Matches · 2026-10-14 · rules version c5
GLM 5.3 Flash vs Bonsai 2 27B
GLM 5.3 Flash won in 6 turns · 9 min wall clock · 63,843 tokens · $0.003
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Decisions
- Team previewGLM 5.3 Flash brought
Garchomp,gholdengo,kingambitOpponent has Toxapex/Corviknight stall cores plus Gholdengo. Bring Garchomp (breaks Toxapex with SD + Fire Fang for Corviknight), Gholdengo (blocks status, beats Toxapex), Kingambit (Sucker Punch cleans late). Dragapult risky vs their Gholdengo. Watch their Dragapult speed.
Bonsai 2 27B broughtGarchomp,toxapex,dragapultOpponent: Garchomp, Dragapult, Kingambit, Gholdengo, Primarina, Arcanine. My best trio: Garchomp (Life Orb, 2x EQ on Kingambit/Gholdengo Steel), Toxapex (bulky wall, Regenerator, resists Dragon from their Dragapult), Dragapult (Light Clay, fastest at 213 Spe, outspeeds all but maybe their Dragapult). This covers physical and special threats with a dedicated wall.
Reasoning trace (1,856 words)
Let me analyze the opponent's team and pick the best 3 Pokémon to bring. Opponent's team: - Garchomp (Dragon/Ground) - physical attacker, likely Sand Rush or Rough Skin - Dragapult (Dragon/Ghost) - fast physical attacker with Light Clay probably - Kingambit (Dark/Steel) - physical attacker, likely Supreme Overlord - Gholdengo (Steel/Ghost) - special attacker - Primarina (Water/Fairy) - special attacker - Arcanine (Fire) - physical/special mixed My team: - Garchomp (Dragon/Ground) - Life Orb, Rough Skin, fast physical Dragon/Ground - Corviknight (Flying/Steel) - Leftovers, Mirror Armor, bulky Steel/Flying - Toxapex (Poison/Water) - Black Belt, Regenerator, very bulky - Gholdengo (Steel/Ghost) - Expert Belt, Good as Gold, fast special attacker - Dragapult (Dragon/Ghost) - Light Clay, Infiltrator, very fast physical attacker - Quaquaval (Water/Fighting) - Focus Sash, Moxie, mixed attacker Let me think about what to bring: The opponent has Garchomp, Dragapult, Kingambit, Gholdengo, Primarina, Arcanine. Key threats: - Their Garchomp: Ground/Dragon, likely Sand Rush. My Garchomp is a great counter - Dragon/Ground resists their moves and hits them hard with Earthquake (super effective). - Their Dragapult: Very fast, Ghost/Dragon. My Toxapex can handle it (Poison/Water resists Ghost? No... Water resists Ghost? No. Actually Poison resists Ghost? No. Let me think... Ghost is neutral to most. Water is neutral to Ghost. Hmm. Actually, let me reconsider. Ghost is weak to Dark and Ghost. My Toxapex is Poison/Water - both are neutral to Ghost. But Toxapex has Regenerator and high HP/Def. It can tank hits from Dragapult's Phantom Force (Ghost) or Dragon Darts (Dragon). Water resists Dragon! So Toxapex resists Dragon Darts. And Poison is neutral to Ghost. So Toxapex can take some hits from Dragapult. - Their Kingambit: Dark/Steel, likely Supreme Overlord. My Garchomp's Earthquake is super effective (Ground beats Steel). Garchomp's Dragon Claw is super effective too (Dragon beats... no, Dragon is neutral to Steel). Actually Ground is super effective against Steel. So Earthquake hits Kingambit for 2x. - Their Gholdengo: Steel/Ghost special attacker. My Toxapex resists Ghost? No. Water resists Ghost? No. Hmm. Actually let me check: Ghost is not resisted by Water or Poison. But Toxapex has high Def and SpD. It can tank some hits. - Their Primarina: Water/Fairy. My Garchomp's Earthquake is super effective (Ground beats... no, Ground is neutral to Fairy? No! Ground is NOT super effective against Fairy. Actually, let me reconsider. Ground vs Fairy: Ground is neutral to Fairy. Dragon Claw vs Fairy: Dragon is neutral to Fairy. Hmm. But my Quaquaval (Water/Fighting) - Fighting resists Fairy and Water. So Quaquaval can tank Primarina well. - Their Arcanine: Fire. My Garchomp's Earthquake hits it for 2x (Ground beats... no, Ground is neutral to Fire). Actually Ground is not super effective against Fire. But Dragon Claw is neutral. Hmm. Let me reconsider the matchups more carefully: Garchomp (my) vs their team: - Their Garchomp: Same type matchup. Earthquake hits for 1x (Ground vs Ground = neutral? No, Ground is neutral to Ground). Actually wait - Ground attacks are super effective against Rock, Ice, Fire, Steel, and... Ground is NOT super effective against Dragon or Ground. So Earthquake is neutral against their Garchomp. But my Garchomp's Dragon Claw is neutral too. However, I have Life Orb for +30% damage. - Their Dragapult: Ghost/Dragon. My Garchomp takes neutral from both. But I can hit with Earthquake (neutral) or Dragon Claw (neutral). Not great. - Their Kingambit: Dark/Steel. Earthquake is super effective (2x)! Great matchup. - Their Gholdengo: Steel/Ghost. Earthquake is super effective (2x against Steel). Good. - Their Primarina: Water/Fairy. Earthquake is neutral. Dragon Claw is neutral. Not great. - Their Arcanine: Fire. Earthquake is neutral. Dragon Claw is neutral. Corviknight (my) vs their team: - Very bulky Steel/Flying. Resists a lot. Can tank hits from many things. - Their Garchomp: Ground attacks are super effective against Flying! So Corviknight takes 2x from Earthquake. Bad matchup. - Their Dragapult: Ghost is neutral to Steel, Dragon is neutral to Steel. But Flying resists... no. Actually Ghost is neutral to Steel and Flying. Dragon is neutral to both. So Corviknight takes neutral damage. Good. - Their Kingambit: Dark/Steel. Steel resists Steel (0.5x). Dark is neutral to Steel. So Corviknight takes 0.5x from Steel moves, neutral from Dark. Good. - Their Gholdengo: Steel/Ghost. Steel resists Steel (0.5x). Ghost is neutral. So Corviknight takes reduced damage. Good. - Their Primarina: Water/Fairy. Fairy is super effective against Steel! So Corviknight takes 2x from Fairy moves. Bad matchup. - Their Arcanine: Fire. Fire is super effective against Steel! So Corviknight takes 2x from Fire moves. Bad matchup. Toxapex (my) vs their team: - Very bulky Poison/Water. Regenerator. - Their Garchomp: Ground attacks are neutral to Poison and Water. Dragon is neutral. So Toxapex takes neutral damage. Good enough with bulk. - Their Dragapult: Ghost is neutral to Poison and Water. Dragon is resisted by Water (0.5x). So Toxapex takes reduced damage from Dragon Darts, neutral from Phantom Force. Decent. - Their Kingambit: Dark is neutral to both. Steel is neutral to both. So Toxapex takes neutral damage. Good with bulk. - Their Gholdengo: Steel is neutral. Ghost is neutral. So Toxapex takes neutral damage. Good with bulk. - Their Primarina: Water is resisted by Poison? No, Water is neutral to Poison and... wait. Water attacks are neutral to Poison and Water (Water resists Water at 0.5x). Fairy is neutral to both. So Toxapex takes 0.5x from Water moves, neutral from Fairy. Decent. - Their Arcanine: Fire is neutral to both. So Toxapex takes neutral damage. Good with bulk. Gholdengo (my) vs their team: - Fast Steel/Ghost special attacker. - Their Garchomp: Ground attacks are super effective against Steel! Bad matchup for me. - Their Dragapult: Ghost is resisted by Ghost (0.5x). Dragon is neutral to both. So I take reduced damage from Phantom Force. Good. - Their Kingambit: Dark is neutral. Steel is neutral. So I take neutral damage. Decent. - Their Gholdengo: Same type matchup. Steel resists Steel (0.5x). Ghost is resisted by Ghost (0.5x). Great! - Their Primarina: Water is neutral to both. Fairy is neutral to both. So I take neutral damage. Decent. - Their Arcanine: Fire is super effective against Steel! Bad matchup. Dragapult (my) vs their team: - Very fast Dragon/Ghost physical attacker with Light Clay (+50% attack). - Their Garchomp: Ground attacks are super effective against Ghost? No, Ground is neutral to Ghost. Dragon is neutral to both. So I take neutral damage. But I'm very fast (213 Spe) so I can outspeed them. - Their Dragapult: Same type matchup. Ghost resists Ghost (0.5x). Dragon is neutral. Good. - Their Kingambit: Dark is neutral. Steel is neutral. So I take neutral damage. But I'm faster than them (213 vs 63-112 Spe range). Great! - Their Gholdengo: Steel is neutral to both. Ghost is resisted by Ghost (0.5x). Good. - Their Primarina: Water is neutral to both. Fairy is neutral to both. So I take neutral damage. But I'm faster (213 vs 72-123 Spe range). Great! - Their Arcanine: Fire is super effective against Ghost? No, Fire is neutral to Ghost. Fire is neutral to Dragon. So I take neutral damage. And I'm faster (213 vs 103-161 Spe range). Great! Quaquaval (my) vs their team: - Water/Fighting with Focus Sash and Moxie. - Their Garchomp: Ground attacks are super effective against Fighting! Bad matchup. Dragon is neutral to both. - Their Dragapult: Ghost is neutral to both. Dragon is neutral to both. So I take neutral damage. But I'm slower (150 vs 145-213 Spe range). Could be a problem. - Their Kingambit: Dark is neutral. Steel is neutral. So I take neutral damage. And I'm faster (150 vs 63-112 Spe range). Great! - Their Gholdengo: Steel is neutral to both. Ghost is neutral to both. So I take neutral damage. But I'm slower (150 vs 93-149 Spe range). Could be a problem. - Their Primarina: Water is resisted by Water (0.5x). Fairy is super effective against Fighting! Bad matchup. - Their Arcanine: Fire is neutral to both. So I take neutral damage. And I'm faster (150 vs 103-161 Spe range). Could be a problem. Now let me think about the best trio: Option 1: Garchomp, Toxapex, Dragapult - Garchomp handles Kingambit (2x Earthquake), their Garchomp (Life Orb + speed advantage) - Toxapex is a wall for everything, can tank hits from most of their team - Dragapult is the fastest thing I have, can outspeed almost everything and hit hard with Light Clay This seems like a solid trio. Let me check: - Against their Garchomp: My Garchomp (same type, Life Orb) or Dragapult (faster, Light Clay Dragon Darts/Phantom Force) - Against their Dragapult: Toxapex can tank it, my Garchomp is slower but can hit with Earthquake... wait, Ground is neutral to Ghost and Dragon. Hmm. Actually my Garchomp at 169 Spe vs their Dragapult at 145-213 Spe range. Could be a problem if they're fast. But Toxapex can wall them. - Against their Kingambit: My Garchomp (2x Earthquake) or Dragapult (faster, Light Clay Phantom Force is neutral... wait, Ghost vs Dark/Steel is neutral). Actually Dragon Darts is neutral to Dark and Steel. Hmm. But Earthquake from Garchomp is 2x. - Against their Gholdengo: My Toxapex can tank it (Ghost is neutral, Steel is neutral, but bulk helps). Or my Garchomp's Earthquake is 2x against Steel. - Against their Primarina: My Dragapult is faster and can hit with Dragon Darts (neutral) or Phantom Force (neutral). Hmm, not great STAB. But Toxapex can tank it. - Against their Arcanine: My Garchomp's Earthquake is neutral... wait, Ground vs Fire is neutral. Dragon Claw is neutral. Hmm. Dragapult's Phantom Force is neutral. Not ideal but I can outspeed and hit. Actually wait, let me reconsider. Does my Garchomp have a good answer to their Arcanine? Earthquake (Ground) vs Fire: neutral. Dragon Claw (Dragon) vs Fire: neutral. Stone Edge (Rock) vs Fire: neutral. Dragontail (Dragon) vs Fire: neutral. Hmm, no super effective move. But I can outspeed and hit for decent damage with Life Orb. Option 2: Garchomp, Toxapex, Gholdengo - Garchomp handles Kingambit, their Garchomp - Toxapex is a wall - Gholdengo is fast special attacker, Good as Gold (immune to status) But Gholdengo takes super effective from Ground (their Garchomp's Earthquake) and Fire (Arcanine). That's risky. Option 3: Garchomp, Dragapult, Quaquaval - Garchomp handles Kingambit - Dragapult is the fastest sweeper - Quaquaval with Focus Sash can take one hit and KO something But this lacks a dedicated wall. Toxapex would be better as a wall. I think Option 1 (Garchomp, Toxapex, Dragapult) is the best choice: - Garchomp: Main physical attacker, handles their Garchomp and Kingambit well - Toxapex: Bulky wall, can tank hits from most of their team, Regenerator for healing - Dragapult: Fastest sweeper with Light Clay, can outspeed almost everything Let me go with this. Actually, wait. Let me reconsider whether I should bring Gholdengo instead of one of these. The opponent has a Gholdengo too. My Gholdengo would be a great answer to theirs (mutual resistance). But my Garchomp's Earthquake is 2x against their Gholdengo's Steel typing anyway. And Toxapex can tank it. I'll go with Garchomp, Toxapex, Dragapult.
- Turn 1GLM 5.3 Flash used
ScaleshotMirror Garchomp lead. Scale Shot is SE and multi-hit, likely chunks hard; EQ also strong. I'm max speed likely. Their team: stall core Toxapex/Corviknight + Gholdengo. Plan: break with Garchomp, Gholdengo beats Toxapex, Kingambit cleans. Watch their Garchomp item/ability.
Reasoning trace (31 words)
Mirror Garchomp. Scale Shot hits 2-5 times, SE, likely big damage; EQ also fine. Scale Shot risky if they're faster? We're 169 max. Scale Shot deals more total. Use Scale Shot.
Bonsai 2 27B usedDragonclawGarchomp vs Garchomp. Game confirms Dragonclaw is super effective on their Garchomp. With Life Orb (1.3x) + STAB + super effective, Dragonclaw deals ~208 effective power vs Earthquake's ~130 neutral. Stoneedge is not very effective and misses 20%. Use Dragonclaw to pressure them; if it doesn't KO, switch to Toxapex (walls their Dragapult) or Dragapult (Light Clay outspeeds everything).
Reasoning trace (640 words)
Let me analyze the situation: - My Garchomp (183 HP, 169 Spe, Life Orb) vs Opponent's Garchomp (100% HP, unknown stats, possible speed 109-169) - Both are Dragon/Ground types - My Garchomp has: Earthquake, Dragonclaw, Stoneedge, Dragontail - Opponent's Garchomp could have Sandveil or Roughskin Key considerations: 1. Speed: My Garchomp is 169 Spe, opponent's could be anywhere from 109-169. So I might outspeed them or not. 2. Dragonclaw is super effective on their Garchomp (Dragon type) - 80 BP but STAB + super effective = 1.5x * 1.3 (Life Orb) = 1.95x damage 3. Earthquake is neutral against Dragon/Ground - 100 BP * 1.3 (Life Orb) = 1.3x damage 4. Stoneedge is not very effective on Ground type - 100 BP * 0.5 * 1.3 = 0.65x, plus 20% miss chance Dragonclaw seems like the best choice here: - Super effective (Dragon vs Dragon) - STAB bonus - Life Orb boost - 80 BP but with 1.5x super effective and 1.3x Life Orb = ~156 effective power, which is better than Earthquake's 130 effective power Actually wait - Dragonclaw is Dragon type, and the opponent is Dragon/Ground. Dragon is super effective on Dragon? No! Dragon is NOT super effective on Dragon. Dragon is neutral against Dragon. Let me reconsider: - Dragon vs Dragon/Ground: Dragon is NEUTRAL (not super effective) - Ground vs Dragon/Ground: Ground is NEUTRAL (Ground is not effective against Ground, but it IS effective against Dragon... wait no) Actually let me think about type matchups more carefully: - Earthquake (Ground) vs Dragon/Ground: Ground is NOT very effective against Ground (0.5x), but Ground IS super effective against Dragon (2x). So overall: 2x * 0.5x = 1x (neutral) - Dragonclaw (Dragon) vs Dragon/Ground: Dragon is NEUTRAL against Dragon, and NEUTRAL against Ground. So overall: 1x (neutral) - Stoneedge (Rock) vs Dragon/Ground: Rock is super effective against Dragon (2x), but NOT very effective against Ground (0.5x). Overall: 2x * 0.5x = 1x (neutral) Wait, let me re-read the legal actions: - "dragonclaw | Dragon, Physical, power 80, 100% accuracy, super effective on garchomp" The game says dragonclaw is super effective on garchomp! So Dragon IS super effective against their Garchomp. That's what the game tells me. Let me trust the game's type chart here. Actually wait - in standard Pokémon, Dragon is NOT super effective against Dragon. But the game explicitly states "super effective on garchomp" for dragonclaw. I'll go with what the game says. Hmm, but actually looking at this more carefully - maybe the opponent's Garchomp has a different type? No, it clearly says Dragon/Ground. In standard Pokémon: - Dragon vs Dragon: Neutral (1x) - Ground vs Dragon: Super effective (2x) - Ground vs Ground: Not very effective (0.5x) So Earthquake (Ground) vs Dragon/Ground = 2x * 0.5x = 1x neutral Dragonclaw (Dragon) vs Dragon/Ground = 1x * 1x = 1x neutral Stoneedge (Rock) vs Dragon/Ground = 2x * 0.5x = 1x neutral But the game says dragonclaw is "super effective on garchomp". I should trust the game's description. Maybe there's a different type chart in this version, or maybe I'm wrong about something. Actually, you know what, let me just go with what the game tells me. The game explicitly states dragonclaw is super effective on garchomp. So I'll use that. Dragonclaw: 80 BP * 2 (super effective) * 1.3 (Life Orb) = ~208 effective power Earthquake: 100 BP * 1 (neutral) * 1.3 (Life Orb) = ~130 effective power Stoneedge: 100 BP * 0.5 (not very effective) * 1.3 (Life Orb) = ~65 effective power, plus 20% miss Dragonclaw is clearly the best offensive choice here. It's super effective, has STAB, and with Life Orb it should deal significant damage. Also considering: if I use Dragonclaw and it KO's them, great. If not, I can switch to Toxapex or Dragapult. Let me go with Dragonclaw.
GLM 5.3 Flash switched toKingambitTheir Garchomp at 2% with Life Orb. Kingambit in: tanks Dragon Claw (neutral), Sucker Punch priority kills it. Then Gholdengo handles Toxapex/Gholdengo, Kingambit cleans. Their Garchomp has Rough Skin + Life Orb. Watch for Corviknight/Toxapex coming in.
Reasoning trace (69 words)
Their Garchomp at 2% will die to Life Orb recoil? No, recoil only after attacking. It can attack. Send Kingambit to tank Dragon Claw? Sucker Punch kills it. Kingambit resists nothing Dragon... Dragon is neutral vs Dark/Steel. Kingambit takes hit, then Sucker Punch kills. Gholdengo is immune to Dragon Claw? No, Dragon hits Steel/Ghost neutrally... Dragon hits Steel normally, Ghost neutral. Kingambit better: Sucker Punch priority kills 2% Garchomp.
- Turn 2GLM 5.3 Flash used
SuckerpunchTheir Garchomp at 2% with Life Orb recoil—Sucker Punch kills it (fails only if they switch, unlikely). Then expect Corviknight or Toxapex in; Kingambit with Supreme Overlord boost handles both, Gholdengo beats Toxapex/Gholdengo. Save Sucker Punch PP (8 left) for late cleanup.
Reasoning trace (19 words)
Sucker Punch kills the 2% Garchomp (fails only if it switches, but it's at 2%, likely attacks). Sucker Punch.
Bonsai 2 27B switched toToxapexGarchomp at 5/183 HP is essentially dead. Switching to Toxapex (Spe 55) means Kingambit (Spe 63-112) moves first, but Toxapex's 172 Def/194 SpD and 127 HP easily survive a physical hit (~90 dmg). Next turn I can Recover or Gunkshot (Poison SE on Steel + STAB = guaranteed KO). Keeping all three Pokémon in the party maximizes flexibility. Opponent has Dragapult, Gholdengo, Primarina, Arcanine remaining to reveal.
Reasoning trace (2,191 words)
Let me analyze the situation: - My Garchomp is at 5/183 HP (2.7%) - essentially a walking corpse - Opponent's Kingambit just came in, has Supreme Overlord activated (10% more power for each fainted ally - so +10% from their Garchomp) - My Garchomp is at 5/183 HP and I'm about to be hit by whatever Kingambit does Kingambit is Dark/Steel. Let me think about what it can do: - It's a physical attacker (Atk range 139-205) - Supreme Overlord gives +10% power for each fainted ally (1 fainted = +10%) - My Garchomp is at 5/183 HP - basically dead My options: 1. Earthquake on Kingambit - super effective (Ground vs Steel? Wait, no. Ground is NOT super effective on Steel. Let me re-check.) Wait, the legal actions say "earthquake | Ground, Physical, power 100, 100% accuracy, super effective on kingambit". Hmm, that's odd. Ground is not super effective on Dark/Steel. Let me re-read... Actually wait - looking at the legal actions more carefully: - earthquake: "super effective on kingambit" - dragonclaw: "not very effective on kingambit" - stoneedge: "not very effective on kingambit" - dragontail: "not very effective on kingambit" Hmm, Ground is not super effective on Steel. But the game says it is. Wait... maybe I'm wrong about type matchups. Let me think again. Ground vs Dark/Steel: - Ground vs Dark: neutral - Ground vs Steel: not very effective (0.5x) So Ground should be 0.5x on Kingambit, not super effective. But the game says "super effective on kingambit." That's strange. Maybe there's something I'm missing, or maybe the game is showing it differently. Wait, actually let me re-read. The legal actions say: "1. MOVE: earthquake | Ground, Physical, power 100, 100% accuracy, super effective on kingambit" Hmm, this is what the game tells me. I should trust the game's type matchup information. Maybe there's a hidden factor I'm not seeing. Or maybe I'm wrong about the type chart. Let me just go with what the game says. Actually wait - I think I might be confusing things. Let me reconsider. In some games, Ground is indeed not very effective on Steel. But the game explicitly states it's super effective. I'll trust the game. But regardless, my Garchomp is at 5/183 HP. Even if I hit with Earthquake (super effective), Kingambit has Def range of 126-189. Let me estimate: - My Atk: 182 - Life Orb: 1.3x - Super effective: 2x (if the game says so) - Power: 100 - Kingambit Def: let's say ~150 (mid-range) Damage = (2 * 182 * 1.3 * 100 / 150) / 50 ≈ roughly... Actually the formula is: ((2*Level/5+2) * Power * Atk * STAB * Type / Def) / 50 + 2 = ((2*50/5+2) * 100 * 182 * 1.3 * 2 / 150) / 50 + 2 = ((42) * 100 * 182 * 1.3 * 2 / 150) / 50 + 2 = (42 * 100 * 182 * 2.6 / 150) / 50 + 2 = (42 * 100 * 473.2 / 150) / 50 + 2 = (42 * 31546.7) / 50 + 2 = 1324961.4 / 50 + 2 = 26499 + 2 Wait, that can't be right. Let me redo this. The damage formula in Pokémon: Damage = floor(floor(floor(2*Level/5 + 2) * Power * Attacker_Atk / Defender_Def) * STAB * Type_Effectiveness) / 50 + 2 With Life Orb, the Atk is multiplied by 1.3 (or rather, it's a separate multiplier). Actually, let me simplify. The game says earthquake is super effective on Kingambit. My Garchomp has 182 Atk with Life Orb. Kingambit has Def in range 126-189. Even at the lowest Def (126): Base damage ≈ (42 * 100 * 182 * 1.3 * 2) / 126 / 50 + 2 = (42 * 100 * 182 * 2.6) / 126 / 50 + 2 = (42 * 473.2 * 100) / 126 / 50 + 2 Hmm, I'm overcomplicating this. Let me just think practically: - My Garchomp is at 5/183 HP - Kingambit just switched in - I move first (my Spe 169 vs their 63-112) - If I use Earthquake, it's super effective per the game But even if I KO Kingambit with Earthquake, my Garchomp will take a hit from whatever comes next. And at 5/183 HP, any hit will likely KO me. Actually wait - if I use Earthquake and it KOs Kingambit, then Kingambit can't attack back. But the opponent gets to send in their next Pokémon. My Garchomp at 5/183 HP would be vulnerable to almost anything. Let me think about what's better: 1. Use Earthquake to try to KO Kingambit (if it works, I save my Toxapex/Dragapult from a free hit) 2. Switch to Toxapex or Dragapult immediately If I switch to Toxapex: - Toxapex has 172 Def, 194 SpD - very bulky - Kingambit is physical (Atk 139-205) - Dark/Steel attacking a Poison/Water with Gunkshot... wait, what moves does Kingambit have? Unknown. - Toxapex resists many things. Steel is neutral to Water, and Dark is neutral to Poison/Water. So Kingambit's physical attacks would be neutral on Toxapex. - Toxapex at 127 HP with 172 Def could take a few hits from Kingambit. If I switch to Dragapult: - Dragapult has Light Clay (1.5x speed) → Spe becomes ~320 - But it's fragile (95 Def, 97 SpD) - Kingambit is physical, so Dragon/Ghost would take neutral damage from Dark/Steel physical moves - Dragapult at 163 HP with 95 Def might not survive a strong hit I think switching to Toxapex is the safest play. It's the bulkiest option and can wall Kingambit's physical attacks. Then I can recover or use Gunkshot (which would be super effective on Steel). Wait, actually let me reconsider. My Garchomp is at 5/183 HP. If I switch to Toxapex, Kingambit gets a free hit on Toxapex. But Toxapex can take that hit and recover. If I use Earthquake: - It's super effective (per game) - My Garchomp has 182 Atk + Life Orb - Kingambit Def is 126-189 - Let me estimate damage at mid-range Def (~150): - Base: (42 * 100 * 182) / 150 = 77,386.67 - STAB (Dragon on Ground? No, Earthquake is Ground type, Garchomp is Dragon/Ground → STAB applies): ×1.3 (STAB) - Wait, Earthquake is Ground type. Garchomp is Dragon/Ground. So yes, STAB applies. - Type effectiveness: super effective = ×2 (per game) - Life Orb: ×1.3 - Total multiplier: 1.3 * 2 * 1.3 = 3.38 Hmm wait, I need to be more careful. Let me use the standard formula: Damage = floor(floor(floor(2*50/5 + 2) * 100 * 182 / Def) * 1.3(STAB) * 2(SE) * 1.3(Life Orb)) / 50 + 2 At Def 150: = floor(floor(floor(42 * 100 * 182 / 150) * 3.38)) / 50 + 2 = floor(floor(floor(77,386.67) * 3.38)) / 50 + 2 = floor(floor(77,386 * 3.38)) / 50 + 2 = floor(floor(261,564.68)) / 50 + 2 = floor(261,564) / 50 + 2 = 5,231 + 2 That's way more than Kingambit's max HP (175-207). So Earthquake would definitely KO Kingambit. But wait - my Garchomp is at 5/183 HP. After using Earthquake, it loses 1/10 of max HP from Life Orb = 18 HP. But it only has 5 HP! So it would faint from the Life Orb damage after attacking. Actually, let me re-read: "lifeorb: Holder's attacks do 1.3x damage, and it loses 1/10 its max HP after the attack." So after using Earthquake, my Garchomp loses 18 HP (1/10 of 183). It has 5 HP. So it would go to -13 HP = faint. So if I use Earthquake: - Kingambit gets KO'd (super effective EQ) - My Garchomp also faints from Life Orb damage - Net result: 1 for 1, but I've used up my Garchomp and saved Toxapex/Dragapult If I switch to Toxapex: - Kingambit gets a free hit on Toxapex (physical attack) - Toxapex has 172 Def, 127 HP - Kingambit Atk is 139-205, let's say ~170 mid-range - Supreme Overlord: +10% power (1 fainted ally) - Damage ≈ (42 * Power * 170 * 1.1) / 172 / 50 + 2 If Kingambit uses a 100 BP move: = (42 * 100 * 170 * 1.1) / 172 / 50 + 2 = (42 * 18700) / 172 / 50 + 2 = 785,400 / 172 / 50 + 2 = 4,566.3 / 50 + 2 = 91.3 + 2 ≈ 93 HP So Toxapex would go from 127 to ~34 HP. That's survivable! And then I can Recover next turn. Actually wait, Kingambit might use a different move. But even at 100 BP, Toxapex survives with room to spare. I think switching to Toxapex is the better play: - Saves my Garchomp from being wasted (though it's basically dead anyway) - Toxapex can wall Kingambit and recover - I keep Dragapult fresh for later Actually, wait. Let me reconsider. My Garchomp is at 5/183 HP. Even if I switch to Toxapex, my Garchomp is still in the party and could be brought back later (though it would need healing). But really, at 5 HP, it's basically useless unless I have a way to heal it. Hmm, but actually - should I just use Earthquake? If I KO Kingambit: - My Garchomp faints from Life Orb - Opponent sends in their next Pokémon (Dragapult, Gholdengo, Primarina, or Arcanine) - I have Toxapex and Dragapult fresh If I switch to Toxapex: - Kingambit hits Toxapex (Toxapex goes to ~34 HP) - Next turn I can Recover Toxapex back to full - Or use Gunkshot (super effective on Steel, 120 BP physical) Actually, Gunkshot would be great. Toxapex has Black Belt (1.5x when holding a non-attacking item... wait, no. Black Belt is "This Pokemon's physical moves have 1.5x power if it holds an item that doesn't boost its Attack." Actually in Showdown, Black Belt gives 1.5x to physical moves regardless of item type? Let me recall... Black Belt: This Pokémon's physical attacks are 1.5× as powerful when it is holding a non-attacking item. Wait no - I think in modern generations, Black Belt just gives 1.5x to all physical moves. Let me not worry about this detail. Gunkshot on Kingambit (Steel): Poison vs Steel = super effective! So Gunkshot would be 2x STAB... wait, Gunkshot is Poison type, Toxapex is Poison/Water. So STAB applies. And Poison is super effective on Steel. So that's 2x STAB * 2x SE = 4x multiplier on a 120 BP move. That would definitely KO Kingambit. But wait - if I switch to Toxapex, Kingambit attacks first (I move first since my Garchomp was faster, but now Toxapex is at Spe 55 and Kingambit is at 63-112). So Kingambit would actually move FIRST on Toxapex! Wait no - in Pokémon, the order is determined by speed. If I switch to Toxapex (Spe 55) and Kingambit is at Spe 63-112, then Kingambit moves first. So: - Turn 2: I switch to Toxapex → Kingambit attacks Toxapex (since it's faster) - Toxapex takes a hit Then Turn 3: I can Recover or Gunkshot. Alternatively, if I use Earthquake on my current Garchomp: - My Garchomp (Spe 169) moves first → KOs Kingambit with EQ - My Garchomp faints from Life Orb - Opponent sends in next Pokémon - I have Toxapex and Dragapult fresh Hmm, both options seem reasonable. Let me think about which is better strategically. Option A: Earthquake (KO Kingambit, lose Garchomp) - Pros: Removes a threat immediately, no free hit on my team - Cons: Lose Garchomp (though it's basically dead anyway), opponent gets to choose next Pokémon with full HP Option B: Switch to Toxapex - Pros: Keep all three Pokémon in the party, Toxapex can wall and recover - Cons: Kingambit gets a free hit on Toxapex (but Toxapex survives easily) I think Option B is better because: 1. Toxapex will survive the hit comfortably 2. I keep my Garchomp in the party (even at 5 HP, it's not completely useless - though realistically it won't be brought back) 3. Next turn I can Recover or use Gunkshot to KO Kingambit 4. I maintain more flexibility Actually, you know what, let me reconsider Option A. If I use Earthquake: - Kingambit is KO'd - My Garchomp faints (Life Orb damage) - Opponent sends in their next Pokémon - I have Toxapex (127 HP) and Dragapult (163 HP) fresh If I switch to Toxapex: - Kingambit hits Toxapex (~93 damage, Toxapex at ~34 HP) - Next turn: I can Recover (Toxapex back to 127) or Gunkshot (KO Kingambit) - If I Gunkshot: super effective Poison on Steel = KO. Then opponent sends in next Pokémon. Both paths lead to similar outcomes, but Option B gives me one extra turn of control. I'll go with switching to Toxapex. Wait, actually one more consideration: if I switch to Toxapex and Kingambit hits it, then next turn I Gunkshot to KO it - that's 2 turns. If I Earthquake now, it's 1 turn but I lose a Pokémon. I'll go with SWITCH: toxapex. It's the safest play and maintains my team integrity.
- Turn 3GLM 5.3 Flash used
KowtowcleaveTheir Garchomp (2%, LO) still on bench—Sucker Punch can kill it if it comes in attacking. Toxapex active: Kowtow Cleave is my best hit (neutral, boosted by Supreme Overlord + Blackglasses). Iron Head resisted. Gholdengo beats Toxapex later. Expect Corviknight/Gholdengo as third pick.
Reasoning trace (70 words)
Toxapex in, Garchomp at 2% still on bench. Sucker Punch failed last turn (Toxapex switched in). Toxapex likely attacks or sets up. Kowtow Cleave hits Toxapex hard (Dark vs Poison/Water neutral... Poison resists? Dark is neutral vs Poison, Water neutral — actually Dark vs Poison is neutral, so 1x). Iron Head resisted. Kowtow is best damage. But Sucker Punch could kill incoming Garchomp? No, Toxapex is active. Use Kowtow Cleave.
Bonsai 2 27B switched toDragapultSwitching to Dragapult (Light Clay doubles Spe to ~426) so it outspeeds Kingambit and acts first. Gunkshot/Toxic are useless on Steel, Hex is weak with no status. Dragapult can use U-turn for free switch or Quick Attack for priority damage. Garchomp at 5 HP is a liability.
Reasoning trace (2,361 words)
Let me analyze the current situation: - My Toxapex is active at 127/127 HP (full health) - Opponent's Kingambit is active at 100% HP - Kingambit used Sucker Punch last turn and it FAILED (because Toxapex was faster? No wait, Toxapex Spe 55 vs Kingambit Spe 63-112... Kingambit should be faster. But Sucker Punch is priority move that hits before normal moves. Wait, the log says "Opposing Kingambit used Sucker Punch - Opposing Kingambit's move failed." Actually wait - Sucker Punch only works on targets that haven't moved yet this turn. Since Toxapex switched in, it hasn't moved yet... but actually Sucker Punch should work on a Pokémon that just switched in. Let me re-read: "Sucker Punch: This move has priority +1 and can only be used on targets that have not yet acted this turn." Hmm, but the log says it failed. Maybe Toxapex was already active? No, Turn 2 shows "Your Toxapex came in" then "Opposing Kingambit used Sucker Punch - Opposing Kingambit's move failed." Wait, maybe the order is: Toxapex switched in (which counts as acting), then Kingambit tried Sucker Punch but it failed because Toxapex already acted (switching in counts as an action). That makes sense. Now for Turn 3: - Toxapex at full HP, Kingambit at full HP - Speed: Toxapex 55 vs Kingambit 63-112 → Kingambit moves first - But I can use priority moves or status moves Options: 1. Gunkshot - Poison/Physical, BP 120, 80% accuracy, no effect on Kingambit (Steel resists Poison? Actually Steel is immune to Poison! Wait no... Let me check. Steel type: Immune to Electric, Ground, Poison. Yes! Steel is immune to Poison. So Gunkshot does NO damage to Kingambit. The legal action says "no effect on kingambit" confirming this. 2. Hex - Ghost/Special, BP 65, not very effective on Kingambit (Dark/Steel resists Ghost? Actually Dark resists Ghost, Steel is neutral to Ghost. So it's not very effective due to Dark typing). Power doubles if target has status ailment. Kingambit doesn't have a status ailment currently. 3. Toxic - Badly poisons the target. Poison types can't miss. But wait - Steel is immune to Poison! So Toxic would fail on Kingambit. Actually, let me reconsider. The legal action says "90% accuracy" and "Poison types can't miss." It doesn't say it has no effect. Hmm, but Steel IS immune to Poison status. So Toxic should fail. Wait, actually I need to double-check. In Pokémon, Steel type is immune to Poison-type moves AND poison status. So Toxic would not work on Kingambit. But the legal action lists it as available... Maybe the game still allows you to use it but it just won't do anything? Or maybe I'm wrong about Steel immunity. Actually, let me reconsider. In Gen 8+, Steel is indeed immune to Poison. So Toxic would fail on Kingambit. 4. Recover - Heals 50% of max HP. Toxapex is already at full HP (127/127), so this would be wasted. 5. Switch to Garchomp (2.7% HP) - Bad idea, it's basically dead. 6. Switch to Dragapult (100% HP) - This could work. Dragapult has Light Clay and Spe 213, outspeeding Kingambit. But what would Dragapult do? It has Phantom Force (Ghost/Physical BP 90), which is not very effective on Dark/Steel. U-turn (Bug/Physical BP 70) - Bug is not very effective on Steel. Quick Attack (Normal/Physical BP 40) - Normal is neutral to Dark/Steel. Dragondarts (Dragon/Physical BP 50) - Dragon is neutral to Dark, but Steel resists Dragon? No wait, Steel doesn't resist Dragon. Let me check: Dragon vs Steel = neutral. Actually no, I think it's neutral. Hmm, let me reconsider the best option. Actually, looking at this more carefully: - Gunkshot: "no effect on kingambit" - confirmed useless (Steel immunity to Poison) - Hex: "not very effective on kingambit" - 0.5x due to Dark typing. Power 65 * 0.5 = ~32.5 effective power. Not great but does some damage. No status ailment so no doubling. - Toxic: Should fail due to Steel immunity to Poison - Recover: Wasted at full HP Wait, actually I should reconsider. The legal actions are what the game presents as available. If Toxic is listed as an option with 90% accuracy, maybe it DOES work? Let me think again... Actually in some generations or specific contexts, maybe I'm wrong. But standard Pokémon rules: Steel is immune to Poison status. So Toxic should fail. Given that Kingambit moves first (Spe 63-112 vs Toxapex Spe 55), and Sucker Punch already failed... what else can Kingambit do? It's a Dark/Steel type. Its likely moves include: Iron Head, Metal Claw, Sucker Punch, maybe Slash, Night Slash, etc. Kingambit with Supreme Overlord (10% more power per fainted ally) - it has 1 fainted ally (Garchomp), so +10% power. If Kingambit uses a physical move on Toxapex: - Iron Head (Steel/Physical BP 100): Steel is not very effective on Poison/Water? Let me check. Steel vs Water = neutral. Steel vs Poison = neutral. So it's neutral. With Supreme Overlord +10%, that's ~110 effective power. Toxapex has 172 Def, 127 HP. Damage would be roughly (110/100) * (Atk/Def) * 127... Kingambit Atk range is 139-205. Let's say ~170. (170/172) * 110 * 127 / 50 ≈ roughly 140 damage? That would KO Toxapex. Wait, let me recalculate more carefully: Damage = ((2*Level/5+2) * Power * Atk * STAB * TypeMod / Def) / 50 + 2 = ((2*50/5+2) * 110 * 170 * 1.0 * 1.0 / 172) / 50 + 2 = ((22) * 110 * 170 / 172) / 50 + 2 = (413800/172) / 50 + 2 = 2406 / 50 + 2 = 48.1 + 2 = ~50 damage Hmm, that's not enough to KO. Let me recalculate: (2*50/5+2) = 22 Power with STAB and type mod: Iron Head is Steel-type, Kingambit is Dark/Steel, so STAB applies (1.5x). Type effectiveness: Steel vs Poison/Water... Actually wait, I need to check type matchups more carefully: - Steel attacking Water: neutral (1x) - Steel attacking Poison: neutral (1x) So Iron Head on Toxapex: 100 * 1.5 (STAB) = 150 effective power. With Supreme Overlord +10%: ~165. Damage = (22 * 165 * 170 / 172) / 50 + 2 = (22 * 165 * 170 / 172) / 50 + 2 = (623700/172) / 50 + 2 = 3626 / 50 + 2 = 72.5 + 2 = ~74 damage That's about 58% of Toxapex's HP. Not a KO but significant. What about Sucker Punch? It already failed this turn (well, last turn). If Kingambit uses it again... wait, Sucker Punch only works on targets that haven't moved yet. Since I'm choosing my move now and Toxapex hasn't moved yet this turn, Sucker Punch WOULD work if Kingambit uses it. But it failed last turn because... hmm. Actually wait - last turn the sequence was: 1. "Your Toxapex came in" (switch) 2. "Opposing Kingambit used Sucker Punch" 3. "Opposing Kingambit's move failed" In Pokémon, when you switch in, that counts as your action for the turn. So by the time Kingambit acts, Toxapex has already "acted" (by switching in). Therefore Sucker Punch fails because the target has already acted this turn. This turn, if I use a normal move (not priority), Toxapex will have acted, and Sucker Punch would fail again. But if I switch out, then Kingambit could use Sucker Punch on my new Pokémon... wait no, switching in also counts as acting. Actually, I think the rule is: Sucker Punch can only hit targets that haven't used a move yet this turn. Switching in IS using a move (the switch). So if I switch to Dragapult, Kingambit could use Sucker Punch on it? No wait - Dragapult would be switching IN, so it hasn't acted yet. But actually the order matters: In Showdown, the sequence is: 1. Both players choose moves 2. Switches happen first (both sides) 3. Then attacks happen in speed order So if I switch to Dragapult AND Kingambit uses Sucker Punch: - Dragapult switches in (hasn't acted yet) - Sucker Punch hits Dragapult (since it hasn't acted yet) But wait, last turn Toxapex switched in and Sucker Punch failed. That contradicts this theory... Hmm, maybe the rule is different. Let me re-read: "Sucker Punch: This move has priority +1 and can only be used on targets that have not yet acted this turn." If switching in counts as acting, then Toxapex switched in (acted), so Sucker Punch fails. That's consistent with what happened. So if I switch to Dragapult this turn, Dragapult would have "acted" (by switching in), and Sucker Punch would fail again. OK so my options for Turn 3: - Kingambit moves first (Spe 63-112 > Toxapex Spe 55) - I should probably use a move that does something useful Let me reconsider: - Gunkshot: No effect (Steel immunity to Poison) - useless - Hex: Not very effective (0.5x), no status ailment so no doubling. Power ~32.5. Does minimal damage. - Toxic: Should fail (Steel immunity to Poison) - Recover: Wasted at full HP - Switch to Garchomp: 2.7% HP, basically dead - Switch to Dragapult: Spe 213, Light Clay Actually wait - if I switch to Dragapult, Kingambit moves first and could hit it. But Dragapult has 95 Def and 163 HP. A physical move from Kingambit (Atk ~170) with STAB... Actually, let me think about what's the best strategic play here. Kingambit is a Dark/Steel type. It's likely running: - Sucker Punch (revealed) - Iron Head / Metal Claw / Slash / Night Slash or similar physical moves - Maybe U-turn for switching With Supreme Overlord, it gets +10% power per fainted ally (currently 1 fainted = +10%). Toxapex can wall a lot of things but Kingambit's physical attacks will chip it. However, Toxapex has great bulk (172 Def, 194 SpD). Actually, I think the best play might be to switch to Dragapult. Here's why: - Dragapult outspeeds Kingambit (213 vs 63-112) - With Light Clay, it gets +50% speed boost - Dragapult can use Phantom Force (Ghost/Physical BP 90) - not very effective on Dark/Steel (Dark resists Ghost), so 0.5x = ~45 power. Not great. - U-turn (Bug/Physical BP 70) - Bug is not very effective on Steel (0.5x). So ~35 power. - Quick Attack (Normal/Physical BP 40, priority +1) - Normal is neutral to Dark/Steel. This would hit first and do some damage! Wait, Quick Attack has priority +1! So even though Kingambit might be faster in normal order, Quick Attack would hit first. But it's only BP 40. Hmm, actually let me reconsider. If I stay with Toxapex: - Kingambit moves first and hits Toxapex (probably ~50-75 damage) - Then Toxapex can... do what? Gunkshot does nothing. Hex does minimal damage. Toxic fails. Recover is wasted. If I switch to Dragapult: - Kingambit moves first, hits Dragapult with a physical move - Dragapult then moves (outspeeds due to Light Clay) - Quick Attack would hit first (priority), doing ~40 * 1.5 (Light Clay? No, Light Clay boosts speed not power)... Wait, Light Clay: "The holder's Speed is doubled." It doesn't boost attack. So Dragapult's Attack stays at 172. Quick Attack on Kingambit: Normal/Physical BP 40, priority +1. Damage = (22 * 40 * 172 / 126) / 50 + 2 ≈ (22*40*172/126)/50+2 = (151360/126)/50+2 = 1201/50+2 = 24+2 = ~26 damage. That's not great. And Kingambit would still hit Dragapult first with a normal move. Actually, I think the best option might be to just use Hex on Toxapex. Even though it's not very effective and doesn't double (no status), it does SOME damage. 65 * 0.5 = ~32.5 power. Damage ≈ (22*32.5*115/126)/50+2... wait, Toxapex SpA is 115. Damage = (22 * 32.5 * 115 / 126) / 50 + 2 = (82475/126) / 50 + 2 = 654.6 / 50 + 2 = 13.1 + 2 = ~15 damage That's really minimal. Not worth it. OK let me think differently. What's the strategic goal? The opponent has: Kingambit (active), and 2 more from {Dragapult, Gholdengo, Primarina, Arcanine}. My team: Toxapex (full), Dragapult (full), Garchomp (nearly dead). I think switching to Dragapult is the best option because: 1. It's at full HP 2. It outspeeds Kingambit with Light Clay 3. I can use U-turn to switch back to Toxapex or Garchomp after dealing some damage 4. Or I can use Quick Attack for priority damage Actually, wait. Let me reconsider staying on Toxapex and using Recover... no, it's at full HP. What about just switching to Dragapult? The opponent will likely switch out Kingambit anyway (since Sucker Punch failed and they probably want to bring in a different threat). Or they might try to KO my Toxapex/Dragapult. I think the best move is SWITCH: dragapult. This gives me a faster Pokémon that can handle more of their team, and I avoid wasting turns on useless moves against Kingambit. Actually wait - let me reconsider one more time. If I switch to Dragapult: - Turn sequence: Both choose actions → Switches happen → Attacks in speed order - I switch to Dragapult (action taken) - Kingambit attacks (it's faster than Toxapex but... wait, does it attack the new Pokémon or the old one?) In Showdown, when you switch out, your opponent's move targets the NEW active Pokémon. So if I switch to Dragapult, Kingambit's move hits Dragapult. Kingambit (Spe 63-112) vs Dragapult (Spe 213 with Light Clay = 426): Dragapult is MUCH faster. Wait, but the speed comparison shown says "your toxapex 55 vs opposing kingambit 63-112". If I switch to Dragapult, the speed would be Dragapult 213 (or 426 with Light Clay) vs Kingambit 63-112. So Dragapult moves first! So if I switch to Dragapult: 1. Switch happens (Dragapult comes in) 2. Speed check: Dragapult (213 or 426 with Light Clay) > Kingambit (63-112) 3. Dragapult attacks first 4. Then Kingambit attacks This is great! I can use Quick Attack (priority, but since I'm already faster it doesn't matter much) or Phantom Force or U-turn. Actually with Light Clay, Dragapult's speed is 213 * 2 = 426. That's way faster than Kingambit. So Dragapult moves first regardless ofThinking budget reached. Stop thinking and give your final answer now.Bonsai 2 27B switched toToxapexOnly Toxapex (full HP) and Garchomp (5/183, essentially dead) remain. Must switch to Toxapex. Kingambit (Spe 63-112) outspeeds Toxapex (Spe 55), will hit first with Kowtow Cleave (~48 dmg, leaving ~79 HP). Plan: Toxic to poison Kingambit, then Hex next turn (2x on poisoned = eff BP 130) for pressure. Garchomp's moves are all NVE vs Steel - useless switch-in.
Reasoning trace (1,638 words)
Let me analyze the situation: - My Garchomp is at 5/183 HP (essentially dead, 2.7%) - My Toxapex is at 127/127 HP (full) - My Dragapult fainted this turn - Opponent's Kingambit is active at 100% HP - Opponent has used: Garchomp (fainted), Kingambit (active) - Remaining opponent Pokémon to reveal: dragapult, gholdengo, primarina, arcanine (one more will come in from these 4) Kingambit's revealed moves: Sucker Punch (Dark/Physical, BP:70), Kowtow Cleave (Dark/Physical, BP:85) Kingambit has Supreme Overlord activated (1 fainted ally = +10% power to all moves) My options: 1. SWITCH: garchomp (2.7% HP) - This is basically a suicide switch. Garchomp at 5/183 HP would likely faint from any hit. But it could potentially use Dragonclaw or Earthquake before fainting... wait, no, if I switch IN to Garchomp, Kingambit moves first (Kingambit Spe 63-112 vs Garchomp Spe 169). Actually wait - my Garchomp has Spe 169, Kingambit has Spe 63-112. So my Garchomp would move FIRST. Wait, let me re-read. If I switch to Garchomp, it comes in at 5/183 HP. My Garchomp's speed is 169, Kingambit's speed is 63-112. So Garchomp moves first! It could use Dragonclaw (super effective on Dark/Steel? No - Dragon is neutral to Steel, and not very effective... wait. Actually let me check type matchups: - Dragon vs Dark/Steel: Dragon is neutral to Dark, but DRAGON is NOT VERY EFFECTIVE against Steel. So Dragonclaw would be 0.5x. - Earthquake vs Dark/Steel: Ground is NEUTRAL to Dark, but GROUND IS IMMUNE... wait no. Ground attacks are not very effective against Steel? No - Ground is NOT VERY EFFECTIVE against Steel? Let me think... Ground type effectiveness: - Super effective against: Fire, Rock, Electric (wait no) - Actually: Ground is super effective against Fire and Rock. Not very effective against Grass and Bug. IMMUNE to Flying. - Against Steel: Ground is NEUTRAL to Steel. Wait, let me reconsider. Actually, the type chart: - Ground attacks vs Steel: NOT VERY EFFECTIVE (0.5x) - Dragon attacks vs Steel: NOT VERY EFFECTIVE (0.5x) So both Earthquake and Dragonclaw would be 0.5x against Kingambit's Steel typing. That's bad. What about Stoneedge? Rock vs Dark/Steel: Rock is NEUTRAL to Dark, but NOT VERY EFFECTIVE against Steel. So 0.5x. And it has 20% miss chance. Dragontail? Dragon vs Dark/Steel: 0.5x. So Garchomp's moves are all not very effective against Kingambit's Steel typing. This is a terrible switch. Wait, but Garchomp at 5 HP... even if it moves first and does some damage, it will likely faint from the recoil of Life Orb or just from being hit back. Actually, Kingambit's Kowtow Cleave (BP 85, Dark/Physical) would deal significant damage to Garchomp. Let me estimate: Kingambit Atk range: 139-205. With Supreme Overlord (+10% for 1 fainted ally), effective Atk is ~153-226. Kowtow Cleave: BP 85, Dark/Physical vs Dragon/Ground. Dark is NEUTRAL to Dragon, NOT VERY EFFECTIVE against Ground (0.5x). So total multiplier = 0.5x. Damage ≈ (2*Atk*BP/(HP+100) + 2) * STAB * type * super_eff = (2*172*85/283 + 2) * 1.3 * 0.5 ≈ (29240/283 + 2) * 0.65 ≈ (103.3 + 2) * 0.65 ≈ 105.3 * 0.65 ≈ 68 So Kingambit would deal ~68 damage to Garchomp at 5 HP. Garchomp faints. And Garchomp's move (even if super effective... which it isn't) would do minimal damage. This is a terrible idea. 2. SWITCH: toxapex (100% HP) - Toxapex is at full HP, Spe 55. Kingambit Spe 63-112. So Kingambit moves first. Kingambit's Kowtow Cleave vs Toxapex (Poison/Water): Dark vs Poison: NEUTRAL. Dark vs Water: NEUTRAL. So neutral. Toxapex Def: 172, SpD: 194. Damage ≈ (2*172*85/283 + 2) * 1.3 * 1.0 ≈ (103.3 + 2) * 1.3 ≈ 105.3 * 1.3 ≈ 137 Wait, that seems high for Toxapex's 127 HP. Let me recalculate more carefully. Actually the damage formula in Pokémon: Base damage = (2*Level/5 + 2) * (BP * Atk / Def) / 50 + 2 At level 50: (2*50/5 + 2) = (20+2) = 22 So base = 22 * (85 * Atk / Def) / 50 + 2 With Kingambit Atk ~172 (mid-range), Toxapex Def 172: base = 22 * (85 * 172 / 172) / 50 + 2 = 22 * 85/50 + 2 = 22 * 1.7 + 2 = 37.4 + 2 = 39.4 Then multiply by STAB (Dark on Dark: 1.3), type effectiveness (neutral: 1.0): 39.4 * 1.3 = ~51 damage With Supreme Overlord (+10% for 1 fainted ally): 51 * 1.1 ≈ 56 damage So Kingambit's Kowtow Cleave would deal roughly 50-60 damage to Toxapex. Toxapex at 127 HP would be at ~70-77 HP after the hit. That's survivable! Then Toxapex can use: - Gunkshot (Poison/Physical, BP 120): Poison vs Dark/Steel = NOT VERY EFFECTIVE (0.5x). With Black Belt (+50% to physical moves), effective power = 180 * 0.5 = 90. That's not great. - Hex (Ghost/Special, BP 65): Ghost vs Dark/Steel = NEUTRAL. But only super effective if target is poisoned. Kingambit isn't poisoned yet. - Toxic: Could poison Kingambit. Then next turn Hex becomes super effective. - Recover: Heal Toxapex. Actually wait - Gunkshot with Black Belt: BP 120 * 1.5 (Black Belt) = 180 effective power. But Poison is not very effective against Steel (0.5x). So effective power = 90. That's like a neutral 90-power move. Let me estimate Gunkshot damage on Kingambit: Kingambit Def range: 126-189. Let's say ~157 mid-range. Toxapex Atk: 74 (with Black Belt, effective Atk = 74 * 1.5 = 111) base = 22 * (120 * 111 / 157) / 50 + 2 = 22 * (13320/157) / 50 + 2 = 22 * 84.8 / 50 + 2 = 22 * 1.696 + 2 = 37.3 + 2 = 39.3 Then STAB (Poison on Poison: 1.3), type (not very effective vs Steel: 0.5): 39.3 * 1.3 * 0.5 ≈ 25.5 damage That's not great. Kingambit at 175-207 HP would take ~25 damage from Gunkshot. Not a KO. What about Toxic? It would poison Kingambit, and then next turn I could use Hex (Ghost, super effective on poisoned targets = 2x). But Ghost is neutral to Dark/Steel... wait, Ghost vs Steel: NEUTRAL. Ghost vs Dark: NEUTRAL. So Hex at BP 65 * 2 (super effective on poisoned) = 130 effective power. Hex damage estimate: Toxapex SpA: 115 Kingambit SpD: 94-150, let's say ~122 mid-range. base = 22 * (65 * 115 / 122) / 50 + 2 = 22 * (7475/122) / 50 + 2 = 22 * 61.3 / 50 + 2 = 22 * 1.226 + 2 = 26.97 + 2 = 28.97 STAB (Ghost on Ghost: N/A, Toxapex is Poison/Water so no STAB), type (super effective on poisoned: 2x): 28.97 * 2 ≈ 58 damage Hmm, that's not a KO either. Kingambit at ~175-207 HP would survive. Actually wait - I need to reconsider. The opponent has Supreme Overlord which gives +10% power for each fainted ally. They have 1 fainted (Garchomp), so +10%. If another one faints, it'd be +20%, etc. Let me think about the best strategy: - Toxapex is my only healthy Pokémon right now - I should switch to Toxapex - Kingambit will hit first (Spe 63-112 vs Toxapex Spe 55) - Toxapex can survive one Kowtow Cleave (~50-60 damage, leaving ~70 HP) - Then Toxapex should use Toxic to poison Kingambit - Next turn: if opponent switches, I can adapt. If they stay, I can use Hex (2x on poisoned = effective BP 130) or Gunkshot Actually, let me reconsider whether Toxapex should use Recover instead of Toxic. If I Recover, I heal 50% HP (64 HP), bringing me back to ~137... wait no, I'd be at ~70 after the hit, and Recover heals 64, so I'd be at ~134/127 = capped at 127. That's full heal. But if I use Toxic, I set up a poison DoT that will chip Kingambit down over time, AND make Hex super effective next turn. I think Toxic is the better play here. It: 1. Sets up poison (3 damage per turn at level 50... actually it's 1/8 max HP rounded down = ~22 damage per turn) 2. Makes Hex super effective (2x) for a potential KO next turn Wait, let me recalculate poison damage. At level 50, Toxic deals 1/16 of max HP per turn? No, it's 1/8 max HP... actually in modern Pokémon, Toxic deals 1/16 of max HP per turn (rounded down). For Kingambit at ~190 HP: 190/16 ≈ 12 damage per turn. Hmm, that's not huge but it helps. Actually, I think the best plan is: 1. Switch to Toxapex (survive Kingambit's hit) 2. Use Toxic on Kingambit 3. Next turn, use Hex (super effective on poisoned = 2x BP 65 = effective 130) or Gunkshot Let me go with SWITCH: toxapex this turn. The decision is clear - I need to bring in my only healthy Pokémon. Wait, actually I realize I should double-check: can Toxapex survive Kingambit's move? Kingambit Spe range: 63-112. Toxapex Spe: 55. So Kingambit goes first regardless. Kowtow Cleave (BP 85, Dark/Physical) vs Toxapex (Poison/Water): - Dark vs Poison: neutral - Dark vs Water: neutral - Type multiplier: 1.0 With Supreme Overlord (+10% for 1 fainted ally): effective BP = 85 * 1.1 ≈ 93.5 Damage estimate (using a more standard formula): At level 50, the damage is roughly: ((2*50/5+2) * BP * Atk / Def + 2) / 50 * STAB * type * super_eff * random(0.85-1.0) = (22 * 93.5 * 172 / 172 + 2) / 50 * 1.3 * 1.0 * ~0.9 = (22 * 93.5 + 2) / 50 * 1.3 * 0.9 = (2057 + 2) / 50 * 1.17 = 41.18 * 1.17 ≈ 48 So roughly 48 damage. Toxapex at 127 HP → ~79 HP remaining. Survives! Great, switching to Toxapex is safe. Let me go with that.
- Turn 4GLM 5.3 Flash used
KowtowcleaveToxapex full HP, likely Regenerator. Kowtow Cleave (boosted ~1.5x Supreme Overlord + Blackglasses) is my best hit. Their Garchomp at 2% LO—Sucker Punch kills if it comes in attacking. Gholdengo saved for their Gholdengo/Toxapex stall. Keep Sucker Punch PP for cleanup.
Reasoning trace (14 words)
Toxapex is bulky; Kowtow Cleave boosted is best. Swords Dance risks Haze/recover. Kowtow Cleave.
Bonsai 2 27B usedToxicToxapex full HP vs Kingambit 100% HP. Kingambit outspeeds (63-112 vs 55) and has Supreme Overlord (+10%). Only Toxapex viable; Garchomp at 5/183 is a suicide switch. Toxic to poison Kingambit, forcing them to either take damage each turn or switch out (giving me Regenerator). Next turn: Recover if they stay, Hex for pressure if poisoned. Opponent has 2 more Pokémon from {dragapult, gholdengo, primarina, arcanine}.
Reasoning trace (1,301 words)
Let me analyze the current situation: - My Toxapex is at full HP (127/127) and active - Opponent's Kingambit is at 100% HP, active - I have Garchomp at 5/183 HP (essentially dead) and Dragapult fainted - Kingambit has Supreme Overlord activated (1 fainted ally = +10% power to moves) - Kingambit revealed: Sucker Punch, Kowtow Cleave - Kingambit's ability is unknown but could be Defiant, Supreme Overlord, or Pressure Kingambit stats range: HP 175-207, Atk 139-205, Def 126-189, SpA 72-123, SpD 94-150, Spe 63-112 My Toxapex: HP 127, Atk 74, Def 172, SpA 115, SpD 194, Spe 55 Toxapex has Black Belt (Fighting moves +1.2x) but its moves are Gunkshot, Hex, Toxic, Recover Kingambit outspeeds Toxapex (63-112 vs 55). Kingambit will move first. What should I do? - Gunkshot: Poison/Physical BP 120, 80% accuracy. Against Dark/Steel: Poison is not very effective on Steel (0.5x) and neutral on Dark. So it's 0.5x effective. With Black Belt... wait, Black Belt only boosts Fighting-type moves. Gunkshot is Poison, so no boost. Power = 120 * 0.5 = 60 effective. Atk 74 vs Def 126-189. This won't do much damage. - Hex: Ghost/Special BP 65, not very effective on Kingambit (Ghost is NVE on Dark? No wait - Ghost is neutral on Dark and Steel. Let me check: Ghost vs Dark = neutral, Ghost vs Steel = neutral. So it's actually neutral, not NVE. Wait, the legal actions say "not very effective on kingambit". Hmm, let me re-check. Actually looking at type chart: Ghost is super effective against Poison and Ghost. Not very effective against... hmm. Actually wait - Dark resists Ghost? No, Dark is immune to Psychic but resists Bug, Dark, Ghost. Yes! Dark resists Ghost. So Ghost is NVE on Dark/Steel (0.5x). So Hex would be 65 * 0.5 = 32.5 effective power. Not very useful unless Kingambit is poisoned (then it doubles to 130 effective, but still NVE so 65 effective... wait no. If poisoned, the base power doubles from 65 to 130, then type effectiveness applies: 130 * 0.5 = 65 effective). - Toxic: Badly poisons Kingambit. This would make Hex more useful next turn (doubled power), and also wear down Kingambit over time. - Recover: Heals Toxapex by 50% (63 HP). But Toxapex is already at full HP, so this wastes the turn. - Switch to Garchomp: Garchomp is at 5/183 HP and all its moves are NVE vs Steel. This would be a terrible switch. Best strategy: Use Toxic to badly poison Kingambit. Then next turn, if Kingambit hits Toxapex (which it will since it outspeeds), I can use Hex which will be doubled power (130 base) but still NVE (65 effective). Actually wait - let me reconsider. Actually, the key question is: what does Kingambit do next turn? It has Sucker Punch (priority Dark/Physical BP 70) and Kowtow Cleave (Dark/Physical BP 85). If I Toxic now: - Turn 4: Toxapex uses Toxic. Kingambit moves first, hits with Kowtow Cleave or Sucker Punch. - Kowtow Cleave: Dark/Physical BP 85. Against Toxapex (Poison/Water): Dark is neutral on Poison and Water. So 85 effective. Atk 139-205 vs Def 172. Let's estimate: (2*85*Atk)/(Def) * 1/8 + 2... roughly (170*172)/172 ≈ 170 * 1.0 / 8 ≈ 21? No wait, let me use the standard formula more carefully. Actually for a level 50 Pokémon: damage = ((2*level/5 + 2) * power * attacker_atk / defender_def) / 50 + 2 = (6 * 85 * Atk / Def) / 50 + 2 With Kingambit Atk ~172 (mid-range): (6 * 85 * 172 / 172) / 50 + 2 = (6*85)/50 + 2 = 10.2 + 2 = 12.2? That seems too low. Wait, I think the formula is: ((2*50/5 + 2) * power * Atk / Def) / 50 + 2 = (22 * power * Atk / Def) / 50 + 2 With power 85, Atk 172, Def 172: (22 * 85 * 172 / 172) / 50 + 2 = (22*85)/50 + 2 = 37.4 + 2 ≈ 39 Hmm, but with Supreme Overlord (+10% for 1 fainted ally): 39 * 1.1 ≈ 43 So Kingambit's Kowtow Cleave does about 40-45 damage to Toxapex. That's manageable. If I use Toxic: - Turn 4: Kingambit hits first with Kowtow Cleave (~40-45 dmg), Toxapex goes to ~82 HP. Then Toxapex uses Toxic. - Turn 5: Kingambit hits again (~40-45 dmg), Toxapex at ~37-42 HP. Toxapex uses Hex (doubled because poisoned = 130 base, NVE on Dark = 65 effective). SpA 115 vs SpD 94-150: (22 * 65 * 115 / 122) / 50 + 2 ≈ (22*65*115/122)/50 + 2 ≈ (163870/122)/50 + 2 ≈ 1343/50 + 2 ≈ 26.9 + 2 ≈ 29 Hmm, that's not a KO. Kingambit has 175-207 HP. Wait, but I should also consider: what if I use Gunkshot? Gunkshot: Poison/Physical BP 120, 80% accuracy. NVE on Steel (0.5x). So effective power = 60. Atk 74 vs Def 126-189. (22 * 60 * 74 / 157) / 50 + 2 ≈ (22*60*74/157)/50 + 2 ≈ (97680/157)/50 + 2 ≈ 622/50 + 2 ≈ 12.4 + 2 ≈ 14 That's very low damage. Not useful. What about Recover? Toxapex is at full HP, so it would heal 0. Wastes the turn. So Toxic seems like the best option. It sets up Hex for next turn and also wears down Kingambit over time (6% of max HP per turn = ~11-12 damage per turn). Actually wait - let me reconsider. If I Toxic, Kingambit will hit first with Kowtow Cleave or Sucker Punch. Then Toxapex applies Toxic. Next turn, Kingambit hits again, and Toxapex uses Hex. But Hex at 65 effective power won't KO Kingambit (needs ~175-207 HP). Alternatively, what if I just use Gunkshot to try to chip? No, it does too little damage. Actually, let me reconsider the whole strategy. I'm down to Toxapex and a nearly-dead Garchomp. My Dragapult is fainted. The opponent has Kingambit active and 2 more Pokémon in their party (from dragapult, gholdengo, primarina, arcanine). My best bet is to use Toxapex as a wall. Toxic will poison Kingambit, making it harder for them to switch out without taking damage. Then I can Recover when needed. But wait - if I Toxic this turn: - Turn 4: Kingambit hits first (Kowtow Cleave ~40 dmg), Toxapex at ~87 HP. Toxapex uses Toxic. - Turn 5: Kingambit hits again (~40 dmg), Toxapex at ~47 HP. Toxapex can Recover (heals 63) → back to full, or use Hex. Actually, if I Recover on turn 5 after taking two hits, I'm back to full. But then Kingambit is poisoned and will take damage each turn. Alternatively: - Turn 4: Toxic. Kingambit hits first (~40 dmg), Toxapex at ~87. - Turn 5: If Kingambit switches out (to avoid the poison or to bring in a stronger Pokémon), I can switch to Garchomp... but Garchomp is at 5 HP and will faint from anything. Hmm, actually switching to Garchomp would be terrible since it's at 5/183 HP. Let me think about what the opponent might do: - They have Kingambit active with Supreme Overlord (1 fainted ally) - They could switch out to avoid Toxic or to bring in a better Pokémon - Their remaining team: 2 of {dragapult, gholdengo, primarina, arcanine} If they switch out, I should probably switch to Garchomp... but it's at 5 HP. That's terrible. Actually wait - if Kingambit switches out, Toxapex gets Regenerator (1/3 max HP = 42 HP restored). So Toxapex would go from ~87 to ~129 (full). Then I'd have only Garchomp at 5 HP as my other option. I think Toxic is still the best move here. It pressures Kingambit, makes switching less attractive (they'll take poison damage), and sets up Hex for later if needed. Let me go with Toxic. - Turn 5GLM 5.3 Flash used
KowtowcleaveToxapex at 37%, likely Regenerator—keep pressuring with Kowtow Cleave (best hit, Supreme Overlord + Blackglasses boosted). Their Garchomp at 2% LO on bench; Sucker Punch kills it if it attacks. Gholdengo saved for their Gholdengo/Toxapex stall. If Toxapex switches, expect Garchomp or Gholdengo in.
Reasoning trace (15 words)
Toxapex at 37%, likely Regenerator. Kowtow Cleave again; if it switches, Regenerator heals. Keep attacking.
Bonsai 2 27B usedRecoverToxapex at 48/127 HP vs Kingambit at full HP. Toxic was immune, Gunkshot has no effect on Steel. Hex is NVE (0.5x) and target isn't poisoned - weak chip. Best play: Recover to heal to ~111 HP, then survive another Kowtow Cleave (~42 dmg). If Kingambit switches, Regenerator triggers. Opponent still has 2 hidden Pokémon from {dragapult, gholdengo, primarina, arcanine}. Garchomp at 5/183 is useless.
Reasoning trace (885 words)
Let me analyze the current situation: - My Toxapex is at 48/127 HP (37.8%) and has Black Belt - Opponent's Kingambit is at 100% HP, Dark/Steel, with Supreme Overlord active - I used Toxic last turn but it was immune (Kingambit is Steel type, immune to poison) - Toxapex can't Gunkshot effectively on Steel (Poison is not very effective against Steel... wait, actually Poison IS super effective against Steel? No wait - let me think. Poison vs Steel: NOT VERY EFFECTIVE. Actually no - in Gen 8+, Poison is neutral against Steel. Wait, let me reconsider. Actually, checking the type chart: - Poison attacks on Steel: Not Very Effective (0.5x) - Ghost attacks on Steel: Neutral (1x) Wait, but the legal actions say: - Gunkshot: "no effect on kingambit" - so it's immune? No wait, Kingambit is Dark/Steel. Poison vs Dark = neutral, Poison vs Steel = not very effective. So it should be 0.5x, not immune. But the action says "no effect on kingambit." Hmm, maybe I'm wrong about the typing. Wait, actually looking more carefully: In Pokémon, Steel is immune to... no, Steel is not immune to Poison. Let me re-check. Actually, in some generations, Steel resists Poison (0.5x). But "no effect" would mean immunity. Hmm, but the legal action says "no effect on kingambit." Maybe there's something else going on. Or maybe I'm misreading the type chart. Let me just go with what the game tells me - Gunkshot has no effect on Kingambit. - Hex: "not very effective on kingambit" - Ghost vs Dark = not very effective (0.5x), Ghost vs Steel = neutral. So overall 0.5x. And since Toxic was immune, Kingambit is NOT poisoned, so Hex won't double. - Toxic: "Badly poisons the target. Poison types can't miss." - But wait, Kingambit is Dark/Steel. Is it immune to poison? Steel is not immune to poison in standard typing... unless there's something special. Actually wait - looking at the battle log from Turn 4: "Your Toxapex used Toxic / Opposing Kingambit was immune" So Kingambit IS immune to poison. That's unusual for Dark/Steel. Unless... hmm, maybe I'm wrong about the typing or there's an ability that grants immunity. Actually, wait - in some contexts, Steel-type Pokémon can be immune to certain things? No, that's not standard. Actually, I think this might be a custom battle with modified type matchups, or perhaps I'm just going with what the game says. The game clearly states Kingambit was immune to Toxic, and Gunkshot has "no effect" on it. So I should treat both as unusable against Kingambit. So my options against Kingambit: 1. Gunkshot - no effect (useless) 2. Hex - not very effective (0.5x), and target isn't poisoned, so just 65*0.5 = ~32.5 BP equivalent. With Toxapex's SpA of 115... this will do some damage but won't KO. 3. Toxic - immune (useless) 4. Recover - heals 50% of max HP (63.5 HP), bringing me to ~111/127 5. Switch to Garchomp - at 5/183 HP, basically dead Best option: Recover. I'm at 48/127, recovering will bring me to about 111/127. Then next turn I can use Hex (even though it's NVE) or try to force a switch. Actually wait - if I Recover, Kingambit will hit me again with Kowtow Cleave. Let me calculate: - Toxapex at 48 HP after Kowtow Cleave - If I Recover: 48 + 63 = 111 HP (50% of 127 is 63.5, rounded down to 63) - Then Kingambit hits with Kowtow Cleave again Kowtow Cleave: Dark/Physical, BP 85. With Supreme Overlord (+10%), effective BP ~93.5. Kingambit's Atk is 139-205. Let's say around 170 average. Toxapex Def is 172. Damage = (2*Level/5+2) * BP * Atk / Def / 50 + 2 = (2*50/5+2) * 93.5 * 170 / 172 / 50 + 2 = (20+2) * 93.5 * 170 / 172 / 50 + 2 = 22 * 93.5 * 170 / 172 / 50 + 2 = 22 * 93.5 * 0.988 / 50 + 2 = 22 * 92.4 / 50 + 2 = 2032.8 / 50 + 2 = 40.6 + 2 = ~42 damage So after Recover, I'd be at 111 HP, then Kingambit hits for ~42, leaving me at ~69 HP. That's fine. Alternatively, I could just use Hex now to chip away. But Hex is NVE (0.5x) and the target isn't poisoned, so it's only 32.5 BP equivalent. With SpA 115: Damage = 22 * 32.5 * 115 / 94-150 / 50 + 2 Let's use SpD 97 (mid-range): 22 * 32.5 * 115 / 97 / 50 + 2 = 22 * 3837.5 / 97 / 50 + 2 = 22 * 39.56 / 50 + 2 = 870.3 / 50 + 2 = 17.4 + 2 = ~19 damage That's not great. Recover is better to stay healthy. Actually, let me reconsider. The opponent has Kingambit at full HP and I'm at 48/127. If I Recover, I'll be healthier for the next turn. If Kingambit switches out (maybe to Gholdengo or another threat), I can use Regenerator on switch. I think Recover is the best play here. It keeps me healthy and forces the opponent to either keep hitting me with Kowtow Cleave (which they can, but I'll survive) or switch out. Let me go with Recover.
Bonsai 2 27B switched toGarchompIncident report
Only one legal action: played without asking.
- Turn 6GLM 5.3 Flash used
KowtowcleaveTheir Garchomp at 2% LO—any hit kills. Kowtow Cleave is safest (Sucker Punch fails if it switches). After that, expect Corviknight or their Gholdengo. Keep Sucker Punch for priority cleanup; Gholdengo handles their Gholdengo/stall. Kingambit boosted by Supreme Overlord (2 allies fainted).
Reasoning trace (28 words)
Opposing Garchomp at 2% LO. Sucker Punch kills if it attacks; but it might switch. Kowtow Cleave hits regardless (2% dies to anything). Kowtow Cleave is safest—kills it.
Bonsai 2 27B usedEarthquakeLast Pokémon (Garchomp 5/183) vs Kingambit (full HP). All moves will result in my Garchomp fainting from Life Orb recoil (~18 HP cost > 5 HP remaining). Earthquake is the only super effective option per game output - best chance to KO Kingambit before I drop. Taking one down with me is better than just fainting. No recovery possible, no switches available.
Reasoning trace (1,349 words)
Let me analyze the situation: - My Garchomp is at 5/183 HP (essentially dead, 2.7%) - Opponent's Kingambit is at 100% HP - I have no other Pokémon available (Toxapex and Dragapult are fainted) - Wait, let me re-read the team. I only have Garchomp active, Toxapex fainted, Dragapult fainted. That means I'm down to my last Pokémon! Actually wait - looking at the battle log again: - Turn 1: My Garchomp vs Opp's Garchomp → Opp's Garchomp fainted, mine is at 5/183 - Turn 2: Switched to Toxapex - Turn 3: Switched to Dragapult → Kowtow Cleave → Dragapult fainted → back to Toxapex - Turn 4: Toxapex used Toxic (immune) - Turn 5: Kowtow Cleave → Toxapex fainted → Garchomp came in So I'm now at my last Pokémon - Garchomp at 5/183 HP. Kingambit is at full HP. My options: 1. Earthquake - super effective on Kingambit (Ground vs Dark/Steel). But Kingambit has Steel typing... wait, Ground is NOT super effective on Steel! Let me re-check. Actually, looking at the legal actions: "earthquake | Ground, Physical, power 100, 100% accuracy, super effective on kingambit" Wait, that says it's super effective? But Ground is not super effective on Steel... unless Kingambit has a weakness I'm missing. Dark/Steel - Ground is neutral to both Dark and Steel. Hmm, but the legal actions say "super effective on kingambit". Let me trust the game's output. Maybe there's something I'm missing about the typing or ability. Actually wait - maybe it's just showing what would be super effective in general terms, or maybe I'm wrong about the typing interaction. Actually, Ground is NOT super effective on Steel (Steel resists Ground). And Ground is neutral to Dark. So Earthquake should be neutral damage. But the game says "super effective" - let me just trust the game's output since it explicitly states this. Wait, actually re-reading: "super effective on kingambit" - maybe this is a mistake in my understanding or the game is showing something else. Let me just go with what the game says. Actually, I think I need to reconsider. The game explicitly states Earthquake is super effective on Kingambit. I'll trust that. But wait - my Garchomp is at 5/183 HP. Even if I hit with Earthquake (super effective), Kingambit will likely survive and then Kowtow Cleave me next turn (since it outspeeds... actually no, my Garchomp has Spe 169 vs Kingambit's 63-112, so I move first). Let me think about what happens: - I use Earthquake (super effective, BP 100) on Kingambit at full HP - My Garchomp takes Life Orb damage (1/10 of max = ~18 HP) → but I'm already at 5 HP, so I'd faint from the Life Orb damage after attacking. Wait, actually with Life Orb, you lose 1/10 max HP AFTER the attack. So: - Garchomp attacks with Earthquake (super effective) - Then loses 1/10 of 183 = ~18 HP - But Garchomp is at 5 HP... so it would go to negative and faint Actually, let me reconsider. The Life Orb damage happens after the attack. So: 1. Earthquake hits Kingambit (super effective) 2. Then Garchomp loses 1/10 max HP = ~18 HP from Life Orb 3. Garchomp was at 5 HP → goes to -13 → faints So I'd take down Kingambit (if the super effective Earthquake KO's it) but also faint my last Pokémon. That would be a loss for me since I have no more Pokémon. Wait, but if Earthquake KOs Kingambit, then even though my Garchomp faints from Life Orb damage, the opponent still has 2 more Pokémon to bring in. So I'd lose either way. Hmm, but actually - does the Life Orb damage happen after a KO? Let me think... In Pokémon, if your move KOs the opponent, and then you take recoil/Life Orb damage, you still faint. So yes, both would be out. But wait - is Kingambit really at 100% HP? Yes, it says 100.0%. And Earthquake is super effective (per the game). Let me calculate: - Garchomp Atk: 182 - Kingambit Def: 126-189 (let's say around 150 average) - Super effective multiplier: 1.5x (or 2x if it's truly super effective... the game says "super effective" which usually means 1.5x, but could be 2x for double weakness) Actually, Ground vs Dark/Steel: Ground is neutral to Dark and resisted by Steel. So it should be 0.5x (resisted). But the game says super effective... I'm confused. Let me just trust the game's explicit statement that Earthquake is "super effective on kingambit." If it's truly super effective (1.5x or 2x), and Kingambit has moderate defense, my Garchomp might KO it. But then I faint from Life Orb damage too. Actually wait - let me reconsider whether the Life Orb damage would actually kill me. My Garchomp is at 5/183 HP. Life Orb costs 1/10 max HP = 18.3 HP. So after attacking, I'd be at 5 - 18 = -13, which means I faint. So the outcome would be: - Earthquake KOs Kingambit (if it's strong enough) - Garchomp faints from Life Orb recoil - I have no more Pokémon → I lose OR: - Earthquake doesn't KO Kingambit - Garchomp faints from Life Orb recoil - I have no more Pokémon → I lose Either way, I lose. But maybe there's a better option? Let me look at other moves: 2. Dragonclaw - not very effective (0.5x) on Kingambit. Even weaker. 3. Stoneedge - not very effective (0.5x), 80% accuracy. Worst option. 4. Dragontail - priority -6, NVE (0.5x). Forces switch but I'd still take Life Orb damage and faint. Actually wait - with Dragontail at priority -6, it would go after Kingambit's move. So: 1. Kingambit uses Kowtow Cleave (hits my Garchomp at 5 HP → KO) 2. My Dragontail hits (but I'm already fainted... actually no, in Pokémon, if you're hit and faint, your move still goes through? No, actually if you faint from damage, your turn is over.) Actually, with priority -6, my move goes AFTER Kingambit's move. So: 1. Kingambit uses Kowtow Cleave → hits Garchomp at 5 HP → KO 2. My Garchomp is fainted, so Dragontail doesn't go through (or does it? In Pokémon, if you're KO'd by an attack, your move still goes through in the same turn... actually no, I think it depends. Let me think...) In competitive Pokémon, if a priority -6 move is used and the user gets KO'd by a higher priority or normal priority move first, the move still goes through. Wait, no - actually I believe the move still executes even if the user faints from recoil or damage taken earlier in the turn. But with priority -6, the order would be: - Kingambit's Kowtow Cleave (priority 0) hits first - Garchomp is KO'd - Then Garchomp's Dragontail (priority -6) would... not go through because Garchomp is fainted. Actually, I'm not 100% sure about this mechanic in Showdown. But regardless, all my options lead to my Garchomp fainting. The best option is probably Earthquake since it has the highest chance of KOs Kingambit (even though I'll lose either way). If it KOs Kingambit, at least I take one down with me. Wait, actually - let me reconsider. Is there any scenario where my Garchomp survives? Life Orb damage: 1/10 of max HP = 18.3 → rounds to 18. Garchomp at 5 HP → after Life Orb: 5 - 18 = -13 → faints. No way to survive. So I'm going to lose regardless. The question is just which move to use. Earthquake (super effective, BP 100) gives the best chance of KOs Kingambit before I faint. Let me go with that. Actually wait - I should double check: does the game really say Earthquake is super effective? Let me re-read: "MOVE: earthquake | Ground, Physical, power 100, 100% accuracy, super effective on kingambit" Yes, it explicitly says super effective. I'll trust the game. My decision: Use Earthquake to try and KO Kingambit before my Garchomp faints from Life Orb damage. It's a last stand but at least I take one down with me.