Matches · 2026-10-14 · rules version c5

MiMo V2.6 Flash vs Microsoft-Decision-1

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

Microsoft-Decision-1 won in 7 turns · 8 min wall clock · 59,646 tokens · $0.007

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Decisions

  1. Team preview
    Microsoft-Decision-1 brought Dragapult,garchomp,gholdengo5,514 tok · 2.6 s · $0.0002

    Lead: 61% BRING: dragapult, 17% BRING: garchomp, 7% BRING: gholdengo Pick 2: 72% BRING: garchomp, 18% BRING: gholdengo, 5% BRING: greninja Pick 3: 73% BRING: gholdengo, 16% BRING: scizor, 9% BRING: greninja

    MiMo V2.6 Flash brought Slowkinggalar,gholdengo,kingambit2,473 tok · 15.6 s · $0.0003

    Their team: Dragapult, Garchomp, Gholdengo, Scizor, Greninja, Palafin. My plan: lead Slowking-Galar with Chilly Reception to scout and safely bring in a threat. Gholdengo is my main breaker (Nasty Plot + Make It Rain, Good as Gold blocks status). Kingambit cleans late with Sucker Punch. Scizor is the main worry for Gholdengo/Kingambit, but Slowking's Flamethrower pressures it and Kingambit shrugs off Bullet Punch. Garchomp holds Focus Sash so it can set Rocks or SD safely later.

    Reasoning trace (84 words)
    My team: Garchomp, Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar. Opponent: Dragapult, Garchomp, Gholdengo, Scizor, Greninja, Palafin. Slowking-G checks Palafin/Greninja, Corviknight checks Scizor. Gholdengo strong. Kingambit strong. Standard bring: Slowking-G, Gholdengo, Kingambit? But Scizor could be an issue for Gholdengo/Kingambit — Scizor with Technician Bullet Punch... Kingambit takes it fine-ish. Corviknight checks Scizor hard. Consider Slowking-G (chilly reception lead), Gholdengo, Kingambit vs Slowking-G, Corviknight, Kingambit. Gholdengo + Slowking-G + Kingambit is a strong core; Scizor handled by Slowking flamethrower + Kingambit. I'll bring Slowking-G, Gholdengo, Kingambit.
  2. Turn 1
    Microsoft-Decision-1 used Shadowball1,922 tok · 1.0 s · $0.0001

    47% MOVE: shadowball, 29% MOVE: dragondance, 11% MOVE: uturn

    MiMo V2.6 Flash used Chillyreception2,568 tok · 20.1 s · $0.0004

    Turn 1 plan stays: Chilly Reception to scout and safely pivot into a counter with Regenerator healing Slowking for later. Dragapult's likely moves (Shadow Ball, Draco Meteor, U-turn, Thunderbolt) don't threaten my incoming Pokémon too badly. Kingambit is the safest recipient since Dark/Steel resists Ghost and shrugs off most coverage. Then reassess for turns 2-3.

    Reasoning trace (142 words)
    Chilly Reception is the safe scout play. It starts snow and brings in a counter. Good as planned.
    
    Who to bring in? Chilly Reception switches out, but the choice isn't given - typically the game picks or we specify. Just play the move.
    
    Kingambit is weak to nothing from Dragapult except maybe Fire coverage, but Sucker Punch... Actually Dragapult could have Draco Meteor, Shadow Ball, U-turn, Thunderbolt. Kingambit resists Ghost? No, Dark resists Ghost... Kingambit is Dark/Steel: resists Ghost (Dark resists Ghost? No - Dark resists Ghost yes, Ghost is not very effective on Dark). So Kingambit takes little from Shadow Ball. But bringing Gholdengo risks Draco Meteor. Chilly Reception brings in whoever; typically it's auto-selected. Let's just do it.
    
    Actually the safest incoming would be Kingambit. But the switch target for chilly reception — the tool may auto-pick. Just play it.
    MiMo V2.6 Flash switched to Kingambit2,689 tok · 14.7 s · $0.0003

    Turn 1: Slowking pivoted out via Chilly Reception. Dragapult revealed Life Orb + Shadow Ball. I must choose between my two incoming Pokémon. Kingambit resists Ghost 4x (Dark/Steel) and takes almost nothing from Shadow Ball, Draco Meteor, or U-turn. Gholdengo only takes neutral from Ghost here and risks a big hit. Kingambit is the safe pivot. Then assess: Sucker Punch pressure vs Dragapult, or position Gholdengo later.

    Reasoning trace (150 words)
    Chilly Reception is delayed - it switches at end of turn. I must pick one of the two switches. Kingambit resists Ghost (Dark/Steel) - Shadow Ball would do little. Gholdengo is immune to... no, Ghost hits Gholdengo super effectively (Steel/Ghost takes2x from Ghost? Ghost vs Steel = 0.5, Ghost vs Ghost = 1... actually Ghost hits Ghost for 1x? No - Ghost is weak to Ghost. Steel/Ghost: Ghost is neutral on Ghost type (1x) and resisted by Steel (0.5x) = 0.5x. Wait, Ghost vs Ghost type is super effective? Ghost is super effective against Ghost and Psychic. So Gholdengo takes: Ghost SE vs Ghost (2x) * Ghost NVE vs Steel (0.5x) = 1x neutral. Kingambit: Ghost NVE vs Dark (0.5x) * Ghost NVE vs Steel (0.5x) = 0.25x. Kingambit is the safer switch.
    
    Dragapult could also use Draco Meteor or U-turn. Kingambit handles both fine (resists both). Switch to Kingambit.
  3. Turn 2
    Microsoft-Decision-1 used Dragondance2,153 tok · 1.0 s · $0.0001

    38% MOVE: dragondance, 23% MOVE: shadowball, 16% MOVE: uturn

    MiMo V2.6 Flash used Swordsdance3,129 tok · 19.6 s · $0.0004

    Turn 2: Kingambit is in safely vs Life Orb Dragapult. Shadow Ball is 4x resisted (~25-30 damage max). Dragapult can't threaten Kingambit meaningfully unless it has Draco Meteor (still non-lethal). This is a prime free Swords Dance window: at +2 with Black Glasses, Sucker Punch KOs Dragapult, and Kowtow Cleave mauls everything else. If they switch to Palafin/Greninja, I still threaten huge damage next turn. Watch for Gholdengo switch-in (resists both Dark moves).

    Reasoning trace (291 words)
    Kingambit resists Ghost4x. Dragapult is at 90% Life Orb. Shadow Ball did112 to Slowking (which is neutral). Kingambit's SpD is 107, and Dark/Steel resists Ghost 4x — Shadow Ball would do maybe 25-30 HP. Safe to Swords Dance? Dragapult might switch to Palafin (Water) or Garchomp or Greninja. Sucker Punch fails on switch.
    
    Kowtow Cleave is the safe play: super effective on Dragapult, but if it switches to Palafin (Water), it's neutral and Palafin takes ~half. Actually Kowtow Cleave on a switch to Palafin would do decent damage. On Gholdengo switch-in, Kowtow Cleave is resisted (Steel resists Dark) and Good as Gold... Kowtow Cleave does nothing much.
    
    Swords Dance is greedy but if Dragapult stays in, it takes a Shadow Ball for ~25 and Kingambit is at +2. Then Sucker Punch threatens a OHKO. But Dragapult could also U-turn or Draco Meteor.
    
    I think Swords Dance is the strong play here — Dragapult can't threaten Kingambit much. But what if Dragapult has Dragon Darts? Still physical but resisted. What about Draco Meteor — special Dragon, neutral on Kingambit, Life Orb boosted could do ~70-90. Hmm, that's more significant. Still Kingambit would survive and be at +2.
    
    Actually, Kingambit with Black Glasses at +2 Sucker Punch would OHKO Dragapult. But if Dragapult switches, Sucker Punch fails and I lose momentum.
    
    I think Swords Dance is the best risk/reward here. Dragapult can't 3HKO Kingambit easily, and I threaten a huge revenge kill.
    
    Alternative: Kowtow Cleave is safe damage on whatever comes in, except Gholdengo. Let me think about what opponent might do. They're scared of Sucker Punch, so they might switch. If they switch to Palafin, Kowtow Cleave does good damage. If Gholdengo, it's resisted.
    
    I'll go with Swords Dance to maximize pressure.
  4. Turn 3
    Microsoft-Decision-1 used Dragondance2,244 tok · 0.5 s · $0.0001

    51% MOVE: dragondance, 27% MOVE: shadowball, 8% SWITCH: garchomp

    MiMo V2.6 Flash used Suckerpunch4,140 tok · 64.2 s · $0.0006

    Turn 3: Dragapult is +1/+1 Life Orb at 90% HP. Both Sucker Punch (+2, Black Glasses, STAB) and Kowtow Cleave will OHKO it — Dragapult's physical bulk can't survive either. Sucker Punch goes first and prevents another hit on Kingambit. Risk: they switch to Gholdengo (Good as Gold, resists Dark) making Sucker Punch fail, but that's a low-probability play when they've already boosted and carry Life Orb. Kill the Dragapult now.

    Reasoning trace (644 words)
    Dragapult is +1 Spe and Life Orb. Sucker Punch at +2 with Black Glasses should KO Dragapult (~163-195 HP). Let's estimate: Sucker Punch BP 70, ×1.2 Black Glasses = 84, ×1.5 STAB = 126 effective. Atk 205 × 2 (+2) = 410 (well, 205×2=410). vs Def ~85-139. Damage = ((2×50/5+2)×126×410/def)/50+2... roughly: 22×126×410/def/50 = 1135440/def... let me just estimate. For def=100: ~113 HP. Dragapult HP 163-195. Not enough if Sucker Punch only does ~113. Hmm. But Dragapult is physically frail (def 85-139). If def is 85:133 damage. Not quite KO unless HP low end.
    
    Actually wait, Dragapult already took Life Orb recoil: it's at 90% HP, meaning it lost ~16-19 HP from Life Orb + maybe from earlier. 90% of 163-195 = 147-176 HP remaining.
    
    Hmm, Sucker Punch may not KO. Also risk of Sucker Punch failing if they switch or use a status move. But they already Dragon Danced, they probably attack now.
    
    Kowtow Cleave at +2: BP 85 ×1.5 STAB = 127.5, similar damage, but Dragapult outspeeds and will hit first with another Shadow Ball or Dragon Dance.
    
    Actually, if they've already set up +1/+1, they'll likely attack. Shadow Ball on Kingambit is 4x resisted, deals maybe 20-25 damage. So Kingambit survives and can hit back.
    
    Risk: they might switch to Palafin (Water) or Gholdengo (resists both Dark moves). If they switch to Gholdengo, Sucker Punch fails and Kowtow Cleave does neutral... actually Kowtow Cleave on Gholdengo (Steel/Ghost) — Dark vs Steel/Ghost: Ghost weak to Dark, Steel resists Dark → neutral. 
    
    Best play: Sucker Punch to KO Dragapult if possible. If it doesn't KO, they hit Kingambit with Shadow Ball (tiny) or possibly Draco Meteor, and next turn Sucker Punch again.
    
    But the risk of Sucker Punch failing if they switch or set up more... They might Dragon Dance again if they think they can live a hit. Actually if they DD again, Sucker Punch fails.
    
    Kowtow Cleave is more consistent: no accuracy check, doesn't fail on non-attacking. But it's slower — Dragapult moves first. Shadow Ball does ~25 to Kingambit, then Kowtow Cleave lands.
    
    If Dragapult's Def is around 100-110 typical: Kowtow Cleave at +2 with Black Glasses...85×1.5=127.5 power. Damage = (2×50/5+2) × 127.5 × (205×2=410 atk... wait, +2 means atk × 2) / def / 50 + 2.Formula: ((2×Level/5+2) × Power × Atk/Def)/50 + 2
    = (22 × 127.5 × 410/Def)/50 + 2
    = (1154850/Def)/50 + 2
    = 23097/Def + 2
    
    For Def=100: ~233 damage. That's a guaranteed OHKO on Dragapult.
    
    So Kowtow Cleave definitely KOs. Sucker Punch with BP 70×1.2=84, ×1.5=126:
    = (22 × 126 × 410/Def)/50 + 2 = 227952/Def/50... wait let me redo:
    22 × 126 × 410 = 1,134,720
    /Def /50 + 2
    = 22694.4/Def + 2
    
    For Def=100: ~229. Also KOs.
    
    Both KO. Sucker Punch has the failure risk if they switch or use status. But they already +1/+1 and Life Orb, likely attacking.
    
    Given Dragapult is Life Orb and already boosted, they will attack. Sucker Punch is safe and goes first, preventing any additional damage to Kingambit. But if they switch to Gholdengo, Sucker Punch fails and I lose momentum.
    
    I think Sucker Punch is the standard play here. If they switch, Kowtow Cleave next turn still does good damage. But Sucker Punch failing means they get a free hit or setup with whatever comes in.
    
    Hmm, actually thinking about it more carefully: they Dragon Danced once already. If they switch, their boosted Dragapult is preserved at +1/+1 — a big threat. If they attack, Sucker Punch KOs it. They're likely to attack since Kingambit is right there.
    
    I'll go with Sucker Punch. It's the highest value play — KO the biggest threat cleanly.
    
    Wait, but there's also the consideration: even if they switch to Gholdengo, Sucker Punch fails, then next turn I can just Kowtow Cleave or switch. Not catastrophic.
    
    Sucker Punch it is.
  5. Turn 4
    Microsoft-Decision-1 used Shadowball2,316 tok · 0.9 s · $0.0001

    37% MOVE: shadowball, 33% MOVE: dragondance, 12% MOVE: uturn

    MiMo V2.6 Flash used Kowtowcleave3,115 tok · 18.3 s · $0.0003

    Turn 4: Dragapult is +2/+2 but only revealed Shadow Ball and Dragon Dance. It may keep boosting or finally attack — but Sucker Punch risks failing again on another status move or a switch. Kowtow Cleave is guaranteed to hit, will OHKO Dragapult at +2 with Black Glasses, and still does solid damage to any switch-in (Gholdengo, Scizor, Palafin). If they switch to Gholdengo, I can revenge with my own moves next turn. Kowtow Cleave is the safe, high-reward play.

    Reasoning trace (133 words)
    The opponent has been using Dragon Dance twice, showing no attacking move this time. They might switch, or attack now. Sucker Punch could fail again if they switch or use a status move.
    
    Options:
    1. Kowtow Cleave - guaranteed hit, will KO Dragapult regardless of whether they attack or switch. It's super effective (Dark vs Ghost/Dragon), at +2 with Black Glasses. Even if they switch to Gholdengo (resists Dark), it still does decent damage.
    
    2. Sucker Punch - fails if they switch or use status. They've shown they like to Dragon Dance, but at +2/+2 they might just attack now.
    
    Kowtow Cleave is the safest play. It hits anything switching in, doesn't fail on non-attacks, and will OHKO Dragapult. Even Gholdengo switching in would take decent damage.
    
    Let me go with Kowtow Cleave.
    Microsoft-Decision-1 switched to Garchomp2,077 tok · 0.5 s · $0.0001

    65% SWITCH: garchomp, 35% SWITCH: gholdengo

  6. Turn 5
    Microsoft-Decision-1 used Earthquakemega2,604 tok · 1.0 s · $0.0001

    73% MOVE: earthquake [MEGA], 10% MOVE: spikes, 8% MOVE: earthquake

    MiMo V2.6 Flash used Suckerpunch4,697 tok · 79.4 s · $0.0008

    Kingambit at +2 with Sucker Punch (priority) threatens to OHKO Garchomp before Earthquake lands. If Sucker Punch fails on a status move, Kingambit survives and can retry or switch. Gholdengo and Slowking-Galar are healthy backups if Kingambit goes down. Opponent's last unknown Pokémon is likely Greninja or Palafin. Force the issue with priority.

    Reasoning trace (928 words)
    Garchomp threatens Kingambit with Earthquake (super effective, likely OHKO even through172 HP at +2... actually let me think). Garchomp at level 50 with max Attack (~200) using Earthquake (BP 100) against Kingambit's Defense of 140. That's going to hurt badly — likely KO.
    
    I should switch to Gholdengo, which is immune to Ground (Levitate... wait, Gholdengo doesn't have Levitate, it's Good as Gold). Gholdengo is Steel/Ghost — it's not immune to Ground. But it has good physical defense (115) and resists nothing from Ground... actually Ground is neutral on Steel/Ghost.
    
    Slowking-Galar is Poison/Psychic — Ground is neutral on it too.
    
    The best switch here is Gholdengo, which has Good as Gold (prevents status) and decent physical bulk. But Garchomp could have Dragon Claw or Outrage which would hurt.
    
    Actually, Sucker Punch at +2 with Black Glasses could do significant damage to Garchomp and potentially KO it. Let me think about this:
    
    Kingambit at +2 Attack with Black Glasses using Sucker Punch (Dark, 70 BP * 1.2 Black Glasses * 1.5 STAB = effective 126 BP) against Garchomp's HP (~183-215) and Defense (103-161). This could be a 2HKO or even OHKO depending on spreads.
    
    But Garchomp moves first with Earthquake and will likely OHKO Kingambit. So Sucker Punch going at priority +1 would save Kingambit from going first... wait, priority +1 means Kingambit moves first despite lower speed!
    
    So Sucker Punch at +2 with Black Glasses should do massive damage to Garchomp. The question is whether it KOs. 
    
    At +2, Kingambit's effective attack is around 205*2 = 410 (rough estimate). Sucker Punch with STAB and Black Glasses is effectively 70 * 1.5 * 1.2 = 126 BP. Against a Garchomp with ~185 HP and ~130 Defense... this should be close to an OHKO.
    
    Actually, Sucker Punch is only70 BP. Even with STAB (1.5x) and Black Glasses (1.2x), that's 70 * 1.5 * 1.2 = 126 effective BP. At +2 Attack... hmm, it depends on the exact stats. It might be a 2HKO rather than OHKO.
    
    But the key issue: Sucker Punch fails if the target isn't attacking. Garchomp could use a status move (like Stealth Rock or Swords Dance), causing Sucker Punch to fail and then Garchomp attacks Kingambit with Earthquake for the KO.
    
    Kowtow Cleave is more reliable — it's 85 BP, STAB 1.5x = 127.5 effective BP, and with +2 Attack this should do even more damage than Sucker Punch (which has Black Glasses but lower BP). The problem is Garchomp moves first and KOs Kingambit with Earthquake before Kowtow Cleave goes off.
    
    So the safest play is to switch. But to what?
    
    Gholdengo has good physical defense and can take a hit from Garchomp, then threaten back with Make It Rain or Shadow Ball. It's not immune to Ground though.
    
    Slowking-Galar has Regenerator and decent special bulk. It could take a Dragon Claw or Fire Blast, and threaten back with Ice move... wait, it doesn't have Ice coverage. It has Flamethrower (super effective against Scizor) and Sludge Bomb.
    
    Actually, thinking more carefully: Sucker Punch going at priority is the key. Even if Garchomp uses a non-attacking move, Sucker Punch failing just means Kingambit stays in and can try again. The risk is:
    - If Garchomp attacks: Sucker Punch hits first, dealing big damage. If it doesn't KO, Garchomp then uses Earthquake and KOs Kingambit.
    - If Garchomp uses status: Sucker Punch fails, Garchomp gets a boost/setup, and next turn Kingambit is still threatened.
    
    Kowtow Cleave at +2 should actually do more raw damage than Sucker Punch. Let me recalculate:
    
    Sucker Punch: 70 BP, STAB 1.5x, Black Glasses 1.2x = 126 effective BP. With +2 Attack.
    Kowtow Cleave: 85 BP, STAB 1.5x = 127.5 effective BP. With +2 Attack.
    
    They're almost the same damage! But Sucker Punch goes first (priority). So Sucker Punch is strictly better if it connects.
    
    The question is really whether Garchomp attacks or sets up. Given that Garchomp just came in and Kingambit is a huge threat at +2, I think Garchomp is more likely to attack with Earthquake to try to KO Kingambit. In that case, Sucker Punch at priority will go first.
    
    But if Sucker Punch doesn't KO Garchomp, then Garchomp survives and uses Earthquake to KO Kingambit. Is Sucker Punch at +2 going to OHKO Garchomp?
    
    Hmm, let me think more carefully. At level 50, Kingambit with 205 Attack at +2 has an effective attack stat of about 410 (roughly, the boost is +100%, so 205 * 2 = 410). Against Garchomp with roughly 185 HP and 130 Defense:
    
    Damage = ((2*50/5+2) * 126 * 410/130) / 50 + 2) = ... this is getting complicated. Let me just estimate: with +2 STAB priority move, this should be very close to OHKO on most Garchomp spreads, possibly a guaranteed OHKO.
    
    Actually, Kingambit is known for being able to sweep teams with +2. Sucker Punch at +2 with Black Glasses should OHKO most Garchomp.
    
    But if it doesn't OHKO and Garchomp uses Earthquake... Kingambit is done.
    
    I think Sucker Punch is the right play here. If Garchomp attacks (most likely), Sucker Punch hits first and has a good chance to KO. If it doesn't KO, at least we've weakened Garchomp significantly and Kingambit goes down but Gholdengo or Slowking can clean up.
    
    If Garchomp sets up (Swords Dance), Sucker Punch fails but Kingambit can try again next turn or switch.
    
    I'll go with Sucker Punch. It has priority, good damage, and forces Garchomp to either attack (and potentially get KO'd first) or set up (and risk another Sucker Punch next turn).
    MiMo V2.6 Flash switched to Slowking4,332 tok · 66.7 s · $0.0008

    Turn 6: Send Slowking-Galar into Garchomp's Earthquake — it resists nothing but has the bulk (neutral hit ~30%) and kills the 17% Mega Chomp next turn with Sludge Bomb (even resisted, ~35%+). Gholdengo risks being outsped and OHKO'd by super-effective EQ. Then scout their last unknown Pokémon (Greninja/Palafin/Scizor/Gholdengo).

    Reasoning trace (674 words)
    Garchomp at 17% HP, Mega Evolved. Its speed: Mega Chomp base 92, but Spe range 100-158. Gholdengo Spe 104 base... Gholdengo's actual Spe stat is fixed at level 50: base 84 → around 99-100. Let me think: Gholdengo stats given: Spe 104. Garchomp Mega range 100-158 — could outspeed Gholdengo.
    
    Garchomp just used Earthquake. It likely has Dragon Claw/Scale Shot, etc. If Gholdengo comes in, Garchomp may EQ again (neutral on Gholdengo? Ground vs Steel/Ghost — not very effective? Ground hits Steel super effectively. Steel is weak to Ground, Ghost neutral → super effective on Gholdengo!). Wait, Gholdengo is Steel/Ghost: Ground hits Steel 2x, Ghost 1x → super effective. So Garchomp EQ would OHKO Gholdengo probably from 100%.
    
    Slowking-Galar: Poison/Psychic — Ground is neutral (Poison weak? no, Poison not weak to Ground; Psychic not weak). Ground vs Poison: neutral. So Slowking takes EQ neutrally. Slowking at 157/202, SpD high but EQ is physical. Garchomp Mega Atk 171-244, EQ at 17%... Slowking Def 100 base, actual Def 100. Mega Chomp EQ:200 Atk, 100 Def... damage roughly 200*100/50*1.5*... approx:4*200/50=16, *1.5 STAB = 24, *100/100 Def = 24... wait formula: (2*50/50+2)*Atk*BP/(Def*50)+2 → (2+2)=4 * Atk*100/Def... ~ (4*200*100)/(100*50)+2 = 80000/5000+2 = 16+2 = 18... times STAB 1.5 = 27ish. Plus maybe sand? No weather. So ~27% damage? Hmm that seems low but level 50 calcs. Actually damage ~ 25-35% of Slowking's HP. Slowking survives easily and can Sludge Bomb (Poison vs Dragon/Ground: super effective on... Ground? no, Poison hits Ground? Poison is super effective vs Grass, Bug, Fairy. Not Ground — wait, Ground resists Poison? Poison is not very effective vs Ground? Actually Poison vs Ground: Ground is not immune; Poison is resisted by Ground? Let me recall: Ground resists Poison. Yes, Ground-type resists Poison. So Sludge Bomb on Garchomp: Dragon/Ground → Ground resists, Dragon neutral → not very effective.
    
    Flamethrower: Fire vs Ground =2x? No, Fire hits... Ground is not weak to Fire. Ground resists Poison. Fire vs Dragon: not very effective (Dragon resists Fire). So Flamethrower is not very effective too. Hmm.
    
    Actually key: Garchomp at 17% HP. Any hit kills it. Slowking outspeeds? Garchomp Mega Spe 100-158, Slowking Spe 50 → Slowking always slower. So Slowking will take a hit first. Garchomp likely EQ → ~30% damage. Then Slowking attacks — but which move kills Garchomp at 17%? Sludge Bomb neutral-ish resisted (0.5x): Sludge Bomb 90 BP * 0.5 = 45 effective vs17% HP. Slowking SpA 178 vs Garchomp SpD 103-161. Damage calc: ~ (2*50/50+2)*178*90/(140*50) *0.5... = 4*178*90/(140*50)=64080/7000=9.15 *0.5 = 4.6... that's tiny. Hmm, let me be careful: standard formula at level 50: damage = ((2*50/5 + 2) * BP * A/D) / 50 + 2, times modifiers. (2*50/5+2) = 22. 22*90*178/140 = 22*90*1.27 = 2515 /50 = 50, +2 = 52, *0.5 STAB... wait STAB applies: Poison STAB 1.5 → but the0.5 resistance. 52 * 1.5 * 0.5 = 39. Then random0.85-1 → ~33-39%. That kills 17% Garchomp. Good — resisted still kills.
    
    Flamethrower: 90 BP Fire, not very effective vs Dragon (0.5). No STAB. 22*90*178/140 /50 +2 = ~52, *0.5 = 26, *0.85 =22%. Also kills 17%.
    
    But Garchomp may protect... no. Or switch out to preserve Mega Chomp? The opponent's third Pokémon unknown. They might switch — but Garchomp at 17% is still useful? It could be saved. If they switch, Slowking's attack hits the switch-in.
    
    Gholdengo: if Gholdengo comes in, Garchomp EQ is super effective and likely OHKOs — bad. Also Garchomp may outspeed (Spe 100-158 vs Gholdengo 104). Risky.
    
    Slowking is the safe switch-in: takes EQ ~30%, then kills Garchomp with Sludge Bomb. And Regenerator... actually Slowking would take damage, but it has Leftovers.
    
    Also consider: Garchomp might use a coverage move hitting Slowking? Fire Blast on Poison/Psychic — neutral, SpA though. Slowking has132 SpD, fine.
    
    Best: SWITCH: slowkinggalar, then Sludge Bomb next turn. But wait — Snowscape weather ended ("Weather: none"). Fine.
    
    Note: after Slowking kills Garchomp, opponent sends in last Pokémon unknown (could be Greninja/Palafin/etc.). Slowking has Regenerator — if we then switch out, heals.
    
    Decision: SWITCH: slowkinggalar.
  7. Turn 6
    Microsoft-Decision-1 used Earthquake2,388 tok · 0.5 s · $0.0001

    51% MOVE: earthquake, 28% MOVE: swordsdance, 11% MOVE: stompingtantrum

    MiMo V2.6 Flash used Sludgebomb5,366 tok · 178.0 s · $0.0014

    Turn 7: Slowking can't survive Mega Chomp's EQ (it killed Def-140 Kingambit from 172; Slowking's Def 100/157 HP dies easily), and Gholdengo switching in would also take ~196 vs 194 HP — near-fatal. So sacrifice Slowking with Sludge Bomb: if Garchomp attacks, Slowking falls and Gholdengo enters free at 100% to revenge-KO the 17% Chomp with Shadow Ball; if it switches or statuses, Sludge Bomb lands. Gholdengo is my wincon vs their last unknown (Greninja/Scizor/Palafin/Gholdengo).

    Reasoning trace (1,226 words)
    Garchomp at 17%. Slowking can't KO with resisted moves (sludgebomb/flamethrower resisted? No wait — Garchomp is Dragon/Ground, so Sludge Bomb (Poison) is neutral, Flamethrower (Fire) is neutral. Wait, the legal actions say "not very effective on garchomp" for both. Hmm, that's wrong for Dragon/Ground — Poison is neutral on Dragon/Ground (Dragon resists nothing of poison... actually Dragon doesn't resist Poison; Ground doesn't resist Poison). Fire: Dragon resists Fire, Ground resists Fire — so Fire is 1/4x. Poison: neutral. But the prompt says sludgebomb is not very effective too. Odd but I should trust the prompt? Actually the sim says "not very effective on garchomp" for both. Hmm. Maybe the sim is wrong, but I must follow given info.
    
    Wait — actually, maybe this sim considers it. Dragon resists Fire (yes, 1/2), Ground resists Fire (1/2) → 1/4. Poison vs Dragon: not resistant; Ground: not resistant. So Sludge Bomb should be neutral. But sim says NVE. Regardless.
    
    Garchomp moves first (Spe 100-158 vs 50). It will Earthquake Slowking — Slowking at 157/202, EQ from Mega Chomp at +0... Earlier EQ killed Kingambit from 172/207 (Kingambit is Dark/Steel, neutral to Ground). So ~172 damage. Slowking has SpD... actually EQ physical: Slowking Def 100, HP 202. Kingambit Def 140 HP 207 took ~172+. Slowking with lower Def would take more — likely KO. So Slowking probably dies to EQ.
    
    Hmm, but wait: does Garchomp attack or switch? It's at 17%, Slowking threatened with sludgebomb ~ neutral 90 BP from 178 SpA vs 103-161 SpD... likely KO or close.
    
    Options: sacrifice Slowking by attacking (it likely dies to EQ first anyway), or switch to Gholdengo (immune to Ground? No — Gholdengo is Steel/Ghost, not immune to Ground. Ground hits Steel. Not immune).
    
    Actually wait: does Gholdengo outspeed Garchomp? Gholdengo Spe 104 vs Garchomp 100-158. Unknown. Gholdengo has 194 HP; EQ would do big damage but Gholdengo survives probably and can KO with... Gholdengo moves: nastyplot, makeitrain, shadowball, recover. Shadowball vs Dragon/Ghost — Dragon doesn't resist Ghost; neutral. Shadowball 80 BP from 203 SpA at 17% HP → definitely KO.
    
    But if Gholdengo is outsped and takes EQ (~50-70%?), it survives and KOs next turn with shadowball. That's better than sacrificing Slowking? Slowking has Regenerator — switching out heals 1/3. If Slowking switches out now, it heals to full-ish and can be used later.
    
    But risk: their last Pokémon could be Greninja (Dark, blocks Shadowball? no, Greninja Dark resists Ghost... Dark resists Ghost? No — Ghost is not resisted by Dark; Dark takes 2x from Ghost, deals... actually Ghost is not very effective against Dark? Ghost IS NVE vs Dark? No: Ghost is super effective against Ghost and Psychic; Dark resists Ghost (Ghost attacking Dark = 0.5x? Let's recall: Dark is immune to Psychic, resists Ghost? Type chart: Ghost moves are not very effective against Dark? Hmm. Dark defensive: resists Ghost (0.5x), Dark (0.5x), immune to Psychic. Yes, Dark resists Ghost.)
    
    Their last is unknown: gholdengo, scizor, greninja, palafin.
    
    Plan: Switch to Gholdengo, take EQ, then KO Garchomp with shadowball/Make It Rain. But Gholdengo is key for their Scizor/Gholdengo etc.
    
    Alternative: keep Slowking in, use sludgebomb — Slowking likely dies to EQ first (Garchomp faster). Then Gholdengo comes in free (no damage taken this turn... well, Slowking fainted, Gholdengo comes in fresh via revenge). That's actually fine: Slowking dies, Gholdengo enters with 100% HP, KOs Garchomp next turn. Versus switching Gholdengo in to take an EQ (~50%+).
    
    Hmm but is Slowking guaranteed to die? EQ did 172 to Kingambit (207 HP, Def 140, Dark/Steel neutral). Slowking Def 100 (lower), HP 202. Damage scales with 1/Def: 172 * (140/100) * (202/207)... wait damage = base * attacker * (target HP ratio). Kingambit took 172/207 = 83%. Slowking: same attack power, lower def → damage% ≈ 83% * 140/100 = 116%. So Slowking dies. Unless Garchomp doesn't attack.
    
    Alternatively Chilly Reception: sets snow, switches out — but Slowking still takes EQ and dies before switching? Chilly Reception: user switches after using the move; the move happens after being hit (since slower). Slowking would take EQ and die → move fails. Unless Garchomp switches.
    
    Actually could Garchomp switch out? It's at 17%, Slowking threatens with Sludge Bomb (neutral, likely KO: 178 SpA, 90 BP STAB? Slowking-Galar is Poison/Psychic so Sludge Bomb is STAB → 90*1.5=135 BP vs 17% HP — way KO). So Garchomp likely attacks or switches. If it switches, Sludge Bomb hits incoming Pokémon.
    
    Best play: Sludge Bomb. If Garchomp stays: Slowking dies (unavoidable — it's slower and any attack likely KOs; even if it attacks with a weaker move). Actually, could Slowking survive? Estimated 116% — dies. So Slowking is essentially sacrificed regardless. Might as well get damage in — Sludge Bomb on a switch-in or on Garchomp (kills it if it stays? no, Garchomp moves first and KOs Slowking before it attacks).
    
    Wait, if Garchomp KOs Slowking, Slowking's move never happens. So Sludge Bomb only matters if Garchomp switches or uses a non-damaging move.
    
    Alternatively, switch to Gholdengo: Gholdengo takes EQ. How much? Gholdengo Def 115, HP 194. Damage% ≈ 83% * 140/115 * 194/207 ≈ 83% * 1.217 * 0.937 ≈ 94%. Ugh, nearly dies. Actually that's an estimate with wide ranges (Garchomp Atk range 171-244, but the actual EQ did 172 damage so we know actual power). Using the actual EQ damage of 172 to Kingambit as ground truth: damage = 172 for Def 140, HP 207. For Gholdengo: 172 * (140/115) * (194/207) = 172 * 1.217 * 0.937 = 195.8 ≈ 196 vs 194 HP. Gholdengo dies! (roughly)
    
    Hmm, that's essentially a OHKO. So switching Gholdengo in is fatal-ish. Slowking: 172 * (140/100) * (202/207) = 172*1.4*0.976 = 235 vs 157 HP. Dies too.
    
    So both die. Therefore: keep Slowking in and use Sludge Bomb? Slowking dies to EQ either way, then Gholdengo comes in at 100% and KOs Garchomp. That's the cleanest: sacrifice Slowking, get Gholdengo in free.
    
    But wait — is there a way to save Slowking? Switch to Gholdengo — Gholdengo dies to EQ. Worse. So no.
    
    Unless Garchomp switches out. Then Slowking's Sludge Bomb hits the switch-in, and Slowking survives (Regenerator later).
    
    Actually, what if Garchomp uses a status move? Unlikely.
    
    Alternatively use Chilly Reception — same thing, but Slowking dies first so it doesn't work.
    
    So: Sludge Bomb. If Garchomp stays and attacks, Slowking dies (its move doesn't execute). If Garchomp switches, Sludge Bomb hits the incoming mon. If Garchomp uses status, Sludge Bomb hits.
    
    Hmm, but wait: what if Garchomp's EQ doesn't KO Slowking? My estimate says 235 > 157, definite KO. Unless Garchomp is specially... no, EQ is physical. So Slowking dies.
    
    Actually — one more consideration: does the opponent predict we sacrifice and instead set up or switch? Doesn't change my best action: Sludge Bomb maximizes value (only action that damages anything if Slowking survives; and if Slowking dies, no action matters).
    
    Wait, is there a scenario where Slowking survives and Sludge Bomb KOs Garchomp? Only if Garchomp doesn't attack. Then Sludge Bomb from 178 SpA, STAB 135 BP vs 17% HP → KO.
    
    Also consider Flamethrower: resisted (1/4) — worse. Futuresight: delayed, wouldn't help.
    
    So: sludgebomb.
    
    Also note: with snowscape earlier — weather is none now.
    
    Notes: Slowking likely dies to EQ; sacrifice it, Gholdengo revenges Garchomp. Save Gholdengo (194 HP) for last mon. Their last unknown.
    MiMo V2.6 Flash switched to Gholdengo
    Incident report
    Only one legal action: played without asking.
  8. Turn 7
    Microsoft-Decision-1 used Earthquake2,512 tok · 0.9 s · $0.0001

    73% MOVE: earthquake, 13% MOVE: swordsdance, 7% MOVE: stompingtantrum

    MiMo V2.6 Flash used Shadowball3,407 tok · 24.8 s · $0.0006

    Must KO the 17% Mega Garchomp before it hits me with EQ — Shadow Ball from Life Orb 203 SpA always kills from 17%. Speed is the risk (their Garchomp 100-158 vs my 104); no alternative but to attack. If I survive, their last unknown (Gholdengo/Scizor/Greninja/Palafin) comes in — then assess Nasty Plot vs Recover.

    Reasoning trace (147 words)
    Garchomp at 17% — Shadow Ball should KO it. But speed uncertain; Garchomp might have priority or outspeed. Shadow Ball from 203 SpA Life Orb vs Def 121-183 Garchomp at 17% — Shadow Ball 80 BP * 1.3 LO = 104 effective vs SpD 103-161. Even with low roll vs high SpD, should do around 45-60%. Garchomp at 17% dies. Risk: Garchomp outspeeds and uses EQ — Gholdengo is immune? No, Gholdengo is Steel/Ghost, not immune to Ground. EQ would KO Gholdengo. So speed matters.
    
    If Garchomp outspeeds, EQ kills Gholdengo and we lose (last mon). So we must hope Gholdengo outspeeds, or... no alternative. Nasty Plot doesn't help if we die. Shadow Ball is the only play.
    
    Actually, could Garchomp be slower? Base speed Mega Garchomp is 92, so Spe range 100-158... wait shown 100-158 but level 50 stats. Gholdengo 104. Depends. Just go Shadow Ball.