Matches · 2026-10-14 · rules version c5
Mercury Decide vs MiMo V2.6 Flash
MiMo V2.6 Flash won in 6 turns · 8 min wall clock · 55,376 tokens · $0.007
The replay player loads from play.pokemonshowdown.com. The full battle log is below.
Decisions
- Team previewMercury Decide brought
Dragapult,metagross,garchompLead: 42% BRING: dragapult, 18% BRING: metagross, 16% BRING: kingambit Pick 2: 30% BRING: metagross, 26% BRING: garchomp, 18% BRING: scizor Pick 3: 56% BRING: garchomp, 23% BRING: scizor, 14% BRING: chandelure
MiMo V2.6 Flash broughtSlowkinggalar,gholdengo,palafinPlan: lead Slowking-Galar (Chilly Reception pivot, answers Chandelure/Scizor with flamethrower), Gholdengo scarf as revenge killer (Focus Blast Chandelure, hits Kingambit/Metagross/Dragapult), Palafin as hero-form breaker (Wave Crash vs Garchomp/Kingambit/Metagross). Avoid Kingambit and Chomp — both fold to Chandelure. Their Defiant Kingambit and Infiltrator Chandelure are the key threats.
Reasoning trace (370 words)
My team: Garchomp, Gholdengo, Kingambit, Slowking-Galar, Corviknight, Palafin. Opponent: Garchomp, Dragapult, Kingambit, Scizor, Chandelure, Metagross. I need to pick 3. Good core against their team: Palafin (hero form) is strong — Wave Crash hits Garchomp, Metagross, Kingambit. Chandelure is a threat (Fire/Ghost) — my Kingambit hates it, Garchomp is ok (EQ one-shots if I outspeed? Chandelure speed 90-145, Garchomp 109-169 — I could outspeed). Gholdengo with scarf: Make It Rain / Shadow Ball / Focus Blast hits Chandelure (Focus Blast), Metagross, Kingambit. Slowking-Galar with flamethrower handles Chandelure and Scizor. Regenerator good pivot with Chilly Reception to set up rocks via... no, Chilly Reception just pivots. Garchomp has Stealth Rock. Corviknight walls Scizor, Garchomp (if no stone edge... rough skin). Body Press after Iron Defense beats Kingambit and Metagross. Pick: Garchomp (rocks lead), Gholdengo (scarf revenge killer), Palafin (wallbreaker). But Chandelure is a big threat to both Garchomp? Chandelure outspeeds my Chomp possibly, and Fire Blast kills. Palafin can handle Chandelure with Wave Crash? Chandelure SpD 99-156, HP 135-167 — Palafin Wave Crash in hero form would hurt a lot but I can't switch in on a Fire Blast. Palafin only gets hero form after switching out. Alternative: Slowking-Galar lead (Chilly Reception pivots, Chandelure switch-in, absorbs fire, flamethrower). Actually Slowking-Galar is a great Chandelure answer and Scizor answer. Give: slowkinggalar, palafin, kingambit? Kingambit hates Chandelure. Give: slowkinggalar (lead, pivots, handles Chandelure/Scizor), gholdengo (scarf, handles Kingambit/Dragapult/Chandelure with focus blast), palafin (breaker). Gholdengo handles their Kingambit (not Defiant? Defiant possible — Make It Rain lowers stats, Defiant +2 atk... but I'm special; sucker punch from Defiant Kingambit would hurt. Scarf Gholdengo outspeeds Kingambit though). Good as Gold blocks status. That's a solid core. Garchomp lead with rocks is also fine but Chandelure is scary. Slowking with Chilly Reception gives momentum and rocks can't be set... I lose rocks, which is fine vs their team. Actually palafin needs to switch out to get hero form — slowking Chilly Reception pivots nicely into it. Final: BRING: slowkinggalar, gholdengo, palafin. Wait, Kingambit is a wincon with Supreme Overlord and Sucker Punch. Their team: Scizor, Metagross, Garchomp all weak to... Kingambit hates Chandelure and Garchomp EQ. I'll stick with my three. Notes should be under 60 words.
- Turn 1Mercury Decide used
Shadowball85% MOVE: shadowball, 7% MOVE: phantomforce, 6% MOVE: dracometeor
MiMo V2.6 Flash usedChillyreceptionSlowking is weak to Dragapult's Ghost STAB (Psychic typing), so don't stay in. Chilly Reception pivots out safely, keeps Regenerator healing, and preserves momentum to bring in Gholdengo or Palafin depending on what they reveal. Their last two are likely Chandelure/Kingambit or Garchomp/Scizor — scout with this pivot.
Reasoning trace (208 words)
Dragapult vs Slowking-Galar. Dragapult could be special or physical. Slowking is specially bulky. Chilly Reception pivots out and gives momentum — safe play. Could go to Gholdengo, but Dragapult could be Dragon Darts/Shadow Ball. Chilly Reception into Gholdengo seems good since Gholdengo resists... actually Gholdengo is weak to Ghost and Dragon. Hmm. Palafin takes neutral from Dragon, resists nothing Ghost... Palafin takes neutral from Ghost and Dragon. Slowking is neutral to both too (Poison/Psychic — Ghost is neutral? Psychic doesn't resist Ghost; actually Poison resists... no. Ghost is neutral on Poison/Psychic — Psychic is weak to Ghost! So Slowking-Galar takes super effective from Ghost. Wait, Poison/Psychic: Ghost super effective vs Psychic. So Shadow Ball from Dragapult would hurt Slowking. But Slowking has high SpD (178) and Shuca berry (ground only). Safest: Chilly Reception to pivot, gaining momentum and getting Slowking out of Ghost weakness. Bring in... the switch-in choice is automatic with chillyreception? In this game, chillyreception probably brings a menu. But the legal action just says the move. I'll pick chillyreception — it likely lets me choose the incoming Pokémon afterward, or picks something sensible. Alternatively switch directly to Palafin — Palafin at0 form is weak. Chilly Reception also sets snow, which is minor. I'll go chillyreception.
MiMo V2.6 Flash switched toGholdengoTurn 2: Chilly Reception pivots Slowking out (also heals via Regenerator). Bring Gholdengo — immune to Dragapult's Ghost STAB, and Scarf Shadow Ball threatens a KO on this 90% Life Orb Pult. If they predict the switch and go to Kingambit (Defiant) I still threaten 2HKO with Make It Rain; if Chandelure comes in (Flash Fire risk on Shadow Ball) Make It Rain still hits it. Slowking stays low but Regenerator heals it for a late-game special sponge.
Reasoning trace (78 words)
Switch Gholdengo in — immune to Ghost, good as gold blocks status. Scarf Shadow Ball threatens KO. Dragapult likely switches to Kingambit (Defiant) or Chandelure (Flash Fire? it's Infiltrator possibly). Gholdengo's Shadow Ball is safe. Alternatively Palafin to set hero form via... actually Palafin needs to switch out to activate Zero to Hero. Bringing Palafin in then Flip Turn later activates it. But Gholdengo scarf is a strong revenge option here. Switch Gholdengo: immune to Shadow Ball. Good.
- Turn 2Mercury Decide used
Phantomforce58% MOVE: phantomforce, 40% MOVE: shadowball, 1% SWITCH: garchomp
MiMo V2.6 Flash usedShadowballTurn 2: Scarf Gholdengo (149 base Spe × 1.5 = ~223) outspeeds Life Orb Dragapult (max 213 Spe). Shadow Ball is super effective and should KO from 90%. If they switch to Kingambit (Defiant) or Chandelure (Flash Fire), Shadow Ball still does solid neutral damage, and I can adapt next turn. Pull the trigger on Shadow Ball for the KO.
Reasoning trace (134 words)
Scarfed Gholdengo at 149 speed vs Dragapult's base 142 (max 213 at level 50 possible). Dragapult could be faster if invested in speed. But my scarf gives 1.5x = 149... wait, Gholdengo's speed shown is 149 already with scarf? The stats show Spe 149 which is the raw stat before scarf I think. With scarf it'd be ~223. Actually the speed range shown for Dragapult is 145-213, suggesting that's the raw stat. So Gholdengo at 149 raw, with scarf = 223, which outspeeds Dragapult's max213 raw... but wait, Dragapult could also have a scarf. It showed Life Orb, so it's not scarfed. So my scarfed Gholdengo at 223 speed definitely outspeeds Dragapult at max 213. I should be able to KO with Shadow Ball (super effective). Let me use Shadow Ball to KO Dragapult.
Mercury Decide switched toMetagross85% SWITCH: metagross, 15% SWITCH: garchomp
- Turn 3Mercury Decide used
Earthquakemega93% MOVE: earthquake [MEGA], 6% MOVE: earthquake, 0% SWITCH: garchomp
MiMo V2.6 Flash usedShadowballTurn 3: Scarf Gholdengo outspeeds Metagross (max 134 Spe vs my 223). Shadow Ball is 2x super effective (Ghost vs Psychic) — likely a KO or near-KO, and a SpDef drop roll seals it. Their last unseen mon is likely Kingambit or Chandelure; if Metagross survives I can revenge with another Shadow Ball. Keep Palafin healthy for hero-form cleanup.
Reasoning trace (97 words)
Scarf Gholdengo Shadow Ball is super effective vs Metagross. Should do heavy damage. Metagross is Steel/Psychic, Shadow Ball 2x effective. Even resisted? No, Steel resists Ghost? Actually Steel does not resist Ghost. Ghost is neutral vs Steel; Psychic weak to Ghost. So2x. Let's use Shadow Ball. Potential risk: Metagross could be a tank with weakness policy... but we're Scarf and outspeed. Just click Shadow Ball for big damage/KO. Note: only makeitrain, shadowball, focusblast, trick available — legal actions only show shadowball? Odd, maybe others were filtered. Actually only action 1 given as MOVE: shadowball. So take it.
- Turn 4Mercury Decide used
Earthquake96% MOVE: earthquake, 3% SWITCH: garchomp, 0% MOVE: thunderpunch
MiMo V2.6 Flash usedShadowballTurn 4: Scarf Gholdengo (223 Spe) outspeeds Mega Metagross (max 178). Shadow Ball from 17% is a guaranteed KO. Only risk is Bullet Punch priority — if they have it, Gholdengo falls, but Palafin (full HP, Jet Punch/Wave Crash) can clean up the 17% Metagross and handle their last unseen mon (likely Kingambit or Garchomp). Take the KO now.
Reasoning trace (91 words)
Gholdengo at 18 HP — Metagross outspeeds possibly. Speed: my Scarf 149*1.5 = 223.5 vs Metagross max 178. I should outspeed. Shadow Ball KO from 17%. But wait — could Metagross have Bullet Punch priority? Not revealed, but possible. Risk. Safer to switch to Palafin? Metagross at 17% — Shadow Ball should KO and I outspeed with scarf. But if they have bullet punch, Gholdengo dies. Losing Gholdengo at 18 HP is acceptable — Palafin cleans up. Actually preserving Gholdengo has some value but it's at 11%. Take the KO: shadowball.
Mercury Decide switched toGarchompIncident report
Only one legal action: played without asking.
- Turn 5Mercury Decide used
Earthquake100% MOVE: earthquake, 0% MOVE: swordsdance, 0% MOVE: dragonclaw
MiMo V2.6 Flash usedShadowballUp 3-1 (Gholdengo 18hp, Slowking 74%, Palafin full) vs lone Garchomp. Scarf Gholdengo (~223 Spe) likely outspeeds Garchomp (max 169, unless scarfed). Shadow Ball is neutral chip (~40%) before Garchomp KOs me — pure value since I choose the free switch-in anyway. Plan: sac Gholdengo, send Palafin, Flip Turn out to Slowking (transforms Palafin to Hero + Regenerator), then Chilly Reception back in Hero Palafin to finish with Jet Punch/Wave Crash.
Reasoning trace (1,483 words)
Gholdengo at 18 HP, Scarf. Garchomp speed109-169; Gholdengo at 223 effective speed (149×1.5=223.5). So Gholdengo outspeeds regardless. Shadow Ball vs Garchomp: Garchomp is Dragon/Ground, Ghost is neutral. Gholdengo SpA 185 (probably boosted by... just base). Shadow Ball 80 BP neutral — Garchomp has decent SpDef (94-150). Likely not a KO from full, maybe 40-50%. Garchomp could KO Gholdengo back with Earthquake or any attack. Better: switch to Palafin? Gholdengo scarfed and locked into shadowball anyway. Actually, could save Gholdengo for death fodder later. Palafin full HP, Jet Punch (priority) — but Palafin not hero form yet (zero to hero requires switch out). Actually Palafin in non-hero form has base 60 stats... it came in at lead? Wait, Palafin was never sent out. Slowking led, then Gholdengo. So Palafin hasn't been in battle; it needs to switch in and out to become hero. Switch to Slowking-Galar: Poison/Psychic, resists... Garchomp's EQ is neutral (Psychic doesn't resist Ground; Poison doesn't resist). Neutral, Slowking at 128/172. Shucaberry (weakness resistance berry? Shucab berry reduces super effective... actually Shucab reduces... let me recall: Occa=Fire, Passho=Water, Wacan=Electric, Rindo=Grass, Yache=Ice, Chople=Fighting, Kebia=Poison, Shuca=Ground, Coba=Flying, Payapa=Psychic). Shucaberry reduces Ground damage — but Ground isn't super effective on Slowking-Galar. So Shuca useless there. Hmm, Garchomp vs Slowking-Galar: EQ neutral, maybe 40-50%. Slowking can tank one hit and retaliate with... Ice move? No, Sludge Bomb/Flamethrower/Futuresight. Flamethrower neutral on Garchomp (not very effective? Garchomp Dragon/Ground — Fire is neutral? Dragon resists Fire? No, Dragon doesn't resist Fire. Fire is neutral vs Ground. So neutral). Actually best play: switch Palafin in to tank a hit, then... but Palafin needs to switch out to become hero. Alternative: sack Gholdengo? It's at 18 HP, useful as death fodder. Opponent's last mon is Kingambit or Scizor or Chandelure — wait, they brought 3: Dragapult, Metagross, Garchomp. All seen. So it's just Garchomp left vs my three. I'm up 3-1 basically (Gholdengo at 18 HP, Slowking 74%, Palafin full). Garchomp must beat all three. Easiest: sacrifice Gholdengo (death fodder), then bring Palafin, it's not hero form... Hmm. Palafin needs to enter, then switch out and back to become Hero. That's costly with only2 real mons. Actually, Palafin in Zero form still has stats... At level 50, Palafin base form: HP 100, Atk 65... wait no. Palafin base form: HP 100, Atk 70, Def 70, SpA 60, SpD 70, Spe 75. Hero form: Atk 135, Def 90, SpA 100... hmm actually Hero form Atk 135, Spe 100. The listed stats show Atk 134, Spe 152 — that's hero form stats. So Palafin needs to transform. Simplest path: sack Gholdengo this turn (switch to something? No — to sack, stay in and let it die, or switch). If I switch, Gholdengo survives at 18 HP for later death fodder. But then whoever comes in takes a hit. Plan: switch to Palafin, tank Garchomp's attack (EQ neutral, Palafin 177 HP, decent bulk — SpD 82 low, but physical defense92 base... at level 50 listed Def 92). Garchomp Atk 135-200. EQ would do big damage. Palafin might take60-80%. Then Palafin must switch out to transform — takes another hit via Slowking, then comes back as Hero. Risky but doable since3v1. Alternative: keep Gholdengo in, Shadow Ball for chip (maybe 40%), then it dies. Then Palafin comes in, gets KO'd? No. Actually, safest: sacrifice Gholdengo now (it's locked into Shadow Ball,11% HP, will die to any hit). Garchomp attacks, kills Gholdengo. Then send Palafin (zero form), it's out... hmm, Palafin can't transform without switching. Or send Slowking, tank a hit, and whittle Garchomp. Slowking at 128/172 with Regenerator healing. Slowking can take hits and Sludge Bomb/Flamethrower. Actually Slowking-Galar is quite bulky; Garchomp EQ neutral does maybe 45-55%. Two hits KO Slowking, but Slowking heals1/3 on switch out. Loop: Slowking tanks, chips, Chilly Reception to bring Palafin? Wait Chilly Reception switches out — that gives Slowking Regenerator heal and brings in a new mon. That's the play! Sequence: Chilly Reception → Palafin comes in (zero form) → Palafin takes a hit → Palafin uses Flip Turn? No, Flip Turn also switches but doesn't transform... wait, does Palafin transform after switching out by any means? Yes — Zero to Hero activates when it switches out and back in, regardless of how. So Palafin uses Flip Turn to pivot out, back to Slowking (Regenerator), then later Palafin comes in as Hero. But with Gholdengo at 18 HP as death fodder, I can sacrifice it freely. Current turn: Gholdengo locked into Scarf Shadow Ball (can only use first move). Options: Shadow Ball (chip), or switch. Shadow Ball chip ~40% then Garchomp kills Gholdengo. That gives info and chip. Then Palafin (zero form) comes in — but then Palafin needs a pivot. Actually if Gholdengo dies, next I send in Palafin (zero), Palafin uses Flip Turn to Slowking, Palafin transforms... but Garchomp will hit whoever. Hmm, better: sac Gholdengo with Shadow Ball chip, then bring Slowking (74%), Sludge Bomb / Flamethrower chip, Chilly Reception pivot to Palafin (now hero form after being out? No — Palafin must have been in battle and switched out). Palafin has never been in. So Palafin needs: enter battle → switch out → re-enter as Hero. Order: after Gholdengo dies, send Palafin (zero form). Palafin uses Flip Turn → chips Garchomp, switches to Slowking (Regenerator heals). Palafin now transformed. Slowking tanks, chips, Chilly Reception → Palafin Hero comes in. Hero Palafin Jet Punch/Wave Crash KOs Garchomp. That works if Palafin (zero form, low bulk) survives a hit — it should use Flip Turn first? No, Garchomp speed109-169 vs zero-form Palafin Spe 152... listed Spe 152 is hero form? Hero Palafin Spe100 base... hmm. Actually Palafin stats listed: HP 177, Atk 134, Def 92, SpA 65, SpD 82, Spe 152. Hero form base: HP 100, Atk 165, Def 97, SpA 106, SpD 87, Spe 100. Hmm those don't match. Base form: HP 100, Atk 70, Def 70, SpA 60, SpD 70, Spe 75. At level 50 with max stats... 152 Spe seems like Hero with max speed? Hero Spe base 100 → level 50 max ≈ 162 with nature... The given stats are probably Hero form (Atk 134 ≈ base 165? no). Whatever. The key decision this turn: I don't know Garchomp's speed vs Gholdengo (149 vs 109-169, my scarf gives ×1.5 → effective 223). Wait — Speed shown: "your gholdengo 149 vs opposing garchomp 109-169" — that's raw, but scarf makes mine 223. So I move first with Shadow Ball. Shadow Ball neutral on Garchomp does maybe 35-45%. Then Garchomp KOs Gholdengo. Is that worth it? Chip is useful. Or switch to preserve Gholdengo as death fodder later — but it's already death fodder at 18 HP. Alternative: switch to Palafin now. Garchomp attacks Palafin (probably EQ or Dragon move), Palafin survives, Flip Turns out. This avoids losing a mon. Risk: Palafin takes big damage but has177 HP. Actually think about who soaks the hit best. Gholdengo at 18 will die regardless of what comes — if I switch Gholdengo out, it lives at 18 for later sacrifice, and whoever comes in takes the hit. If Garchomp uses EQ: Slowking-Galar at 128/172 takes neutral EQ from Atk 135-200 — probably ~45-60%. Survives. Then Slowking can Chilly Reception out, heal with Regenerator, bring Palafin (zero form, taking another hit...). Hmm. Simplest safe line: Shadow Ball with Gholdengo for chip, let it go down. Then send Palafin, Flip Turn out to Slowking (chip + transform), Slowking chips with Sludge Bomb/Flamethrower and Chilly Reception to bring Hero Palafin for the finish. Also Slowking's Futuresight could be nice. But if Garchomp survives with, say, 55% HP and hits Dragon Claw/Earthquake, Palafin hero with Wave Crash should KO. Alternatively, sacrifice Gholdengo is a waste if I could instead keep it as fodder while Slowking does work. Death fodder is valuable for free switches. Gholdengo at 18 HP, scarf locked — its Shadow Ball chip is worth maybe 40% of Garchomp which is significant. That chip might be more valuable than the free switch later (I already have Slowking's Chilly Reception for pivoting). I'll Shadow Ball for chip. Actually wait — risk: Garchomp might have Rough Skin, irrelevant for special. If Garchomp kills Gholdengo, I get a free switch-in anyway (choose who comes in). So the "free switch" value of death fodder is redundant since I get to pick the incoming mon anyway. So chip is pure value. Shadow Ball. Also possibility Garchomp outspeeds? No, scarf 223 > 169 max. Unless Choice Scarf on Garchomp (unknown item) → up to 253. Possible! If Garchomp is scarfed, it could outspeed and KO my Gholdengo first. Then I lose the chip. But I can't prevent that anyway; switching also risks that whoever comes in takes a hit. Shadow Ball still best if I move first; if not, no loss. Note: Gholdengo at 18 HP, if Garchomp uses a weaker move... whatever. Shadow Ball.
MiMo V2.6 Flash switched toPalafinSlowking can't win: it's slower than Garchomp, so after switching in it dies to a second EQ before moving (Shuca only absorbs the first). Send Palafin instead — it survives any EQ (max ~97 < 177). Next turn Flip Turn: chip Garchomp, pivot to Slowking (Regenerator heals), then Chilly Reception brings in Palafin as Hero Form to finish with Wave Crash/Jet Punch. Scarf Garchomp possible, so rely on Jet Punch priority if needed.
Reasoning trace (2,309 words)
Garchomp at 53%, -1 SpD. Palafin in base form - Jet Punch base 60 won't do much. Slowking is at 74% with shucaberry (weakens super-effective fighting... actually shucaberry weakens fighting? Shuca berry = Ground type damage reduction!). Shuca berry weakens Ground-type moves — that's for Slowking vs Earthquake! Plan earlier: Flip Turn to Slowking... but Gholdengo fainted so Palafin comes in. Options: Option A: Send Palafin, use Flip Turn to bring Slowking in (Slowking takes EQ with Shuca berry), then Chilly Reception back to Hero Palafin. Option B: Send Slowking first — Slowking tanks EQ thanks to Shuca berry (and it's 74% HP, + SpDef... it's specially defensive but EQ physical, Def 100). Garchomp atk up to 200. EQ at 100 BP vs Slowking Def 100: 200*100/100... damage ≈ (2*50/50+2)*100*200/100/50 ... let's compute: level 50, damage = ((2*50/5+2)*100*Atk/Def)/50+2 * modifiers. (2*10+2)=22, *100*200/100 = 4400, /50 = 88, +2 = 90. So ~90 HP before Shuca (halves to ~45). Slowking at 128/172 survives easily even without Shuca (90 < 128). Then Slowking can sludgebomb/flamethrower. Garchomp 53% -1 SpD. Actually better: send Palafin first? Palafin base form is weak; Wave Crash from base Palafin at 53% Garchomp... Garchomp's Def up to 161. Palafin atk 134 (base stats given, actual could be higher? listed 134). Wave Crash 120 BP: damage ≈ (22*100*134/103 avg)... roughly 22*100*134/161=182, /50 = 3.7... let me redo: ((2*50/5+2)*BP*Atk/Def)/50+2 = (22*100*134/Def)/50+2. Def 103: 22*100*134/103 = 2870, /50=57+2=59. Def 161: 22*100*134/161=1825,/50=36.5+2=38.5. So Wave Crash does 38-59% before STAB... wait I forgot STAB 1.5x. Hmm, I included no STAB. With STAB: 57-89%. Garchomp at 53% — could KO if high roll. But Palafin base form takes EQ: damage = 22*100*Atk(135-200)/Def(92) = 22*100*200/92=4783,/50=95+2=97 — Palafin dies to EQ from high Atk Garchomp. Even mid: Atk 167: 22*100*167/92=3994,/50=80+2=82. Palafin at 177 survives that (82<177). Actually Palafin HP 177, so survives. Then next turn Palafin could be KO'd though. But if Palafin KOs Garchomp with Wave Crash this turn, battle over. Risk: Garchomp might outspeed Palafin? Palafin Spe 152, Garchomp max 169. Garchomp could outspeed. If Garchomp EQ first: 82-97 damage, Palafin survives at ~80-95 HP, then Wave Crash — recoil too. Wave Crash recoil 33% of damage dealt. If Palafin deals 53% KO, recoil ~59 HP. Palafin survives likely. But safer line: send Slowking, tank EQ (Shuca not even needed), then Chilly Reception to bring Palafin (now hero? No — hero form requires Palafin to switch out and back in; Palafin hasn't been out yet... Zero to Hero: Palafin transforms when it switches out after being in battle. Palafin hasn't entered battle yet, so it's base form). Plan: send Slowking in. Garchomp likely EQ or Dragon move. Slowking survives. Then Chilly Reception → brings in Palafin (base form, but then Palafin must switch out again to become hero — messy). Alternative: send Palafin, use Flip Turn: Palafin takes EQ (survives, 82-97 dmg), Flip Turn does chip and switches to Slowking. Then next turn Slowking Chilly Reception → Palafin comes in as Hero form. Then Jet Punch/Wave Crash. But Flip Turn vs Garchomp: Palafin moves first only if outspeeding; if Garchomp outspeeds and EQs Palafin... Palafin survives (max 97 < 177). Then Flip Turn hits, Palafin switches to Slowking. Slowking at 128/172 tanks any follow-up. Wait but does Palafin become Hero by switching out via Flip Turn? Yes — Zero to Hero activates when Palafin switches out (any switch, including pivot moves). Actually the ability: "when it switches out, it becomes Hero form when it returns." Yes. But careful: Palafin must be in a battle and switch out. Flip Turn counts. Which is better: send Palafin now or Slowking now? Sending Slowking first is safer — Slowking is bulky and regenerates. Then Chilly Reception brings Palafin in base... but Palafin would then be in against Garchomp in base form, needing to pivot again. Hmm, but Slowking's Chilly Reception brings Palafin in — Palafin is base form, and would need to switch out again to go hero. That's two turns of pivoting. Actually the cleanest: send Palafin, Flip Turn → Slowking comes in (Palafin now hero-eligible, transforms to Hero on... wait, transformation happens when it enters battle after switching out). So Palafin switches out via Flip Turn → becomes Hero upon re-entry. Slowking in, tanks hits, Chilly Reception → Hero Palafin comes in, finishes Garchomp with Jet Punch (priority) or Wave Crash. Alternatively, send Palafin and just attack Wave Crash — risk: Garchomp survives and KOs Palafin next turn in base form? If Palafin Wave Crash does 38-89% + STAB already included... Garchomp at 53%. Low roll 38 doesn't KO. Then Garchomp attacks Palafin, and Palafin base is weak. Safer: send Palafin, Flip Turn. But what if Garchomp uses a non-EQ move? Fine either way. Actually another option: send Slowking first. Slowking tanks, then Sludgebomb/Flamethrower at -1 SpD Garchomp. Flamethrower: 22*100*162/Def(103-161) — SpD of Garchomp 94-150, -1 halved. SpD range 47-75. Damage = 22*100*162/SpD... formula uses Def for physical, SpD for special: (22*90*162/SpD)/50+2 with BP 90. SpD 75: 22*90*162/75=4277,/50=85+2=87. SpD 47: 6838/50=137. So Flamethrower does 87-139+STAB? No STAB (Fire, Slowking is Poison/Psychic). Garchomp at 53% (~95-114 HP of 183-215... 53% of 183 = 97, of 215=114). Flamethrower 87-139 — likely 2HKOs or even near-KO. Then Slowking takes EQ (~90 dmg, Shuca halves to 45). Hmm, but also Slowking Regenerator heals it when switching out, keeping it healthy. Actually the simplest win: Slowking tanks, chips with Flamethrower/Sludgebomb, then Palafin cleans with Jet Punch (priority, so no speed concern). Palafin base Jet Punch: 22*60*134/SpD... wait Jet Punch is physical: (22*60*134/Def 103-161)/50+2 with STAB 1.5. At Def 103: 22*60*134/103=1722,/50=34+2=36, *1.5=54. At Def 161: 1100/50=22+2=24*1.5=36. So Jet Punch does 36-54% — decent chip but not KO on 53%. Wave Crash: computed 38-89% (with STAB). So Wave Crash is the killer but needs speed or Palafin to survive a hit. Decision: Switch to Palafin and Flip Turn? Or switch Slowking? Consider: if I send Palafin and use Flip Turn, Palafin gets chip, Slowking comes in safely (Regenerator keeps Slowking healthy later), then Slowking Chilly Reception → Hero Palafin in, and Palafin KOs with Wave Crash (now hero, Atk doubled: 134→267? Hero form doubles Atk). Hero Palafin Wave Crash would definitely KO. Risk of Flip Turn plan: if Garchomp outspeeds and EQs Palafin — Palafin survives but takes ~82-97; then Flip Turn does chip and Palafin switches out (still hero transformation on re-entry). Fine. Alternatively send Slowking first: Slowking tanks EQ, Flamethrower chips 53%... possibly 2HKO range. Then Palafin enters later. Hmm, but sending Palafin first risks Palafin getting chipped before hero transformation — hero form full HP isn't required though. Actually wait — do I even need hero form? Base Palafin Wave Crash at 38-89% vs 53% HP — risky roll. Hero form guarantees. Which switch is safer overall? Sending Slowking: Slowking at 128/172, tanks EQ for ~90 (Shuca not needed but if Garchomp has choice band, Atk could be higher... atk range up to 200, computed 97). Survives at 31-46 HP. Then Slowking chips. But then Slowking is low and Garchomp may have Dragon Claw/Stone Edge. Slowking is slow, Garchomp attacks first each turn. Sending Palafin: Palafin takes a hit (up to 97), Flip Turns out, Slowking in healthy-ish, then pivot to Hero Palafin. I think Flip Turn plan is good and matches my earlier plan. Let's go: SWITCH: palafin, then next turn Flip Turn. Actually could I also just have Palafin use Wave Crash directly and hope? If Garchomp outspeeds Palafin (Spe up to 169 vs 152), Garchomp hits first: Palafin survives 82-97, then Wave Crash rolls 38-89 vs 53% — ~50% chance KO. If not KO, Garchomp finishes Palafin next turn and I still have Slowking (128 HP) which can Flamethrower down. Actually that's still winnable: Slowking beats a 53% Garchomp. Hmm. But safest: Flip Turn pivot. Palafin survives any hit (max 97 < 177... unless banded outrage crit). Then Slowking in, and Palafin becomes Hero on re-entry. Wait, one issue: if Palafin uses Flip Turn and Garchomp uses a non-damaging move or Garchomp's Roughskin — Flip Turn is contact, Roughskin: 1/8 Palafin HP = 22. Fine. Also possible Garchomp has Choice Scarf — then it outspeeds everything including future Hero Palafin (Palafin hero Spe... still 152; scarf Garchomp up to 169*1.5). Then Jet Punch priority needed. Good to know: plan Jet Punch for final blow if scarf. Actually with hero form, Palafin Atk doubles but Spe stays. Scarf Garchomp outspeeds. So final blow: Jet Priority or Slowking chips first. Let's go with sending Palafin now and Flip Turn next turn. Or send Slowking now? Let's compare: sending Palafin now, Palafin takes one hit then pivots — Palafin ends at ~80-95 HP after Flip Turn... wait Palafin doesn't take another hit if it Flip Turns out immediately (turn after entering). Sequence: Turn 6: Palafin in, Garchomp attacks Palafin (~90 dmg → Palafin 87/177), Palafin Flip Turns (chip ~20-30% + Roughskin?) → Slowking in at 128. Turn 7: Slowking Chilly Reception → Hero Palafin at ~87 HP, Garchomp attacks Slowking (Slowking survives, Regenerator heals it after switching). Turn 8: Hero Palafin vs Garchomp at maybe ~30%: Jet Punch KOs. Alternatively send Slowking now: Turn 6: Slowking tanks EQ (~90 → 38/172), Flamethrower chips ~40-60% → Garchomp maybe at 0-15%. Turn 7: Garchomp attacks Slowking (might KO at 38 HP... EQ 90 > 38, Slowking dies). Then Palafin in, base form, Garchomp at low HP, Jet Punch KOs. That works too and is faster! But if Flamethrower low roll (87 vs 97 HP) Garchomp at ~10%, still fine. Hmm — but risk: Garchomp might not use EQ; could use Dragon Claw. vs Slowking Poison/Psychic: neutral. Fine. Which is more robust? The Slowking-first line: Slowking likely dies (sacrifice), then Palafin base cleans with Jet Punch priority (no speed concern). Enemy Garchomp at ~0-15% HP after Flamethrower. Actually need to check Flamethrower damage more carefully. Slowking SpA 162 (given stats — these are actual stats, not ranges, since it's my team). Garchomp SpD range 94-150, at -1 → 47-75. Flamethrower BP 90: damage = ((2*50/5 + 2) * 90 * 162 / SpD)/50 + 2 = (22*90*162/SpD)/50+2 = (320760/SpD)/50+2. SpD 75: 4277/50 = 85.5 → 87 (floor 85+2=87). SpD 47: 6824/50=136 → 138. No STAB. So 87-138 damage. Garchomp HP 183-215, at 53% → 97-114 HP. So low roll 87 doesn't KO high-HP Garchomp (97+). Mid rolls kill. If not killed, Garchomp at 10/183ish, next turn attacks Slowking (who's at 38 after EQ) — Slowking dies, Palafin comes in, Jet Punch (36-54%) kills 5-10% Garchomp. Win. Alternatively with Sludgebomb: BP 90, STAB 1.5: damage = (320760/SpD)/50+2 *1.5 ≈ 132-209 — way overkill! Wait Sludge Bomb is Poison STAB for Slowking-Galar (Poison/Psychic). Yes! Sludge Bomb does 1.5x more: 87*1.5=131 to 138*1.5=207. That easily KOs 97-114 HP Garchomp at -1 SpD! Wait recompute: base damage before STAB 87-138, with STAB 1.5 → 131-207. Garchomp at 97-114 HP. Guaranteed KO (131 > 114)! Hmm but wait — SpD range includes Garchomp's actual spread. Even worst case SpD 75 (before -1 it was 150): 87*1.5 = 131 > 114 max needed. So Sludge Bomb KOs. But does Garchomp survive the -1 SpD? -1 already applied from Shadow Ball. Yes, Garchomp is at spd -1 currently. So plan: Switch in Slowking, tank EQ (survives: max ~97 < 128... wait Slowking is at 128/172). Then Sludge Bomb KOs Garchomp. Two-turn win. Wait, but order: Turn 6 — I switch in Slowking. Garchomp attacks the incoming Slowking (free hit). EQ does 82-97 → Slowking at 31-46. Then Turn 7: Garchomp attacks first (faster), another EQ KOs Slowking (82-97 > 46). Damn! Garchomp outspeeds Slowking, so Slowking only gets one turn — and it dies before moving? No wait: turn 6 I switch in, Garchomp attacks. Turn 7: I choose Sludge Bomb, Garchomp chooses move — speed order: Garchomp faster, EQ hits Slowking first, Slowking at 31-46 takes 82-97 → faints. Slowking never gets to attack! Unless Shuca berry triggers: Shuca halves Ground damage → 41-49 per EQ. Turn 6: Slowking 128-45=83. Turn 7: Slowking at 83, EQ Shuca → 41 → 42 HP survives! Then Sludge Bomb KOs Garchomp. But wait, Shuca only triggers once (consumed turn 6). Turn 7 takes full 82-97 → dies before moving. Hmm. So Slowking gets exactly one hit absorbed and dies. Unless Garchomp doesn't use EQ turn 7... no, it will. So the Slowking route: Turn 6 switch in (Shuca absorbs EQ, Slowking at ~83), Turn 7 Slowking dies to EQ before moving. Useless unless I attack turn... I can't, I switched in turn 6. Alternative: send Palafin turn 6. Garchomp attacks Palafin (~90 dmg → 87/177). Palafin uses... if Palafin uses Wave Crash turn 6? No — Palafin is switched in turn 6, no move that turn. Turn 7: Palafin vs Garchomp. If Garchomp outspeeds, EQ → Palafin 87-90 < 0. Dies. Hmm. Wait, do I know Garchomp's speed? It outsped... Let's check: Turn 5, Gholdengo (Scarf, 149 base stat given as 149? The stats listed: Spe 149 for Gholdengo... but my notes said Scarf → 223. The listed stats might be actual. Gholdengo Spe 149 vs Garchomp 109-169). Gholdengo used Shadow Ball first (it moved first? Log says "Your Gholdengo used Shadow Ball" then "Opposing Garchomp used Earthquake" — so Gholdengo moved first, could be scarf). Anyway, Palafin Spe 152 vs Garchomp 109-169 — coin flip whether Palafin outspeeds. So: Turn 6 send Palafin. Turn 7: if Palafin outspeeds → Wave Crash (38-89% vs 53%) — maybe KO. If Garchomp outspeeds → Palafin takes 82-97, survives at ~87 or less (87-95), then Palafin attacks. Better plan: Turn 6 send Palafin. Turn 7 use Flip Turn: Palafin survives a hit (even if hit first), chips, switches to Slowking. Turn 8: Slowking... but Slowking then faces Garchomp and dies before attacking (Shuca consumed? No, Shuca not consumed if Garchomp attacked Palafin). Hmm
- Turn 6Mercury Decide used
Earthquake80% MOVE: earthquake, 8% MOVE: swordsdance, 6% MOVE: dragonclaw
MiMo V2.6 Flash usedIcepunchPlan: Palafin survives any Garchomp hit (EQ is only neutral on Water, ~97 max < 177). Ice Punch is 4x super effective — guaranteed KO from 53% even in Zero Form (~110%+), no recoil, no speed needed. Avoid Wave Crash recoil. After Garchomp falls, their last mon is Kingambit/Scizor/Chandelure — save Slowking (74%, Shuca) for late-game Chilly Reception pivots.
Reasoning trace (444 words)
Garchomp at 53%. Palafin in Zero Form currently? Wait — Palafin active at 100%, zerotohero effect notes: switching out changes to Hero Form. Palafin was sent in after Gholdengo fainted, so it's Zero Form. Ice Punch 4x SE from Zero Form Palafin (Atk 134): base 75 * 4 = 300 effective. Garchomp defense ~130-160. Zero form Atk 134. Damage estimate: (2*50/50+2)*75*134/def... rough: level 50, power 300 after SE (75*4=300? actually SE multiplier 4x → 300). ((2*50/50+2)*300*134/def)/50+2... Let's compute for def 150: (4*300*134/150)/50+2 = (4*268)/50+2 = 1072/50+2 = 21.4+2 = 23.4%? That seems low. Hmm wait formula: ((2*L/5+2)*Power*A/D)/50 + 2, times modifiers. L=50: 2*50/5=20, +2=22. 22*300*134/150 = 22*268 = 5896; /50 = 117.9 +2 = 120%. Oh I messed up. So ~120% at def 150. At def 161: 22*300*134/161=22*249.7=5493/50=109.9+2=112%. So Ice Punch KOs from 53% easily even in Zero Form. But Garchomp might outspeed and EQ. Palafin survives EQ (~97 max). So Palafin survives and KOs with Ice Punch. Jet Punch also works: 60 BP, 4x? No, Water not SE on Garchomp (Ground... Garchomp is Dragon/Ground, Water hits Ground super effectively? Ground is weak to Water — yes! Ground/ Dragon: Water super effective on Ground → 2x). Jet punch: 22*60*134/150 = 22*53.6=1179/50=23.6+2=25.6% ×2 SE = 51% + mysticwater 1.2 = 61%. Might not KO53% at high defense roll. Ice Punch safer: priority not needed since we survive EQ. Wave Crash: 120 BP 2x SE with mysticwater: huge, guaranteed KO, recoil 33% but fine. Actually safest: Ice Punch —4x SE guaranteed KO, survives any hit. Wave Crash recoil unnecessary. But if Garchomp has Scarf and... doesn't matter, we survive. Ice Punch also avoids recoil. Take Ice Punch. Wait — could Garchomp use Dragon Claw / something to KO? Max Atk EQ did144 to Gholdengo (162 HP, weak). Palafin 177 HP, neutral (wait, Palafin pure Water, Ground SE → super effective!). Hmm, EQ is super effective on Water? Ground is super effective against Fire, Electric, Poison, Rock, Steel. Water resists... no wait. Ground moves: SE vs Fire, Electric, Poison, Rock, Steel. Water is neutral to Ground. And Water moves SE vs Ground. So EQ on Palafin is neutral. My earlier note said max ~97 < 177. Fine. But Garchomp EQ was144 to Gholdengo (Ghost/Steel — Ground is neutral? Ghost weak to Ghost/Dark; Steel neutral to Ground... actually Ground SE vs Steel? No — Steel resists Ground? Ground is not very effective on... hmm. Ground SE vs Poison, Rock, Fire, Electric, Steel — yes, Ground hits Steel super effective? Actually Ground is super effective against: Poison, Rock, Fire, Electric, Steel. Yes, Steel is weak to Ground. So Gholdengo took SE hit. Anyway Palafin survives. Ice Punch for KO.