Matches · 2026-10-14 · rules version c5
Microsoft-Decision-1 vs MiMo V2.6 Flash
MiMo V2.6 Flash won in 5 turns · 8 min wall clock · 43,594 tokens · $0.006
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Decisions
- Team previewMicrosoft-Decision-1 brought
Dragapult,garchomp,gholdengoLead: 46% BRING: dragapult, 41% BRING: garchomp, 6% BRING: corviknight Pick 2: 84% BRING: garchomp, 8% BRING: gholdengo, 4% BRING: corviknight Pick 3: 72% BRING: gholdengo, 18% BRING: greninja, 9% BRING: corviknight
MiMo V2.6 Flash broughtSlowkinggalar,gholdengo,garchompPlan: lead Slowking-G with Chilly Reception to scout safely, bringing in Gholdengo or Garchomp. Carry Gholdengo (Choice Scarf speed control) + Mega Garchomp as my two hitters. Opponent likely fields Palafin (must switch out to activate), Greninja, Garchomp, Dragapult, Gholdengo, Corviknight. Save Mega Garchomp for late game; keep Slowking healthy with Regenerator for Palafin.
Reasoning trace (1,060 words)
Opponent has Palafin (water), Greninja, Garchomp, Dragapult, Gholdengo, Corviknight. My team: Gholdengo (scarf), Garchomp (mega), Dragapult (lifeorb), Slowking-Galar, Corviknight, Volcarona. Palafin and Greninja threaten Volcarona/Corviknight... Palafin needs a switch to become hero, but in singles it can switch out and back. Actually Zero to Hero requires being switched out; in singles they typically lead with something else, or Palafin lead then U-turn. Strong core: Garchomp (mega), Gholdengo (scarf), Dragapult. Slowking-G handles Palafin/Greninja/Corviknight? Slowking-G is Poison/Psychic with regenerator, good against Palafin (only Water moves resisted? Water hits neutrally... Poison resists nothing relevant; Palafin Jet Punch/Wave Crash neutral). Slowking has good SpD. Corviknight handles Garchomp? Ground hits it neutrally? Corviknight is Flying/Steel, immune to Ground. Body press + iron defense setup. Opponent's Corviknight is a wall for my Garchomp. Consider: Gholdengo lead (scarf Make It Rain hits Corviknight? resisted... Shadow Ball hits Corviknight neutrally? Corviknight is Steel — Ghost is not resisted by Steel; Steel resists... Steel resists Normal, Flying, Rock, Bug, Steel, Grass, Ice, Psychic, Dragon, Fairy. Ghost hits Steel neutrally). Good. Bring: gholdengo, garchomp, slowkinggalar? Or dragapult. Their team: Palafin, Greninja, Garchomp, Dragapult, Gholdengo, Corviknight. My Gholdengo can trick a scarf onto something. Their Greninja with Dark moves threatens Gholdengo (Shadow Ball blocked? Gholdengo is Steel/Ghost, Dark hits neutrally... actually Ghost weak to Dark, so Greninja Dark Pulse threatens).I think: garchomp (mega), gholdengo, dragapult — offensive trio. But their Corviknight walls Garchomp's EQ? No, Flying immune to EQ; scaleshot dragon neutral on Corviknight with 172 def. Hmm. Slowking-G handles Palafin (Water neutral, poison helps?), Greninja (Poison/Psychic vs Dark/Water: Dark hits Poison/Psychic... Poison resists Dark? Poison resists Fighting, Bug, Grass, Fairy, Poison. Psychic resists Fighting, Psychic. Dark hits Psychic super effectively — Slowking-G weak to Dark, Greninja Dark Pulse hurts. Hmm). Corviknight (mine) resists Greninja's Dark Pulse? No — Dark hits Steel neutrally, Flying neutrally. Corviknight handles Greninja's Dark moves and Palafin (Water neutral, Flying takes neutral from water... actually Water hits Flying super effectively! Corviknight weak to Water — Palafin Wave Crash kills). But Corviknight with lumberry/bodypress setup handles Garchomp (immune to EQ) and Gholdengo? Gholdengo Make It Rain hits Corviknight super effectively (Steel vs Flying... Steel hits Fairy, Ice, Rock super effectively — not Flying). So Make It Rain neutral on Corviknight. Consider bringing: gholdengo, garchomp, corviknight. Corviknight walls Garchomp (EQ immune, rock moves?), beats Greninja (Dark neutral, no dark resists... Corviknight resists... it doesn't resist Dark, but neutral takes ~fine), loses to Palafin (water2x) and Gholdengo. Their Palafin is a big threat to Corviknight and Volcarona. Volcarona with charti... water kills it too. Slowking-G: Water hits Poison/Psychic neutral? Water isn't resisted by Poison or Psychic, so neutral. Slowking's SpD 132 + leftovers + regenerator can take Palafin hits and hit back with futuresight/sludgebomb (Sludge Bomb vs Palafin neutral). I'll go with: gholdengo, garchomp, slowkinggalar? But then Gholdengo loses to their Gholdengo and Corviknight (their Corviknight walls my Gholdengo? Make It Rain 120 BP steel vs Corviknight: Steel resisted by Steel — their Corviknight is Steel/Flying, so Steel resisted, takes ~30%. Shadow Ball neutral ~50%+). Tricking scarf onto their Corviknight could be nice. Alternatively dragapult as speed control with U-turn. Balanced bring: gholdengo (lead scarf, fast), garchomp (mega sweeper), slowkinggalar (special wall vs Palafin/Greninja... Greninja dark pulse super effective though; but slowking regenerator switches). Hmm, Greninja with Dark Pulse: Slowking-G weak (Psychic weak to Dark). Sludge bomb vs Greninja neutral-ish (Poison vs Water/Dark: Poison resisted? Dark doesn't resist poison; Water doesn't resist poison... Water resists Fire, Water, Ice; Dark resists Ghost, Dark. So neutral). Greninja is frail. Actually their team: Palafin, Greninja, Garchomp, Dragapult, Gholdengo, Corviknight. Likely bring: Palafin + Gholdengo/Corviknight + Garchomp/Dragapult/Greninja. My Garchomp mega beats their Garchomp (EQ/scaleshot). Their Corviknight walls my Garchomp (EQ immune, scaleshot neutral1/2 on steel? Dragon neutral on Steel/Flying). Iron defense body press...Corviknight (mine) vs their Garchomp: EQ immune, rough skin, body press neutral? Fighting vs Dragon/Ground: Ground doesn't resist fighting, Dragon doesn't. Neutral. Dragon claw neutral on Corviknight (Steel resists Dragon — Steel resists Dragon yes, so 1/2). So my Corviknight walls their Garchomp, their Gholdengo beats my Corviknight (Make It Rain resisted by Steel...1/2 on Corviknight, neutral? Corviknight Steel/Flying: Steel resists Steel → 1/2). Shadow Ball neutral. So Corviknight is decent. Their Palafin beats my Corviknight (water 2x... wait Corviknight Flying weak to Water? Water hits Flying 2x → total 2x). Yes weak. Slowking-G vs Palafin: Sludge Bomb neutral (~90bp), Palafin Jet Punch/Wave Crash neutral on Slowking. Slowking 202 HP, 132 SpD, leftovers. Should win or at least trade. I'll bring: gholdengo, garchomp, slowkinggalar. Versatile: Gholdengo scarf leads (outspeeds most, kills Greninja/Dragapult with makeitrain/shadowball... Shadow Ball vs Dragapult neutral ~70%, their dragapult could be scarf too). Actually who leads? Gholdengo lead is fine — it's fast and can trick. But consider Slowking's chilly reception as lead to scout safely. That's a classic lead: chillyreception switches out into a teammate while setting snow. In this format it works. Lead with Slowking-G, chilly reception → brings in Gholdengo or Garchomp safely. I like: BRING: slowkinggalar, gholdengo, garchomp. Wait — but if they lead Palafin (needs switch to activate Zero to Hero), chilly reception gives them a free switch, letting Palafin become hero... They'd have to switch out anyway, so it doesn't matter much. Actually if they lead Palafin, they must switch it out first to activate; giving them a free switch is fine as it's their plan anyway. But giving free switches vs a team with setup (their Garchomp swordsdance) is a bit risky. Still, chillyreception is low-risk scouting. Alternatively lead Gholdengo. Against Palafin lead, Gholdengo makeitrain doesn't threaten much; focus blast hits Palafin (Water) neutral. Their Palafin would switch out anyway. I'll go: BRING: slowkinggalar, gholdengo, garchomp. Hmm, Dragapult with lifeorb could be more offensive. But Slowking gives a defensive backbone vs Palafin. Actually, could Greninja with Dark Pulse (Sludge Bomb neutral, flamethrower neutral)? Slowking outspeeds nothing (SPE 50) — Greninja outspeeds and Dark Pulses ~50%+. Hmm, that's risky. But my Gholdengo handles Greninja (scarf outspeeds, makeitrain/shadowball: Greninja protean might become... shadow ball neutral). Their likely bring vs my team: Palafin, their Garchomp, their Corviknight/Gholdengo/Dragapult. Greninja less likely. Final: BRING: slowkinggalar, gholdengo, garchomp. Actually maybe gholdengo lead to pressure? Their Palafin lead would just U-turn out anyway... Palafin typically runs Flip Turn/Jet Punch. Gholdengo can trick a scarf. I'll lead slowkinggalar with chillyreception as a safe scout. Notes must be ≤60 words.
- Turn 1Microsoft-Decision-1 used
Suckerpunch41% MOVE: suckerpunch, 25% MOVE: shadowball, 22% SWITCH: garchomp
MiMo V2.6 Flash usedChillyreceptionSlowking's Chilly Reception is a safe slow pivot: Dragapult hits Slowking, then I bring in a counter without the incoming mon taking damage. I'll bring in Garchomp to set Stealth Rock or threaten EQ/Swords Dance. Watch for Scarf Dragapult; keep Gholdengo (Ghost-weak) out of Shadow Ball range. Opponent's other two picks unknown — scout with this pivot.
Reasoning trace (302 words)
Slowking vs Dragapult. Chilly Reception is safe — brings in a Pokémon after seeing what Dragapult does. But Dragapult could use Dragon Darts / Shadow Ball. Chilly Reception switches out after starting snow; the incoming Pokémon takes the hit. Gholdengo resists... Ghost vs Gholdengo: Steel/Ghost takes neutral from Ghost? Ghost is super effective against Ghost, not very effective against Steel? Actually Ghost is not very effective against Steel? No — Ghost is neutral against Steel. Wait: Ghost-type moves are not very effective against Dark, and resisted by... Normal? Ghost is not very effective vs Dark... Actually Ghost vs Steel: Steel resists Ghost? No, Steel does not resist Ghost. Ghost hits Steel neutrally. Steel resists: Poison, Flying, Bug, Steel, Grass, Ice, Fairy. So Ghost is neutral on Gholdengo. But Gholdengo is Ghost-type so it takes super effective from Ghost moves? No — defensive typing: Gholdengo takes2x from Ghost (Ghost SE vs Ghost). And Ghost is neutral on Steel → total 2x from Ghost moves. So switching Gholdengo into a Shadow Ball is bad. Chilly Reception is the safe play: Slowking stays in, starts snow, then switches. But the switch happens after the opponent attacks? In Showdown, Chilly Reception: user switches out after the move — I believe the move executes, then user switches. The incoming Pokémon... actually Chilly Reception makes the user switch out at end of move resolution; the incoming Pokémon takes no hit since the attack already targeted Slowking. So it's a safe slow pivot. That's clearly the best action. Which Pokémon to bring in? I'll pick Garchomp — set up Stealth Rock or threaten with EQ. Actually vs Dragapult, Garchomp outspeeds? Dragapult min145 vs Garchomp 154 — Garchomp may outspeed. Dragapult could be Scarf though. Gholdengo scarf also outspeeds. I'll bring in Garchomp to set rocks or attack. Decision: chillyreception.
MiMo V2.6 Flash switched toGarchompTurn 1: Chilly Reception worked; Dragapult revealed Sucker Punch (failed). Bring in Garchomp — it tanks Dragapult's hits better than Gholdengo (who fears Sucker Punch/Shadow Ball). Next: set Stealth Rock or threaten EQ. Save Gholdengo (Scarf) for late-game cleaning. Opponent's other two picks still unknown.
Reasoning trace (50 words)
Chilly Reception succeeded, so I choose a switch. Dragapult used Sucker Punch (failed). Bring in Garchomp to threaten with Stealth Rock/Earthquake. Gholdengo is weak to Ghost/Dark — Sucker Punch would hurt. Garchomp is safer. Actually, Dragapult could use Dragon Darts or Shadow Ball. Garchomp has good bulk. Bring in Garchomp.
- Turn 2Microsoft-Decision-1 used
Suckerpunch64% MOVE: suckerpunch, 27% SWITCH: garchomp, 9% SWITCH: gholdengo
MiMo V2.6 Flash usedScaleshotmegaDragapult revealed Sucker Punch (physical). Mega Garchomp Scaleshot is super effective STAB and likely 2HKO even with 2 hits; Sucker Punch won't KO me first. Speed boost after helps against whatever comes next. Don't risk a Sucker Punch into SD (would just give free damage). Save Stealth Rock for later or use Gholdengo as Scarf revenge if Chomp falls.
Reasoning trace (151 words)
Dragapult revealed Sucker Punch, likely physical set. Mega Garchomp scaleshot is super effective. Dragapult is faster probably. Sucker Punch fails on status moves. Let me Mega Evolve and use Scaleshot — strong STAB, super effective, and speed boost helps. Or Stealth Rock first? Scaleshot [MEGA]: Mega Garchomp Atk 217. Base 25 × 2 hits min = ~50+ per hit, with2 hits minimum at 2x STAB × 2.5 SE = huge. Even 2 hits kills Dragapult at 195 HP roughly: 25*2*2.25*2(SD)... power calc: 25*2hits=50, STAB 1.5=75, SE 2=150. Atk 217 vs Def 100 avg: ~0.84 ratio → ~126 damage min... wait, 217*150/def... avg Def maybe 112, ratio ~1.18... damage ~178. Likely 2HKO or OHKO with 2+ hits. If Dragapult attacks first with Sucker Punch (which works since I'm attacking), it does ~70 BP × Atk 160 vs Def 130 → decent chunk but Mega Chomp takes it fine. Good play: Scaleshot MEGA.
- Turn 3Microsoft-Decision-1 used
Suckerpunch70% MOVE: suckerpunch, 23% SWITCH: garchomp, 7% SWITCH: gholdengo
MiMo V2.6 Flash usedScaleshotTurn 3: Dragapult spammed Sucker Punch twice (36 damage each). Scale Shot missed last turn but is super-effective STAB; even 2 hits likely 2HKO, and the speed boost after helps vs. their last two. Swords Dance would dodge Sucker Punch but risks a Dragon Darts/Shadow Ball. Keep Gholdengo (Scarf) as revenge if Chomp falls.
Reasoning trace (247 words)
Scale Shot missed last turn. Dragapult used Sucker Punch twice — it's likely Choice Scarf or just spamming. Sucker Punch does ~34 damage (183-147=36). Scale Shot super effective should KO or heavily damage. Risk: Sucker Punch fails if I use a status move. If I use Scale Shot again, Sucker Punch succeeds and does ~36 damage, leaving me at 111. Scale Shot at 90% accuracy, 2-5 hits at 25 BP each, super effective — even 2 hits = 50 BP * 2 (SE) * STAB... should do good damage to Dragapult (85-139 Def range). 2 hits: 25*2=50 BP, STAB 1.5x = 75, SE 2x = 150 effective. Against ~110 Def, Atk 244: roughly (244*150/110)/2... let's estimate ~150 damage minimum with 2 hits. Dragapult has 163-195 HP. Might not KO with 2 hits but 3+ likely does. Alternatively, Swords Dance would make Sucker Punch fail, then next turn I'm +2 and outspeed after Scale Shot... but Dragapult could just not use Sucker Punch. Actually if I SD, Dragapult's Sucker Punch fails, I take no damage, then next turn I'm at +2 and can EQ or Scale Shot. But Dragapult might switch or use a different move. Hmm, SD is risky if Dragapult uses Dragon Darts or Shadow Ball instead. But it's been spamming Sucker Punch. If I SD and it fails, great position. Actually safer: just Scale Shot again. It's super effective, likely 2HKO even with Sucker Punch damage incoming. Speed boost after helps. I'll go Scale Shot.
Microsoft-Decision-1 switched toGarchomp68% SWITCH: garchomp, 32% SWITCH: gholdengo
- Turn 4Microsoft-Decision-1 used
Earthquake28% MOVE: earthquake, 25% MOVE: swordsdance, 22% MOVE: dracometeor
MiMo V2.6 Flash usedScaleshotTurn 4: Mega Garchomp at 109 HP, Def -1, Spe +1, outspeeds their Garchomp (216 vs max 169). Scale Shot is super-effective STAB and KOs ~56% of the time (3+ hits, 90% acc); 2 hits still leaves them weak for Gholdengo to clean. EQ never KOs bulky Garchomp. If I fail to KO I likely die to their EQ at Def -1 — acceptable, Gholdengo (Scarf) revenges. Remaining foe: one of gholdengo/greninja/corviknight/palafin.
Reasoning trace (1,377 words)
My Mega Garchomp at 109/183, Def -1, Spe +1 vs opposing Garchomp. Scale Shot super effective, likely OHKO or 2HKO. Opponent could have Ice Beam? Unlikely. Opposing Garchomp might use Dragon Claw or Earthquake. My Def -1 makes physical hits hurt. Scale Shot is90% accuracy, hit 2-5 times. It's super effective. Risk of missing again. Earthquake is 100% accuracy, neutral, STAB,100 BP with sandforce... wait no sandstorm. Neutral EQ from Mega Garchomp Atk 244 does heavy damage to opposing Garchomp (Def ~130ish). Probably around 50-60%. Scale Shot super effective 25x2 = 50 BP * 2 STAB... actually Scale Shot has no STAB? It's Dragon type, yes STAB. 25 BP * 1.5 STAB * 2 (super effective) * 2 hits = 150 BP equivalent. Better. But if it misses or hits only 2 times... still decent. Risk: opposing Garchomp might outspeed if not boosted? I have +1 Spe so I move first. Consider: opponent's Garchomp might switch out? Unlikely to. Could be Scarf? Speed range 109-169; my 216 outspeeds max. I'll go Scale Shot for super effective damage. Actually EQ guarantees solid damage. Opposing Garchomp HP183-215, Def 103-161. My Atk 244, EQ: 100 BP * 1.5 STAB = 150 BP neutral. Against Def 160 min... damage roughly: (244*150/def... let's estimate ~60-70%. Scale Shot 2 hits at 25 BP each, super effective, STAB: each hit ~25*1.5*2 = 75 BP equivalent, two hits = 150 BP effective. Similar but with 90% accuracy and multi-hit variance. Actually Scale Shot also boosts speed again (already +1 → +2) and lowers Def further (-2). Def -2 is dangerous for surviving a hit if it survives. EQ is safer and consistent. If opposing Garchomp survives with ~30%, I take a hit at Def -1 which could hurt but Mega Garchomp bulk is fine. Hmm. Let me think about damage calc roughly. Mega Garchomp Atk 244. Opposing Garchomp level 50, HP ~200, Def ~130. EQ damage: (2*50/50+2)*244*100/def /50 + 2 ≈ (4)*244*100/130/50+2 ≈ 4*244*0.769/50+2 ≈ 4*187.7/50+2 ≈ 15+2... that's not right formula. Standard: damage = ((2*Level/5+2) * Power * Attack/Defense)/50 + 2, then modifiers. At level 50: 2*50/5+2 = 22. So 22*100*244/130/50+2 = 22*100*1.877/50+2 = 22*3.754+2 = 82.6+2 ≈ 85. Times STAB 1.5 = 127. That's ~63% of 200 HP. Opponent at 100% would survive with ~37%. Scale Shot: 25 BP, 2 hits. 22*25*244/130/50+2 = 22*0.938+2 = 20.6+2 ≈ 23. STAB 1.5 = 34. Super effective 2x = 68 per hit. 2 hits = 136. 3 hits = 204 (OHKO). So Scale Shot average does more but variance. If opponent survives and hits me at Def -1: opposing Garchomp EQ at Atk ~170 vs my Def 135/2=67.5: 22*100*170/67.5/50+2 = 22*5.04+2 = 110+2 = 112, STAB 1.5 = 168. That's basically OHKO my 109 HP. So surviving is critical. Scale Shot with 2-5 hits: min 2 hits = 136 damage; opposing HP ~183-215. So 2 hits leaves them alive at ~30-40%, and I die next turn. 3 hits = 204 likely KO. EQ does ~127 * variance. If their Def is low (103), damage higher: 22*100*244/103/50+2 = 22*4.74+2 = 104+2=106, *1.5 = 159, ~78% — survives. If Def 160: 22*100*244/160/50+2 = 22*3.05+2=67+2=69,*1.5=104 — 52%. Hmm, neither guaranteed KO. Scale Shot has higher ceiling. Alternatively, I could switch to Gholdengo (immune to EQ? No, Gholdengo is Steel/Ghost — not immune to Ground... actually Steel/Ghost is not immune to Ground. Wait, Ghost isn't immune to Ground. Levitate would be. Gholdengo has Good as Gold. So EQ hits it.) Actually switch to Slowking-Galar: Poison/Psychic, neutral to Ground, resists... EQ neutral. But Slowking would take heavy damage. Consider Swords Dance: if opponent attacks, I take big damage at Def -1 and might die. Not worth. Scale Shot: super effective, boosts speed more, but lowers Def further. The Def drop doesn't matter much if opponent dies this turn. Actually if Scale Shot hits only 2 times and fails to KO, I'm at -2 Def and die. If EQ doesn't KO, I'm at -1 Def and die too. So similar. Scale Shot expected damage higher. But 90% accuracy — 10% miss chance where I do0. Actually another option: opponent might switch. Their remaining Pokémon: gholdengo, greninja, corviknight, palafin. Corviknight resists Dragon? No, Steel resists Dragon. Corviknight is Flying/Steel — resists Scale Shot (Dragon hits Steel 0.5x... actually Dragon vs Steel = 0.5x, vs Flying = 1x → 0.5x). Corviknight is immune to EQ? No, Flying is immune to Ground! Yes, Corviknight immune to EQ. Hmm, if opponent switches to Corviknight, EQ does nothing, Scale Shot does small damage. If they switch to Palafin (Water), EQ neutral, Scale Shot neutral. Do they switch? Their Garchomp at 100% facing my +1 Spe Mega Garchomp. Garchomp is likely their answer. They might stay. Greninja — Water/Dark, likely... if they switch to Greninja, Scale Shot neutral, EQ neutral (Water takes 2x from Ground? Water is weak to Ground, so Greninja: Water/Dark → Ground hits Water 2x, Dark 1x = 2x). So EQ would OHKO Greninja. Gholdengo — Steel/Ghost: immune to... Ground hits Steel 1x? Steel takes 1x from Ground (not weak), Ghost 1x. Actually wait — Gholdengo is not immune to Ground. Ground vs Steel = 1x. So neutral. Dragon vs Steel = 0.5x. Hmm. What's most likely? Opponent's Garchomp stays in — standard. Scale Shot is best raw damage vs Garchomp. But EQ is safer accuracy and hits Greninja/Palafin hard too. Let's consider: if they stay in, EQ does52-78%, Scale Shot average does ~68% but misses 10%. Both fail to KO often. If neither KOs, I die to their EQ at Def -1. Actually wait — do I outspeed? My Spe 216 vs max 169. Yes I move first regardless. So the key question: which KOs more often? Scale Shot 3+ hits = KO (prob of 3+ hits from 2-5 distribution: each hit prob3/8 for continuing? Standard: 2 hits37.5%, 3 hits 37.5%, 4 hits 12.5%, 5 hits 12.5%. So 62.5% chance of 3+ hits). With 90% accuracy: 0.9*0.625 = 56% KO chance. 2-hit = 0.9*0.375 = 34% survive with ~30% left. EQ: never KOs unless low Def. If their Def is 103-161, and HP 183-215. If they're bulky (high Def, high HP), EQ does ~50%. Hmm. Actually, if Scale Shot fails to KO, I die anyway. So Scale Shot gives ~56% win, EQ gives maybe 10-20% (if they're frail). Actually if I don't KO, do I definitely die? Their Garchomp EQ at Atk 135-200 vs my Def -1 (67.5): even at Atk 135: 22*100*135/67.5/50+2 = 22*4+2 = 90, *1.5 = 135 > 109. Yes, I die. Unless they use Dragon Claw or something weaker. Or unless they boost with SD. If they Swords Dance, I get a free hit. So: Scale Shot maximizes KO chance. Go with Scale Shot. Wait — but also consider: if they switch out to preserve Garchomp, Scale Shot still does good damage to most. Corviknight walls it though. I'll go Scale Shot. Actually, hmm — what if opponent predicts my Scale Shot and switches to Corviknight? Then I've wasted a turn but Garchomp still at +1 Spe (Scale Shot boosts Spe after). Actually with Corviknight in, EQ would have done0. What's more likely — they stay or switch? Facing a faster +1 Mega Garchomp that just killed Dragapult, their Garchomp is their best check (resists nothing... Garchomp takes neutral from Dragon and Ground... wait Dragon vs Dragon = 1x? Dragon type: not very effective vs Steel, super effective vs Dragon. Ground vs Dragon = 1x. So EQ neutral, Scale Shot super effective). Their Garchomp likely has Roughskin and possibly Ice moves? Actually their Garchomp might be an offensive threat. They'd likely stay in and attack, or switch to a wall. I'll go Scale Shot for maximum KO chance. Actually, wait. Let me reconsider EQ with the consideration that opponent might switch to Greninja or Palafin. Hmm, no strong signal. Also consider: my other two are full HP. If my Garchomp goes down, Gholdengo (Scarf) can revenge kill their Garchomp if weakened. If I use Scale Shot and it does 2 hits (~68% damage), their Garchomp at ~30%, I die, Gholdengo comes in, Shadow Ball KOs. That's fine too. If I EQ for 60%, they survive at 40%, I die, Gholdengo revenges. Also fine. Scale Shot higher ceiling. Go Scale Shot.
Microsoft-Decision-1 switched toGholdengoIncident report
Only one legal action: played without asking.
- Turn 5Microsoft-Decision-1 used
Shadowball47% MOVE: shadowball, 25% MOVE: recover, 17% MOVE: shadowpunch
MiMo V2.6 Flash usedEarthquakeTurn 5: Mega Garchomp Spe +2 = 288, outspeeds their last Pokémon Gholdengo even with Choice Scarf (max 149×1.5=223). Earthquake is super-effective STAB and guarantees the OHKO (206-318 dmg vs 162-194 HP). Shadow Ball tops out ~86 which I'd survive anyway, but no need to risk it. They have only Gholdengo left — no switch possible. Finish now.
Reasoning trace (884 words)
Mega Garchomp at Def -2, Spe +2, 109 HP. Opponent Gholdengo at 100%. Earthquake is super effective (Ground vs Steel/Ghost — actually Ground hits Steel super effectively, Ghost doesn't resist Ground). So EQ is 2x. Gholdengo has Good as Gold so no status. Can Gholdengo KO Mega Garchomp? Gholdengo SpA 137-203, Shadow Ball 80 BP STAB vs Def -2 Garchomp. Garchomp SpD 117. Let's compute: Shadow Ball 80 BP, STAB 1.5 = 120 effective. Against SpD 117 at level 50. Damage formula: ((2*50/5+2)*BP*A/D)/50 + 2) * modifiers. Base: (2*50/5+2) = 22. 22*120*Atk/Def... wait let's do: (2*Level/5+2) * BP * A/D / 50 + 2. Level 50: 2*50/5+2 = 22. 22 * 80 * SpA/117 / 50 + 2, times STAB 1.5. = 22*80/50 = 35.2. 35.2 * SpA/117. SpA 185 (max): 35.2*185/117 = 55.7 + 2 = 57.7. ×1.5 STAB = 86.5. ×0.5 (def -2) = 43.3. Hmm wait, Def -2 applies to physical only. Shadow Ball is special. So Def drops don't matter for Shadow Ball. Garchomp SpD 117. So Shadow Ball: 86.5 damage out of 183 HP = ~47%. Garchomp at 109/183 = 59.6%. So Shadow Ball does ~86 damage? Let's recheck. Wait, I need to redo. 35.2 * 185/117 = 35.2 * 1.581 = 55.6. +2 = 57.6. ×1.5 STAB = 86.5. Yes 86.5 damage. Garchomp HP 183, at 109. So 86 < 109, survives! Barely. But Gholdengo might be Choice Scarf, specs, etc. With specs it'd be 86.5 * 1.5 = 130, which KOs. Hmm. Gholdengo speed range 93-149. My Garchomp at 288 (Spe +2 from 144 base... wait Spe +2 is 1.5x = 216? Actually +2 = 1.5x. 144*1.5 = 216. But it says 288? Mega Garchomp Spe 144... hmm, actually mega Garchomp speed. Let's just trust 288. Actually wait — Spe +2 twice = +2 stages? "spe +1" twice = +2 total = 1.5x. 144 * 1.5 = 216. But shown 288 = 144 * 2. Hmm, maybe +2 stages = 2x? No, +2 stages = 1.5x. Whatever, 288 given. Gholdengo max 149. So I outspeed unless scarf. If Gholdengo is Scarf, it outspeeds me. Then Shadow Ball does 86 (or 130 with specs... scarfers usually not specs). Actually Choice Scarf Gholdengo: Shadow Ball 86.5 damage from max SpA. My HP 109. Survives! Then I EQ and KO (EQ super effective, huge). But wait — Gholdengo could have Shadow Ball + something. Also Gholdengo could be scarf with SpA lower. If I survive and EQ: EQ 100 BP, STAB? No, Garchomp Ground STAB 1.5x. vs Steel/Ghost: Ground hits Steel 2x, Ghost 1x = 2x effectiveness. Damage: 35.2 *... wait 22 * 100 * Atk 244 / Def(103-161) / 50. Hmm, but does Gholdengo have Levitate? No, Good as Gold. 22*100/50 = 44. 44 * 244/Def. Def min 103: 44*244/103 = 104.2 + 2 = 106.2 × 1.5 STAB = 159 × 2 effectiveness = 319? That's way overkill. Hmm wait, that's too high. Let me recheck: 44 * 244/103 = 44 * 2.369 = 104.2. +2 = 106.2. STAB 1.5 = 159. ×2 = 318. That's 159 per... no wait, HP is 162-194. So definitely OHKO. Actually hold on, let me double check with Def 161: 44*244/161 = 66.7 +2 = 68.7 ×1.5 = 103 ×2 = 206. Still OHKO. So EQ OHKOs Gholdengo guaranteed. The question is whether I get to move. If I outspeed (288 vs max 149 non-scarf): EQ KOs. If scarf: Gholdengo at 149*1.5 = 223.5 < 288. Wait! My speed is 288, scarf would put Gholdengo at ~223 max. Still slower! Hmm, so 288 already accounts for... my Garchomp Spe +2. So 288 vs Gholdengo max 149 — even with scarf (1.5x = 223) I'm faster! Unless the 288 already... no, 288 is my current Spe. Scarf Gholdengo would be 149*1.5 = 223 < 288. So I outspeed regardless. Great — just EQ. But wait, could Gholdengo have a priority move? It's revealed no moves. Gholdengo doesn't typically get priority. So MOVE: earthquake. Actually one concern: could opponent switch? They only have Gholdengo left (Dragapult and Garchomp fainted). So it's their last Pokémon. Earthquake it is. Wait — but Def -2 could matter if... no, Gholdengo's attacks are special. Unless it runs physical. Unlikely. Also — could Gholdengo be holding Focus Sash? It's at 100% HP so sash wouldn't matter here anyway (it's not been damaged). Let me just EQ. Hmm, but consider: could opponent have Thunderbolt or Shadow Ball that KOs me? Even with max SpA Shadow Ball 86 < 109. What about Make It Rain (Steel, 120 BP)? Steel vs Dragon/Ground: 1x (Ground resists? no. Steel vs Dragon = 1x? Steel is not very effective on... actually Steel is resisted by Steel, Fire, Water, Electric. Dragon/Ground — Steel hits Dragon 1x, Ground 1x. So neutral. Make It Rain: 22*120*SpA/117/50 + 2, STAB 1.5. 22*120/50 = 52.8. 52.8 * 185/117 = 83.5 + 2 = 85.5 ×1.5 = 128. That KOs 109 HP! Hmm. With specs even more. But still — I move first (288 vs ≤223). So I KO before it attacks. Unless it's scarf AND I'm wrong about speed. 288 vs 149 max. Scarf = 223. I'm faster. Confirmed. Also priority: Gholdengo has no priority moves in its learnset (it can learn... no Sucker Punch-type moves typically). GO with earthquake.