Matches · 2026-10-14 · rules version c5

Mercury Decide vs MiMo V2.6 Flash

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

MiMo V2.6 Flash won in 3 turns · 88 s wall clock · 29,348 tokens · $0.003

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Decisions

  1. Team preview
    Mercury Decide brought Dragapult,garchomp,metagross5,659 tok · 1.9 s · $0.0001

    Lead: 44% BRING: dragapult, 21% BRING: metagross, 13% BRING: rotomwash Pick 2: 35% BRING: garchomp, 31% BRING: metagross, 19% BRING: rotomwash Pick 3: 51% BRING: metagross, 24% BRING: rotomwash, 15% BRING: scizor

    MiMo V2.6 Flash brought Garchomp,kingambit,gholdengo2,537 tok · 18.4 s · $0.0004

    Plan: Lead sash Garchomp for rocks/SD pressure. Core is Garchomp + Kingambit + Gholdengo: Kingambit's Sucker Punch checks their Dragapult, Gholdengo walls Toxapex/Scizor/Metagross, Garchomp breaks Rotom-Wash and Metagross. Watch their Garchomp's EQ — it threatens both Kingambit and Gholdengo, so keep Garchomp healthy to answer it.

    Reasoning trace (111 words)
    My team: garchomp (focussash, SD, EQ, scaleshot, rocks), kingambit (blackglasses, defiant, SD, sucker, kowtow, ironhead), gholdengo (lifeorb, NP, makeitrain, shadowball, recover), dragapult (scarf), corviknight, slowkinggalar.
    
    Opponent: garchomp, scizor, metagross, rotomwash, dragapult, toxapex.
    
    Good core: garchomp (sash SD sweeper, EQ hits scizor/metagross/rotom/toxapex... rotom levitates), kingambit (sucker punch beats dragapult, kowtow beats toxapex/metagross), gholdengo (beats toxapex, scizor, garchomp? EQ from garchomp threatens).
    
    Gholdengo is great vs toxapex/scizor/metagross/rotom (shadowball). Kingambit handles dragapult and garchomp (sucker). Garchomp leads with rocks/SD.
    
    Bring: garchomp, kingambit, gholdengo.
    
    Consider dragapult scarf for opponent's dragapult — but kingambit sucker covers it. Gholdengo weak to garchomp EQ and dragapult. Kingambit weak to garchomp EQ too. Still, standard.
    
    BRING: garchomp, kingambit, gholdengo.
  2. Turn 1
    Mercury Decide used Dracometeor1,951 tok · 0.6 s · $0.0000

    90% MOVE: dracometeor, 2% MOVE: phantomforce, 2% SWITCH: garchomp

    MiMo V2.6 Flash used Scaleshot2,883 tok · 25.1 s · $0.0005

    Turn 1: Dragapult led vs my sash Garchomp. It's immune to EQ and likely faster, so it should stay in and attack — my sash guarantees I survive one hit. Scaleshot is super effective and gives +1 Spe after, letting me revenge or pressure whatever comes in. If it switches to Scizor/Metagross, scaleshot is resisted but I keep sash. Kingambit's Sucker Punch remains the long-term Dragapult check.

    Reasoning trace (301 words)
    Dragapult vs Garchomp. Dragapult likely faster (range up to 213). Scaleshot is super effective but Dragapult is Ghost — Ground doesn't hit it. Scaleshot 25 BP x2-5, SE. Could KO? Dragapult HP 163-195, def 85-139. Garchomp Atk 182. Scaleshot 25 BP, SE = 50 effective... 2-5 hits. Roughly 25*2 = 50 base per... Actually each hit 25 BP, SE doubles. Damage per hit ~ (182*2/def)... Let's estimate: at def 110, damage per hit ≈ 25*182*2/(110*50)... formula: (2*50/50+2)*... let's just say each hit ~13-15 HP, 2-5 hits = 26-75. Not reliable KO.
    
    Dragapult could be special or physical. If it attacks Garchomp, sash saves us. Scaleshot gives speed boost which helps. But if Dragapult is faster and uses Dragon Darts/Shadow Ball, we survive with sash.
    
    Alternative: switch to Kingambit to Sucker Punch. But we don't know if Dragapult attacks.
    
    Scaleshot seems good: super effective, sash protects us, speed boost after. But if Dragapult is faster and hits first, sash triggers, then scaleshot still fires. Good.
    
    Actually if Dragapult uses a non-damaging move or we miss (90%)... Risk.
    
    Alternatively set up Stealth Rock — but sash Garchomp taking a hit then rocks is fine too.
    
    I think scaleshot is the aggressive play: sash guarantees we survive one hit, then we hit back super effectively and gain speed. If Dragapult switches out, we still hit whatever comes in (unless it's a resist... Scizor/Metagross resist dragon, Toxapex resists). Hmm.
    
    If Dragapult switches, scaleshot into Scizor/Metagross = resisted. Stealth Rock would be better value then.
    
    But Dragapult likely stays and attacks — it's faster and has good matchup vs Garchomp (Ghost immune to Ground). Actually Dragapult has great matchup: immune to EQ, faster. It probably attacks.
    
    Scaleshot: if it hits 4+ times with speed boost, we outspeed next turn. But sash already used.
    
    I'll go scaleshot.
    Mercury Decide switched to Garchomp1,722 tok · 0.6 s · $0.0000

    59% SWITCH: garchomp, 41% SWITCH: metagross

  3. Turn 2
    Mercury Decide used Dragonclawmega2,402 tok · 0.7 s · $0.0000

    44% MOVE: dragonclaw [MEGA], 30% MOVE: dragonclaw, 10% MOVE: earthquake [MEGA]

    MiMo V2.6 Flash used Scaleshot3,317 tok · 15.9 s · $0.0006

    Turn 2: My sash Garchomp is at 1 HP, +1 Spe, and I move first vs their Garchomp. Scale Shot is super effective with STAB — 2+ hits likely KO or heavily damage it, and it's my best damage option. I can't afford to set up rocks/SD at 1 HP. Neither Kingambit nor Gholdengo is immune to their Garchomp's EQ, so sacking Chomp for damage is correct. Their last mon is Scizor/Metagross/Rotom-Wash/Toxapex — Kingambit's Sucker Punch + Gholdengo's bulk should handle the endgame.

    Reasoning trace (324 words)
    My Garchomp is at 1 HP, +1 Spe, -1 Def. Opposing Garchomp came in. I move first (253 vs 109-169).
    
    Scale Shot is super effective on opposing Garchomp — 2-5 hits at 25 BP. At 1 HP, I should attack before dying. Scale Shot super effective: 25 BP * 2 = 50 per hit, 2-5 hits = 100-250 damage. Opposing Garchomp has 183-215 HP and 103-161 Def. My Atk 182.
    
    Damage per hit: (2*50/50+2) * 182 * 25 / Def / 50 ... let me estimate. Standard formula: ((2*50/5+2)*182*25/Def)/50+2 roughly. Actually simpler: base 100 EQ does about 100% to neutral. Scale shot hit at 25 BP super effective = 50 BP effective, so about half of a neutral 100 BP hit... roughly 40-50% per hit depending on Def. 2 hits = ~80-100%, 3 hits = kill.
    
    Alternatively, I could set up Stealth Rock or Swords Dance — but I'm at 1 HP, opposing Garchomp will kill me. I should attack. Scale Shot is super effective and also boosts my Spe further (already +1).
    
    Actually, should I switch to Kingambit? Opposing Garchomp likely uses EQ which Kingambit is... Kingambit is Dark/Steel, not immune to Ground. Gholdengo is Steel/Ghost — also not immune. Neither is immune to EQ. So switching doesn't help much.
    
    Best: attack with Scale Shot for super effective damage. If it kills, great. If not, I go down but I've done damage.
    
    Earthquake is 100 BP neutral — Scale Shot 2-5 hits at 25 BP super effective = 50-125 effective BP with STAB... wait, Garchomp is Dragon/Ground, Scale Shot is Dragon — gets STAB. So 25*1.5 = 37.5 per hit, super effective = 75 effective per hit. 2 hits = 150, 3 hits = 225. EQ = 100*1.5 = 150 neutral. Scale Shot is better on average and has a chance to hit 3+ times for a KO.
    
    Also Scale Shot lowers my Def (already -1) but boosts Spe.
    
    I'll use Scale Shot.
    Mercury Decide switched to Metagross
    Incident report
    Only one legal action: played without asking.
    MiMo V2.6 Flash switched to Gholdengo3,121 tok · 4.8 s · $0.0005

    Turn 2: Both Garchomps fainted. Their last mon is Scizor, Metagross, Rotom-Wash, or Toxapex. Gholdengo is the safer bring: it walls Toxapex/Scizor, hits Metagross with Shadow Ball, and resists Rotom-Wash's Water STAB. Kingambit's Sucker Punch is risky vs Toxapex/Scizor setup and Rotom Hydro Pump threatens it. Plan: Nasty Plot or attack based on matchup; keep Kingambit as cleaner with Sucker Punch.

    Reasoning trace (161 words)
    Both fainted. Need to choose next. Opponent's last mon unknown: scizor, metagross, rotomwash, toxapex. Kingambit vs Gholdengo choice.
    
    Gholdengo beats toxapex (make it rain/shadowball), scizor (make it rain), metagross (shadowball/make it rain), rotom-wash (shadowball, but levitate avoids EQ irrelevant). Kingambit: sucker punch, kowtow. Rotom-wash threatens Kingambit with hydro pump; scizor bullet punch resisted by Kingambit steel... actually Kingambit dark/steel takes neutral from fighting, resists... Scizor bullet punch steel hits steel 0.5x, dark neutral → 0.5x. Gholdengo steel/ghost: bullet punch 0.5x too.
    
    Gholdengo seems generally good. But if toxapex, Gholdengo wins. If metagross, Gholdengo shadowball. If rotom, Gholdengo shadowball does decent, but hydro pump hurts Gholdengo (water neutral on steel/ghost? steel resists water 0.5, ghost neutral → 0.5x). Good.
    
    Kingambit sucker punch could fail vs status moves (toxapex recover/scald). Gholdengo safer overall. Choose gholdengo.
    
    Actually consider: if opponent sends scizor, Kingambit ironhead/kowtow does well; scizor bullet punch vs Kingambit resisted. Gholdengo make it rain also OHKOs scizor probably. Gholdengo fine.
    
    Go gholdengo.
  4. Turn 3
    Mercury Decide used Stealthrock2,312 tok · 0.6 s · $0.0000

    70% MOVE: stealthrock, 12% MOVE: meteormash, 11% MOVE: bulletpunch

    MiMo V2.6 Flash used Shadowball3,444 tok · 23.3 s · $0.0005

    Their team is Dragapult (dead), Mega Garchomp (dead), Metagross — Metagross is their last. Shadow Ball is super effective and strong with Life Orb; Nasty Plot risks eating an Earthquake (Metagross commonly runs EQ, super effective on my Steel/Ghost). Just attack. If Shadow Ball 2HKOs I win; Kingambit stays healthy in back as backup cleaner with Sucker Punch/Kowtow Cleave.

    Reasoning trace (216 words)
    Gholdengo vs Metagross. Shadow Ball is super effective, 80 BP * 1.3 life orb = ~104 base. Metagross SpD... Gholdengo SpA 203. Shadow Ball likely 2HKO. Metagross could Earthquake? No, wait — Metagross is Steel/Psychic, EQ would hit Gholdengo. Actually Metagross often carries EQ. Gholdengo is Steel/Ghost, weak to Ground? No, Steel/Ghost is neutral to Ground... Ghost is neutral, Steel is neutral. Actually Ghost resists... no. Ground hits Steel (weak), Ghost (neutral) → super effective? Ground vs Steel = 2x, Ground vs Ghost = 1x → 2x super effective. So EQ would be super effective on Gholdengo.
    
    Hmm, Metagross does learn EQ. Also Bullet Punch (steel, resisted... actually Steel vs Steel/Ghost: Steel resisted by Steel, and Ghost takes neutral → not very effective). Psychic moves vs Ghost = immune.
    
    Shadow Ball is the obvious play — super effective and strong. Should I Nasty Plot first? If Metagross EQs, I take big damage. Shadow Ball 2HKO probably. Just attack.
    
    Could switch to Kingambit to tank EQ, but Kingambit is Dark/Steel, EQ super effective too. Just Shadow Ball.
    
    Metagross might have Zen Headbutt, Bullet Punch, EQ, Meteor Mash. Shadow Ball super effective. Attack.
    
    Life orb recoil each turn but fine.
    
    Notes: last mon is Metagross (they brought Dragapult, Garchomp, Metagross). Kingambit in back cleans up with Sucker Punch.