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 6 turns · 3 min wall clock · 44,193 tokens · $0.004

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Decisions

  1. Team preview
    Microsoft-Decision-1 brought Garchomp,tyranitar,dragapult5,467 tok · 2.5 s · $0.0002

    Lead: 41% BRING: garchomp, 28% BRING: tyranitar, 22% BRING: dragapult Pick 2: 63% BRING: tyranitar, 21% BRING: dragapult, 7% BRING: gholdengo Pick 3: 63% BRING: dragapult, 26% BRING: gholdengo, 7% BRING: lucario

    MiMo V2.6 Flash brought Slowkinggalar,kingambit,gholdengo2,553 tok · 25.2 s · $0.0003

    Plan: Lead slowkinggalar for a safe chillyreception pivot into kingambit or gholdengo. Kingambit checks dragapult/gholdengo/tyranitar/greninja with sucker punch; scarf gholdengo handles lucario and speed control. Slowking walls garchomp/lucario, has flamethrower for them. Watch for tyranitar sand and greninja protean.

    Reasoning trace (135 words)
    Their team: garchomp, dragapult, gholdengo, tyranitar, greninja, lucario. My team: garchomp, gholdengo, kingambit, slowkinggalar, corviknight, palafin.
    
    Kingambit looks strong vs dragapult/gholdengo/tyranitar/greninja (sucker punch). Gholdengo scarf handles lucario, garchomp. Palafin strong but needs hero form. Corviknight walls garchomp/greninja/lucario somewhat.
    
    Lead: garchomp with stealthrock? Or slowkinggalar chillyreception lead — safe pivot. Actually slowking-galar leads well: chilly reception brings in a teammate safely, sets nothing. Good vs garchomp lead, tyranitar.
    
    Bring: slowkinggalar, kingambit, gholdengo? Or garchomp instead of gholdengo. Gholdengo scarf outspeeds and hits lucario, garchomp (shadowball), greninja. Kingambit beats dragapult/gholdengo/tyranitar. Slowking handles garchomp, lucario (flamethrower), greninja.
    
    I'll bring slowkinggalar lead, kingambit, gholdengo. Alternative: garchomp over gholdengo for rocks. But scarf gholdengo is valuable for speed control. Kingambit + gholdengo + slowking is solid.
    
    Actually palafin with jetpunch/wavecrash is strong too but needs switch-in dance. Keep it simple.
  2. Turn 1
    Microsoft-Decision-1 used Earthquake1,889 tok · 1.2 s · $0.0001

    67% MOVE: earthquake, 15% MOVE: stealthrock, 8% MOVE: dracometeor

    MiMo V2.6 Flash used Chillyreception2,431 tok · 15.4 s · $0.0003

    Plan: Chilly reception pivot as planned. Garchomp lead likely earthquakes or swordsdances; shucaberry covers a ground hit if I stayed, but pivoting is safer with regenerator. Bring in kingambit to threaten it, or gholdengo if it looks physical setup. Still need info on their other two picks.

    Reasoning trace (75 words)
    Garchomp lead vs Slowking-Galar. Chilly reception is safe — sets snow, switches out. Garchomp likely uses earthquake (shucaberry helps but still) or swordsdance. Chillyreception is the standard play. Let's do that.
    
    Note: snow boosts ice-type moves defense... Actually snow in gen 9 boosts Ice-type Atk? In gen 9 snow boosts Ice types' Defense (gen 9 changed to... actually gen 9 snow boosts Ice-type Pokémon's Defense). Anyway.
    
    Chilly reception is safe pivot into kingambit or gholdengo.
    MiMo V2.6 Flash switched to Kingambit2,814 tok · 9.1 s · $0.0004

    Plan: Chilly reception pivot done; Slowking saved at low HP for later regenerator. Both my remaining mons are weak to Ground, so this incoming hit will hurt. Bring in Kingambit: bulkiest option, can threaten with Sucker Punch vs their backline (dragapult/greninja) and set up Swords Dance if Garchomp switches. Gholdengo stays healthy as scarf cleaner.

    Reasoning trace (268 words)
    Chilly Reception brings in a new Pokemon. Switch to kingambit — it takes Earthquake neutrally? Kingambit is Dark/Steel, Ground is neutral (Steel resists... actually Ground: Steel resists Ground? No — Steel does not resist Ground. Ground hits Steel super effectively? Ground is super effective against Fire, Electric, Poison, Rock, Steel. Yes, Ground is SE against Steel. So Kingambit takes SE from Earthquake. Kingambit has 140 Def, 207 HP; Garchomp EQ at 90% life orb... could do big damage but Kingambit survives likely. Gholdengo is Steel/Ghost — also weak to Ground! Both weak to Ground.
    
    Hmm. Gholdengo scarf, could outspeed and... makeitrain/shadowball won't kill Garchomp at 90%. Focus blast? Garchomp at 90% — focusblast 120 BP SE, gholdengo SpA 185. Might kill or not.
    
    Kingambit with blackglasses, sucker punch won't work (Garchomp used EQ, not priority-relevant). Kowtow cleave SE against Garchomp (Dark vs Dragon/Ground — neutral actually; Dark hits nothing here. Garchomp weak to Ice, Dragon, Fairy). So Kingambit's moves are all neutral.
    
    Best: switch kingambit, tank EQ (SE but bulky), then threaten with... actually Kingambit can't threaten Garchomp much. Gholdengo scarf with shadowball neutral.
    
    Alternatively sack slowking? Not a legal action — only switches listed. Chilly reception forces switch.
    
    I'll bring in kingambit to absorb a hit and set up swordsdance? Garchomp EQ would be SE and hurt. Gholdengo takes SE too but is faster (scarf 149 vs max 169 — not guaranteed faster). Kingambit slower anyway.
    
    Actually consider: opponent might switch out Garchomp. Kingambit with swordsdance could set up. I'll go kingambit — bulkier, can SD on a predicted switch, and sucker punch for their next mons.
  3. Turn 2
    Microsoft-Decision-1 used Earthquake2,150 tok · 0.5 s · $0.0001

    76% MOVE: earthquake, 6% MOVE: dracometeor, 5% MOVE: stealthrock

    MiMo V2.6 Flash used Suckerpunch5,482 tok · 57.4 s · $0.0012

    Plan: Kingambit likely dies to Life Orb EQ (super effective, likely OHKO), so Sucker Punch for guaranteed chip first — puts Garchomp in range of scarf Gholdengo's Make It Rain. Then Gholdengo cleans; Slowking (42%) saved for late regenerator pivot/futuresight. Opponent's backline: 2 of dragapult/gholdengo/tyranitar/greninja/lucario.

    Reasoning trace (1,422 words)
    Garchomp at 90% with Life Orb. Kingambit at full HP. Garchomp likely uses Earthquake again — super effective against Kingambit (Dark/Steel, ground weak? Dark/Steel: Dark takes neutral from Ground, Steel takes 2x from Ground... actually Steel is weak to Ground, Dark neutral → Kingambit is weak to Ground). So Earthquake would hurt Kingambit badly.
    
    Options: Sucker Punch does decent damage to Garchomp (Dark vs Dragon/Ground: neutral, 70 BP * 1.2 blackglasses). Garchomp at 90% HP ~ maybe 165-190 HP. Sucker punch does maybe 40-50%. Not enough to KO.
    
    Switch to gholdengo? Gholdengo is Steel/Ghost — immune to Ground (Levitate? No, Good as Gold, but Steel/Ghost is immune to Ground due to... actually Steel/Ghost: Ghost doesn't immune ground, Steel doesn't either. Wait — no Levitate. Steel/Ghost takes neutral from Ground? Steel is weak to Ground, Ghost neutral → 2x weak). So gholdengo also weak to Ground.
    
    Slowking at 41.9% would die to EQ.
    
    Hmm. Garchomp might also use a different move — but EQ is the obvious play. Kingambit could just attack with Sucker Punch or Kowtow Cleave. If Garchomp stays, EQ will hit Kingambit for super effective — likely 60-80% with Life Orb. Kingambit survives probably and can KO back with Kowtow Cleave? Kowtow 85 BP * 1.2 = 102, vs Garchomp defense... Kingambit Atk 205 (max), Garchomp Def maybe 130ish. Damage ~ 50-60%. Garchomp at 90% — two hits needed.
    
    Alternatively Garchomp might switch out fearing Kingambit. Sucker punch fails then.
    
    Safest: Kowtow Cleave — reliable damage whether they attack or switch. If Garchomp uses EQ, Kingambit takes ~70% but survives, then Kowtow does ~55%, next turn another Kowtow or sucker punch finishes.
    
    Actually could Kingambit die to EQ? Life Orb EQ 100 BP * 1.3 * 2x SE vs Kingambit's 140 Def, HP 207. Garchomp Atk up to 200. Rough calc: 200 Atk * 1.3 LO * EQ 100 / (140*2/5)... damage formula: ((2*50/5+2)*100*200/140)/50 + 2 ≈ (22*100*200/140)/50 = (440000/140)/50 = 3142/50 ≈ 63 * 1.3 LO ≈ 82 * 2 SE... wait I already included SE? No. Base: (2*50/5+2)=22, *power 100 *Atk/Def = 22*100*200/140 = 3142, /50+2 = 64.8. Then modifiers: LO 1.3 → 84, SE 2x → 168. That's over 100%? Hmm, max Atk Garchomp 200 at level 50... that seems too high. Level 50 damage formula uses level: ((2*Level/5+2)*Power*A/D)/50+2. Level 50: 2*50/5+2 = 22. Yes. So max Atk Garchomp EQ does ~168 to Kingambit? That would OHKO. But min Atk 135: 22*100*135/140 = 2121/50 = 44.4 *1.3*2 = 115. Still OHKO?
    
    Hmm, that suggests Kingambit dies to EQ. But Kingambit typically runs max HP/def and survives EQ from Garchomp... Let me recheck: Kingambit Def 140 at level 50 seems high — that's max. Garchomp Atk range 135-200. Actually wait, level 50 stats: base 100 Atk Garchomp → around 130-170ish. 200 seems max with adamant 252? At level 50, 252 EVs give ~63 points... base 130 Atk at level 50: (2*130+31+63)*50/100+5 = (260+94)*0.5+5 = 182. Plus nature 1.1 → ~199. OK so 200 possible.
    
    So EQ likely OHKOs or nearly does. Risky.
    
    Better: switch to slowkinggalar? It's at 41.9%, Shuca already consumed. EQ would kill it.
    
    Switch gholdengo: weak to ground too (2x). Would take big damage.
    
    Hmm, what's the play? Sucker punch does damage and Kingambit might survive... no, if EQ OHKOs, Kingambit dies before moving (Garchomp faster).
    
    Wait — priority: Sucker Punch goes first! So Kingambit can Sucker Punch before Garchomp's EQ. Sucker punch: 70 BP * 1.2 blackglasses = 84, vs Garchomp SpD... physical. Garchomp Def ~130. Damage: 22*84*205/130 = 22*84=1848*205/130 = 2926... /50 = 58.5+2 = ~61. Neutral. So ~60 damage on ~180 HP Garchomp → ~33%. Then Kingambit dies to EQ.
    
    Alternatively, does Kingambit survive EQ? If Garchomp isn't max Atk: min calc 115 — still KO. Even at 0 Atk EVs: 135 Atk → 115 dmg with LO+SE. Kingambit at 207 HP dies. So Kingambit cannot take EQ.
    
    So options: sucker punch for chip then die, or switch. Switch to whom? Gholdengo takes 2x ground: calc vs Gholdengo Def 115, HP 162: 22*100*200/115 = 3826/50 = 76.5+2 = 78 *1.3*2 = 204 — OHKO too. Slowking dead.
    
    Hmm, everything dies to EQ. But will Garchomp use EQ? It might predict a switch to a flying/levitate... none of mine are immune. Garchomp might also use Dragon Claw or Swords Dance.
    
    Actually maybe Garchomp switches out? Unlikely with advantage.
    
    Best play: Sucker Punch for guaranteed chip before dying? Or Kowtow Cleave — if Garchomp attacks, Kingambit dies first without dealing damage. So Sucker Punch is strictly better if Garchomp attacks. If Garchomp switches or statuses, Sucker Punch fails and Kowtow would have hit.
    
    What would opponent do? They see Kingambit, likely EQ. Sucker punch chip ~33% puts Garchomp at ~57%. Then I bring in... who? Gholdengo scarf, outspeeds? Gholdengo Spe 149 vs Garchomp 109-169. Scarf gholdengo at 149*1.5 = 223 — outspeeds everything. Gholdengo makeitrain/shadowball vs Garchomp: Shadowball 80 BP vs Dragon/Ground — neutral. Garchomp SpD ~94-150. Scarf Gholdengo SpA 185. Damage: 22*80*185/130 ≈ 22*80=1760*185/130=2504/50 = 50+2 = 52. Two shots. But Garchomp outspeeds... no, scarf outspeeds. So Gholdengo comes in, outspeeds, shadowball ~52%, Garchomp at 57% survives and EQs Gholdengo → dead.
    
    Hmm, tough. Actually wait — after sucker punch chip (33%), Garchomp at 57%, shadowball does ~52% — close but maybe not enough. Makeitrain 120 BP Steel vs Garchomp: Steel is neutral on Dragon/Ground? Steel → Dragon resists? No: Steel is not very effective vs... Steel hits: resistant by Steel, Fire, Water, Electric... Dragon doesn't resist Steel. Ground doesn't. So neutral. 120 BP: 22*120*185/130 = 488400/130... let me compute: 22*120 = 2640, *185 = 488400, /130 = 3757, /50 = 75+2 = 77. That's ~77%! With scarf Gholdengo, makeitrain does ~77% to Garchomp. If Garchomp is at 57% after sucker punch, makeitrain KOs!
    
    But wait, Garchomp might switch after Kingambit dies. Sequence: Turn 2: Kingambit sucker punches (~33%), Garchomp EQs Kingambit (dead). Turn 3: I bring Gholdengo, Garchomp at ~57% (minus LO recoil). Gholdengo makeitrain — if Garchomp stays, KO. If Garchomp switches, incoming mon takes 77%.
    
    Alternatively, if I switch Kingambit out now to Gholdengo — Gholdengo dies to EQ. Bad.
    
    What if Garchomp doesn't EQ? If it Swords Davors, sucker punch fails and Kingambit survives... then next turn.
    
    I think Sucker Punch is the play: guaranteed chip before Kingambit goes down, unless opponent switches (then it fails, but Kingambit still dies next turn to whatever comes in... actually if they switch, Kingambit survives this turn and I can act again).
    
    Actually consider: if opponent switches Garchomp out (fearing sucker punch/Kowtow?), sucker punch fails, Kingambit lives, and I get a free turn. Then I could Swords Dance. Hmm.
    
    Alternatively Kowtow Cleave: if Garchomp attacks, Kingambit dies with no damage dealt — strictly worse than sucker punch in that case. If Garchomp switches, Kowtow hits the incoming for good damage vs sucker punch failing.
    
    Which is more likely: Garchomp attacking or switching? Garchomp has favorable matchup vs Kingambit (EQ super effective, likely OHKO). Very likely attacks. So Sucker Punch.
    
    But there's mind game: opponent might expect sucker punch and use a non-attacking move (Swords Dance) to make it fail. Garchomp at 90% with Life Orb — could SD. Hmm. If they SD and I sucker punch, I lose a turn and then die to EQ next turn with no damage.
    
    Kowtow Cleave covers: attack (die but... no, I die before moving since they're faster — no damage dealt), switch (damage), status (damage).
    
    Sucker punch covers: attack (chip 33% then die), switch (fail, no damage, but survive the turn? If they switch, no attack comes, Kingambit survives — then next turn I can act again).
    
    Hmm, actually if they switch, sucker punch fails but Kingambit survives the turn — I get another turn either way. If they attack, sucker punch chips then Kingambit dies. If they SD, sucker punch fails, Kingambit survives (no attack), then next turn they EQ.
    
    Kowtow: if they attack, Kingambit dies with zero damage. If they switch, big damage on incoming. If they SD, Kingambit survives and I dealt no damage.
    
    Expected: sucker punch gives guaranteed value in the most likely line (they attack). I'll go Sucker Punch.
    
    Wait — but consider: after Kingambit dies, I have Gholdengo (scarf) and Slowking at 42%. Gholdengo makeitrain vs Garchomp at ~57% KOs. Then their backline: dragapult, gholdengo, tyranitar, greninja, lucario (2 remaining). Scarf Gholdengo with makeitrain/shadowball/focusblast is a good cleaner. Slowking can still pivot with chilly reception and take a hit maybe.
    
    Plan: Sucker Punch now.
    
    Notes should be ≤60 words.
    MiMo V2.6 Flash switched to Slowking3,266 tok · 15.1 s · $0.0004

    Plan: Sacrifice Slowking to give Gholdengo a free switch-in. Life Orb EQ would OHKO Scarf Gholdengo (Ground-weak), but Slowking is also dead at 72 HP — losing it cleanly lets Gholdengo enter at full and revenge-KO Garchomp (32%) with Make It Rain. If opponent switches Garchomp out to preserve it, Slowking gets a free turn to pivot or fire Futuresight/Flamethrower.

    Reasoning trace (420 words)
    Garchomp at 32%, Life Orb. Scarf Gholdengo Make It Rain should KO. But I must switch in first — Garchomp will attack the incoming Pokémon. If I bring in gholdengo, it takes an EQ — Gholdengo is weak to Ground! EQ from Life Orb Garchomp would be super effective and likely OHKO or heavily damage gholdengo.
    
    Slowking at 72/172 with Shuca already consumed. EQ would do... Garchomp at 32% HP, Life Orb. Slowking has 178 SpD but Def 100. Physical EQ. Shuca gone. Slowking at 72 HP — likely dies to EQ too.
    
    Hmm. Which is safer? Gholdengo: HP 162, Def 115, SpD 113. Ground-weak (2x). Slowking: HP 172, Def 100, not weak (neutral), but only 72 HP left.
    
    Garchomp's EQ at Life Orb: earlier EQ did 157 to Slowking (172→15) with Shuca halving. So without Shuca it would have done ~314, meaning ~157 after Shuca. So raw EQ ≈ 314 damage. Slowking at 72 dies. Gholdengo takes 314*... wait Gholdengo neutral? No, Steel/Ghost — Steel is weak to Ground, so 2x. Gholdengo Def 115 vs Slowking Def 100. Damage roughly 314 * (115/100 is def higher so less) * 2x... Gholdengo would take way more than 162. Dies.
    
    Wait, but Garchomp is at 32% now and has taken Life Orb recoil. Actually the EQ damage estimate: Slowking took 157 with Shuca (halved), so full = 314. That's huge — probably high roll with Life Orb and maybe EQ STAB.
    
    Both switches likely die. Hmm. But wait — maybe Garchomp switches out instead? Opponent might preserve Garchomp at 32%.
    
    Actually, if opponent keeps Garchomp in, whichever I send dies. Then I'd have only one mon left vs 3. Bad.
    
    Alternative: send Slowking — it dies, then I bring Gholdengo free (after faint, free switch). Then Gholdengo at full vs Garchomp 32%, scarf Make It Rain KOs. That's actually fine: I lose Slowking but Gholdengo comes in clean.
    
    If I send Gholdengo and it dies, I have Slowking left at 72 HP vs Garchomp + 2 — Slowking can't win.
    
    So switch to slowkinggalar: sacrifice it, get free switch to gholdengo, then KO Garchomp.
    
    But there's a chance opponent switches Garchomp out to preserve it. Then Slowking comes in free and healthy-ish (72 HP, regenerator... no, it just switched in). Then I can chilly reception again or attack. That's fine too.
    
    Actually wait — if opponent switches, Slowking in vs their incoming mon. Their backline: dragapult, gholdengo, tyranitar, greninja, lucario (2 of these). Slowking handles many.
    
    So switch slowkinggalar is best.
  4. Turn 3
    Microsoft-Decision-1 used Earthquake2,217 tok · 0.6 s · $0.0001

    63% MOVE: earthquake, 11% MOVE: dracometeor, 10% SWITCH: tyranitar

    MiMo V2.6 Flash used Futuresight3,469 tok · 45.3 s · $0.0004

    Plan: Sacrifice Slowking to give Gholdengo a free switch-in. Use Futuresight first — if Garchomp stays and EQs Slowking dies anyway, but Futuresight lands turns later for 120 BP pressure on their backline. If Garchomp switches out, Slowking survives and I pivot next turn. Then Gholdengo revenge-KOs Garchomp (32%) with Make It Rain.

    Reasoning trace (488 words)
    Garchomp at 32%, Slowking at 72 HP. Garchomp outspeeds and EQ would kill Slowking. Switch to Gholdengo — but Gholdengo is weak to Ground too. Scarf Gholdengo at 162 HP: Life Orb EQ from Garchomp (Atk up to 200) would do massive damage. Hmm.
    
    Actually, Garchomp at 32% — after Life Orb recoil it loses ~10% per attack. If it attacks, it goes to ~22%. Gholdengo switching into EQ: super effective, Life Orb boosted. Gholdengo Def 115, HP 162. EQ at 100 BP * 1.3 Life Orb * 2x SE = 260 base equivalent... Garchomp Atk maybe 180ish. That could easily OHKO or near-OHKO.
    
    Alternative: sacrifice Slowking. Slowking dies, Gholdengo comes in free, revenge kills with Make It Rain. That was the plan. But Garchomp at 32% — Gholdengo Make It Rain would kill it.
    
    But wait — if I sacrifice Slowking, Gholdengo enters after Slowking faints, free switch. Then Make It Rain kills Garchomp. That's clean.
    
    But could opponent switch Garchomp out to preserve it? Then Slowking gets a free turn. If I use Sludge Bomb or Flamethrower on a switch-in... Actually if I just let Slowking stay and attack, and opponent switches, I get damage on the incoming mon.
    
    Actually the risk: if I attack with Slowking and Garchomp stays in and EQs, Slowking dies anyway — same result as sacrificing, but I might have gotten chip damage off. If Garchomp switches out, I get a hit on the incoming.
    
    Best: use a move. Futuresight is interesting — sets up delayed damage that's hard to switch into. But Sludge Bomb or Flamethrower for immediate damage.
    
    Actually, what would Garchomp likely do? It's at 32%, Life Orb. It might switch to preserve itself, or stay and EQ. If it stays, Slowking dies — but I could use Chilly Reception to pivot out... no, Chilly Reception requires I survive the hit. Garchomp moves first.
    
    So Slowking will likely die this turn if Garchomp attacks. Best to use a move that does damage if Garchomp stays (it dies anyway) or if Garchomp switches (chip on incoming).
    
    Futuresight is great here — it hits 2 turns later, so even if Slowking dies, the futuresight damage lands. It hits whatever's in 2 turns from now for 120 BP Psychic.
    
    Actually let's use Futuresight. It's the best play: Slowking probably dies, but futuresight keeps pressure.
    
    Wait — but if Garchomp switches out and I use futuresight, then next turn I have Slowking vs their new mon. Hmm.
    
    Let me think about what's optimal. Gholdengo is my win condition. I need to get it in safely. Sacrificing Slowking gives free switch.
    
    If I use Futuresight and Slowking dies: Gholdengo comes in, I use Make It Rain to kill Garchomp (32%). Then futuresight lands on whatever comes in 2 turns later. Good.
    
    If Garchomp switches: Slowking survives, I can pivot with Chilly Reception next turn or attack.
    
    Futuresight seems strictly good. Let's do it.
    MiMo V2.6 Flash switched to Gholdengo
    Incident report
    Only one legal action: played without asking.
  5. Turn 4
    Microsoft-Decision-1 used Earthquake2,372 tok · 0.5 s · $0.0001

    33% MOVE: earthquake, 29% SWITCH: tyranitar, 20% SWITCH: dragapult

    MiMo V2.6 Flash used Shadowball3,141 tok · 15.7 s · $0.0003

    Plan: Scarf Gholdengo outspeeds Garchomp guaranteed (223 effective Spe vs max 169). Use Shadow Ball to KO Garchomp (22% ≈ 44 HP) without the Make It Rain SpA drop — I need full power for their last two mons (likely dragapult/greninja/tyranitar). Preserve Trick for a possible setup threat later.

    Reasoning trace (146 words)
    Garchomp at 22%, I'm Scarf Gholdengo. Speed: my Spe 149 vs Garchomp 109-169. Scarf gives 1.5x = 223.5, so I always outspeed unless... wait, scarf applies. 149*1.5 = 223.5 > 169. So I always move first.
    
    Make It Rain will KO Garchomp at 22%. But it lowers my SpA by 2 stages, which is bad for the remaining two opponents. Shadow Ball 80 BP is enough to KO at 22%? Garchomp at 22% of ~199 HP = ~44 HP. My SpA 185, Shadow Ball vs Garchomp SpD (94-150, say ~120): 80 BP * 1.5 (STAB) = 120 BP effective. Damage calc roughly: (2*50/50+2)*185*120/120 /250 + 2 ≈ ... let me estimate. Level 50 formula: ((2*50/50+2)*185*120/250)/120... actually simpler: base power 120 with STAB, SpA 185 vs SpD ~120. Roughly 60-70% damage. Definitely enough for 44 HP.
    
    Shadow Ball is better since no SpA drop. Use Shadow Ball.
    Microsoft-Decision-1 switched to Tyranitar2,083 tok · 0.7 s · $0.0001

    59% SWITCH: tyranitar, 41% SWITCH: dragapult

  6. Turn 5
    MiMo V2.6 Flash used Shadowball
    Incident report
    Only one legal action: played without asking.
    Microsoft-Decision-1 used Earthquake2,395 tok · 0.5 s · $0.0001

    37% MOVE: earthquake, 32% SWITCH: dragapult, 25% MOVE: knockoff

  7. Turn 6
    MiMo V2.6 Flash used Shadowball
    Incident report
    Only one legal action: played without asking.
    Microsoft-Decision-1 used Earthquake2,464 tok · 0.5 s · $0.0001

    74% MOVE: earthquake, 15% MOVE: knockoff, 9% SWITCH: dragapult