physical EQ against Gholdengo's Defense. The minimum Def for Gholdengo at level 50 is 103, max is 161.
    
    For the worst case (def 161, HP 194): EQ does about 131 damage = 68% of 194. Not enough to KO.
    For the best case (def 103, HP 162): EQ does about 204 damage. KO.
    
    So it really depends on Gholdengo's investment. If Gholdengo is scarf (fast, low Def/HP), EQ likely KOs. If it's bulky, EQ might not KO.
    
    Given that Gholdengo could be bulky and survive, and then KO Garchomp with a special attack, this is risky.
    
    Switching to Kingambit is safer. Kingambit resists both STABs. And Kingambit can then threaten with Sucker Punch or Kowtow Cleave.
    
    But wait - Gholdengo could have Focus Blast, which would be super effective vs Kingambit (Dark). That's a risk.
    
    Hmm, let me think about what's optimal:
    
    Option A: EQ with Garchomp. 50% chance (roughly) to KO. If KO, we're in great shape. If not, Garchomp probably dies to Make It Rain/Shadow Ball, and we're 2-2 with Gholdengo damaged.
    
    Option B: Switch to Kingambit. Takes 0.5x STAB hit. Then can attack. But risk of Focus Blast.
    
    Option C: Switch to Gholdengo (scarf). My Gholdengo vs their Gholdengo. Scarf gives me speed advantage. Shadow Ball from my scarf Gholdengo could be strong.
    
    Hmm actually, if I switch to my scarf Gholdengo, I'd outspeed theirs (assuming theirs isn't also scarf). And I could Shadow Ball them. But their Gholdengo might also be scarf.
    
    I think the safest play is to switch to Kingambit, which resists both STABs. If they have Focus Blast, it hurts but Kingambit might survive at 107 SpD... Focus Blast 120 BP from ~150 SpA vs 107 SpD on Kingambit (HP 207)... might do 60-70%. That's bad but not fatal.
    
    Alternatively, staying in and EQ'ing is offensive and could win the exchange. Given Garchomp is already Life Orb'd and at 73%, it's not going to be super useful later anyway.
    
    Actually, I think I'll go with EQ. It's the aggressive play. If it KOs, we're up 2-1. Garchomp at -1 with LO EQ doing ~68-126% based on spread... if their Gholdengo is scarf, its Def would be uninvested (103 range) and HP lower (162 range), so EQ would likely KO. If it's bulky, might not.
    
    Hmm. Let me reconsider. Kingambit switch is safe against both STABs and then Kingambit can threaten. Kingambit's Sucker Punch also has priority over Gholdengo.
    
    Actually, the safest and most consistent play might be to switch to Kingambit. If Gholdengo attacks (Shadow Ball or Make It Rain), Kingambit takes ~25-35% and then can Sucker Punch next turn. If Gholdengo uses Focus Blast, Kingambit takes 60-70% but survives and can KO back with Kowtow Clead.
    
    But if they predict the switch and use a setup move or switch themselves...
    
    I think I'll go with EQ. It's the most straightforward play. If it KOs, huge advantage. If not, Garchomp probably goes down but we've weakened Gholdengo.
    
    Wait, actually there's another consideration. Gholdengo has Good as Gold - immune to status moves. So Trick doesn't work on it. Hmm.
    
    Let me just go with EQ. The aggressive play. Garchomp's at -1 with LO, and if Gholdengo is any variant that's not fully physically defensive, it KOs. And even if it doesn't, Gholdengo will be low.
    
    Hmm actually wait - let me reconsider more carefully. My Garchomp is at 134 HP. Gholdengo at 100%. If EQ doesn't KO, Gholdengo uses Make It Rain (120 BP STAB, LO maybe, or some item). That likely KOs Garchomp. We go 2-2 with a weakened Gholdengo.
    
    If I switch to Kingambit, I keep Garchomp alive at 134 HP (73%). Even though Garchomp is at -1, it can still do some damage later, or set up rocks. Kingambit resists both STABs and can threaten.
    
    I think switching to Kingambit is the better play. We keep Garchomp alive and Kingambit is a good answer to Gholdengo.
    
    Let me go with switching to Kingambit.
  5. Turn 4
    Drex v2.0 switched to Dragapult2,144 tok · 0.9 s · $0.0001

    33% SWITCH: dragapult, 21% MOVE: shadowball, 20% MOVE: trick

    MiMo V2.6 Flash used Kowtowcleave3,724 tok · 30.6 s · $0.0005

    Kingambit in vs their Gholdengo. Kowtow Cleave with Black Glasses + Supreme Overlord (+10%) = ~112 BP, 2x SE — roughly 178% on min-Def Gholdengo (OHKO), ~115% on max-Def (still over half). Sucker Punch hits first but fails on a switch or status move, and does less. Gholdengo can't Trick-status me usefully and Good as Gold blocks my own status options. Kowtow Cleave is the safe, near-guaranteed nuke that also punishes a switch to Toxapex/Corviknight. Preserve Scarf Gholdengo and 73% Garchomp for the back.

    Reasoning trace (256 words)
    Kingambit at 79.7%, +10% Supreme Overlord (1 fainted ally). Black glasses. Sucker Punch: 70 * 1.2 * 1.1 = 92.4 BP. vs Gholdengo min SpD... physically, Gholdengo Def 103-161. Actually sucker is physical. Gholdengo's weaker defensive stat is usually SpD but here Def min 103, SpD min 99. Kowtow Cleave 85 * 1.2 * 1.1 = 112 BP, SE = 2.2x. That's strong.
    
    Kowtow Cleave damage: 182 Atk * 2.2 * (148/149) * 2 / (min Def 103... wait range103-161) ... Let's compute: base 85, effective BP = 85*1.2*1.1 = 112.2. Damage = (2*50/50+2)*112.2*182/Def /50+2...Standard formula at L50: Damage = ((2*50/5+2)*BP*Atk/Def)/50 + 2 = ((20+2)*112.2*182/Def)/50+2 = (22*112.2*182/Def)/50+2 = (447802/Def)/50 + 2... wait 22*112.2 = 2468.4; *182 = 449,248.8; /Def; /50; +2.
    
    Def 103: 449249/103 = 4361.6; /50 = 87.2; +2 = 89.2. SE x2 = 178. That's a KO on min-def Gholdengo (162 HP). 
    
    Def 161: 449249/161 = 2790; /50=55.8; +2 = 57.8; x2 = 115.7. Survives at ~46% if 162 HP, or 115/194 = 59% damage... survives.
    
    So Kowtow Cleave has chance to OHKO, min ~58% at worst. Sucker Punch: 92.4 BP: 22*92.4*182 = 369,250 /Def /50+2. Def 103: 72+2=74 x2 = 148 KO. Def 161: 46.5+2=48.5 x2 = 97. Less. But sucker priority ensures we move first even though they're faster.
    
    Risk of sucker: they switch or use status move. Kowtow Cleave is safer, guaranteed damage, and hits nearly as hard. If they switch to toxapex/corviknight, Kowtow still does decent neutral damage.
    
    I'll go Kowtow Cleave — safe, strong, likely OHKO, no failure condition.
    Drex v2.0 switched to Gholdengo
    Incident report
    Only one legal action: played without asking.
  6. Turn 5
    Drex v2.0 used Shadowball2,167 tok · 0.7 s · $0.0001

    32% MOVE: shadowball, 27% MOVE: trick, 26% MOVE: recover

    MiMo V2.6 Flash used Kowtowcleave3,830 tok · 27.5 s · $0.0005

    Their last Pokémon is this Gholdengo (Incineroar and Dragapult both fainted). Kowtow Cleave with Black Glasses + Supreme Overlord +10% is a guaranteed OHKO on any Gholdengo spread. Even if their Focus Blast (1x neutral on Dark/Steel) KOs Kingambit first, my Scarf Gholdengo and 73% Garchomp can revenge the weakened or locked Gholdengo. Sucker Punch risks failing on a non-attack. Kowtow Cleave is the safe, game-ending play.

    Reasoning trace (432 words)
    Kingambit vs Gholdengo. Kowtow Cleave is near-guaranteed OHKO. Sucker Punch hits first but Gholdengo may not attack. Kowtow Cleave is safest — it's not affected by accuracy, hits through any non-immune, and KOs. Focus Blast risk is only relevant if I switch out. Let me just attack with Kowtow Cleave again.
    
    Wait — Gholdengo already moved last turn with Shadow Ball when Kingambit switched in. This turn it will attack again, likely with Make It Rain or Shadow Ball or Focus Blast. Either way Kowtow Cleave should KO it. But Focus Blast could KO Kingambit first since it moves first. However even if Kingambit goes down, I have two Pokémon left against one.
    
    Let me calculate: Gholdengo's max SpA at level 50 is around 180. Focus Blast at 120 BP, super effective (2x) vs Kingambit (Dark/Steel — Fighting is SE vs Dark but NVE vs Steel, so actually 1x neutral). Wait: Dark/Steel — Fighting hits Dark for 2x and Steel for 0.5x, so net 1x neutral. Make It Rain (Steel) hits Steel for 0.5x = NVE. Shadow Ball (Ghost) hits Dark for 0.5x = NVE. So Focus Blast is the only neutral STAB.
    
    Kingambit has165/207 HP and 140 Def but SpD is 107. Focus Blast from max SpA Gholdengo (~185 at level 50 based on my Gholdengo's stats... theirs could be up to 203 based on range). That could do decent damage but probably not OHKO from 80%.
    
    Even if it doesn't KO Kingambit, Kowtow Cleave will KO Gholdengo. If Focus Blast does KO, I still have Scarf Gholdengo and Garchomp vs their last Pokémon (whoever the 3rd is — it's already seen all three: Incineroar, Dragapult, Gholdengo, so wait... they brought 3 and all have been seen. Incineroar and Dragapult fainted. Only Gholdengo remains). So this is the endgame.
    
    Kowtow Cleave will KO. Even if Focus Blast KOs Kingambit first, my Gholdengo with Scarf comes in and can revenge. So Kowtow Cleave is the right play — it guarantees the KO if it survives, and if it doesn't, Scarf Gholdengo revenge kills.
    
    Actually, Sucker Punch is risky because Gholdengo might not attack (e.g., uses Trick or something). But Gholdengo is Choice-itemed maybe? No, it could be scarf too. But Sucker Punch hitting first with priority means if Gholdengo attacks, I win without taking damage. If it doesn't attack, Sucker Punch fails and Kingambit takes a hit.
    
    Kowtow Cleave always works regardless. Even if Gholdengo moves first and does big damage, as long as it doesn't KO, I KO back. Let me go with Kowtow Cleave — it's the safe, guaranteed option.