Matches · 2026-10-14 · rules version c5
Bonsai 2 27B vs MiMo V2.6 Flash
Bonsai 2 27B won in 10 turns · 14 min wall clock · 111,415 tokens · $0.009
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Decisions
- Team previewMiMo V2.6 Flash brought
Garchomp,gholdengo,dragapultPlan: Lead Garchomp (Focus Sash) to set Stealth Rock or threaten EQ. Bring Gholdengo for Toxapex/Corviknight/Gholdengo matchup, and Scarf Dragapult for speed control vs their Dragapult and Quaquaval. Avoid Kingambit — their Quaquaval and Gholdengo check it. Learn their Garchomp/Pex sets early.
Reasoning trace (110 words)
My team: garchomp (sash, SR/SD/EQ/scaleshot), kingambit, gholdengo, dragapult scarf, corviknight, slowkinggalar. Opponent threats: toxapex walls garchomp/kingambit somewhat; gholdengo handles toxapex and corviknight. Quaquaval threats kingambit. Bring: garchomp lead (sash, rocks/SD), gholdengo (checks pex, corviknight, gholdengo), kingambit (sucker punch revenge, beats dragapult? sucker punch doesn't hit gholdengo... kingambit loses to gholdengo). Alternative: dragapult scarf over kingambit for speed control. Opponent dragapult outspeeds my whole unscarfed team; scarf dragapult outspeeds theirs. Corviknight checks quaquaval/garchomp. Slowkinggalar handles quaquaval, toxapex mirror is slow. Pick: garchomp, gholdengo, dragapult — good balance. Kingambit loses to quaquaval and gholdengo. Corviknight could handle quaquaval but dragapult with flamethrower hits corviknight, shadowball hits gholdengo/dragapult. I'll go garchomp, gholdengo, dragapult.
Bonsai 2 27B broughtGarchomp,quaquaval,dragapultOpponent has Garchomp, Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar. My best 3: Garchomp (Ground/Dragon coverage hits their Garchomp, Kingambit, Corviknight all super effectively), Quaquaval (Focus Sash + Moxie for reliable cleanup, Close Combat 2x on Kingambit), Dragapult (Light Clay boosts Dragon Darts to ~150 effective BP against their Garchomp, Infiltrator bypasses Protect). Lead with Garchomp to pressure immediately.
Reasoning trace (2,222 words)
Let me analyze the opponent's team and pick my best 3 Pokémon to bring. Opponent's team: - Garchomp (Dragon/Ground) - likely a physical sweeper with Rough Skin or Sandveil - Kingambit (Dark/Steel) - likely a physical attacker with Supreme Overlord or Defiant - Gholdengo (Steel/Ghost) - special attacker, Good as Gold - Dragapult (Dragon/Ghost) - fast physical sweeper, Infiltrator/Cursed Body - Corviknight (Flying/Steel) - bulky wall - Slowking-Galar (Poison/Psychic) - slow special attacker My team: - Garchomp (Dragon/Ground) - Life Orb, Rough Skin, 169 Spe. Earthquake, Dragon Claw, Stone Edge, Dragontail - Corviknight (Flying/Steel) - Leftovers, Mirror Armor, 87 Spe. Roost, Defog, Heavy Slam, Flash Cannon - Toxapex (Poison/Water) - Black Belt, Regenerator, 55 Spe. Gunkshot, Hex, Toxic, Recover - Gholdengo (Steel/Ghost) - Expert Belt, Good as Gold, 149 Spe. Flash Cannon, Shadow Ball, Thunderbolt, Nasty Plot - Dragapult (Dragon/Ghost) - Light Clay, Infiltrator, 213 Spe. Dragon Darts, Phantom Force, Quick Attack, U-turn - Quaquaval (Water/Fighting) - Focus Sash, Moxie, 150 Spe. Close Combat, Liquidation, Aqua Jet, Flip Turn Key considerations: The opponent has Garchomp, Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar. Let me think about what my team needs to handle: - Opponent's Garchomp: Ground/Dragon - resists Water, Electric, Rock; weak to Ice, Dragon, Fairy, Grass - Opponent's Kingambit: Dark/Steel - resists Normal, Flying, Fighting, Bug, Steel, Psychic, Rock; weak to Fire, Ground, Fighting - Opponent's Gholdengo: Steel/Ghost - resists Poison, Ghost, Electric, Steel, Rock, Bug, Fairy; weak to Ground, Fire - Opponent's Dragapult: Dragon/Ghost - resists Bug, Dark, Grass, Water; weak to Ice, Dragon, Ghost, Fairy, Fighting - Opponent's Corviknight: Flying/Steel - resists Normal, Flying, Psychic, Rock, Steel, Bug, Grass; weak to Ground, Electric, Fire - Opponent's Slowking-Galar: Poison/Psychic - resists Fighting, Poison, Bug, Dark; weak to Ghost, Ground My options: 1. **Garchomp** (Dragon/Ground): - Great against opponent's Garchomp (Dragon weakness), Corviknight (Ground weakness), Kingambit (Ground weakness) - Weak to opponent's Dragapult (Dragon resists Dragon? No, Dragon is neutral to Dragon... wait. Dragon attacks on Dragon are super effective. So Dragapult's Dragon moves hit Garchomp super effectively.) - Actually let me reconsider. Garchomp is Dragon/Ground. It's weak to Ice, Dragon, Fairy, Grass. - Opponent's Dragapult (Dragon/Ghost) hits Garchomp with Dragon super effectively. - But Garchomp can hit opponent's Garchomp hard (Dragon/Dragon = neutral, but Ground is super effective on... wait no. Garchomp is Dragon/Ground. Dragon attacks are super effective on Dragon types. So yes, Dragon moves hit Garchomp 2x.) - Garchomp hits: Corviknight (Ground 2x), Kingambit (Ground 2x), opponent's Garchomp (Dragon 2x) - Garchomp is weak to: Dragapult's Dragon/Ghost moves 2. **Corviknight** (Flying/Steel): - Great wall against many threats - Can handle opponent's Garchomp (Ground resists Flying, Steel resists Ground... wait. Corviknight is Flying/Steel. It resists Ground? No! Steel resists Rock, Bug, Normal, Grass, Psychic, Flying, Steel, Fairy. Ground is neutral to Steel. Actually let me reconsider: Ground attacks on Steel are neutral. So Garchomp's Earthquake hits Corviknight neutrally.) - Wait, actually: Ground is not super effective or resisted by Steel. It's neutral. - Corviknight resists: Flying (from opponent's... hmm), Dragon? No. Let me think about what it can wall. - Corviknight (Flying/Steel) resists: Normal, Flying, Psychic, Rock, Steel, Bug, Grass, Fairy - It's weak to: Ground, Electric, Fire - Opponent's Garchomp: Earthquake hits neutrally. Dragon Claw is neutral. So Garchomp can hit Corviknight with neutral moves. - Opponent's Dragapult: Phantom Force (Ghost) is neutral on Steel/Flying. Dragon Darts are neutral. Quick Attack is neutral. U-turn is neutral. - Hmm, Corviknight isn't great against this team actually. 3. **Toxapex** (Poison/Water): - Very slow (55 Spe), but very bulky - Resists: Water, Grass, Electric, Poison, Bug, Steel, Rock, Normal - Weak to: Ground, Psychic, Fighting - Opponent's Garchomp: Earthquake hits Toxapex super effectively (Ground 2x on Poison/Water). Bad. - Opponent's Kingambit: Dark/Steel... Heavy Slam? Actually Kingambit's moves aren't listed but it's likely a physical attacker. - Toxapex is weak to Ground, which is a problem with Garchomp and potentially others. 4. **Gholdengo** (Steel/Ghost): - Good as Gold: immune to Electric - Resists: Poison, Ghost, Electric, Steel, Rock, Bug, Fairy - Weak to: Ground, Fire - Opponent's Garchomp: Earthquake hits Gholdengo super effectively. Bad. - But Gholdengo can hit opponent's Garchomp with... Flash Cannon (Steel neutral on Dragon/Ground), Shadow Ball (Ghost neutral), Thunderbolt (Electric neutral). Not great. - Gholdengo is weak to Ground, which is a problem. 5. **Dragapult** (Dragon/Ghost): - Very fast (213 Spe) - Resists: Bug, Dark, Grass, Water - Weak to: Ice, Dragon, Ghost, Fairy, Fighting - Opponent's Garchomp: Earthquake is neutral on Dragon/Ghost. Dragon Claw is super effective (Dragon 2x). Bad. - But Dragapult can hit opponent's Corviknight with... Phantom Force (Ghost neutral), Dragon Darts (Dragon neutral). Hmm. - Actually, Dragapult's Light Clay boosts physical attacks by 50%. So it hits hard. - Opponent's Garchomp: Dragon Claw is super effective on my Dragapult. That's bad. 6. **Quaquaval** (Water/Fighting): - Focus Sash: survives one hit - Moxie: boosts Attack after KO - Resists: Water, Fighting, Rock, Bug, Steel, Dark - Weak to: Electric, Grass, Flying, Psychic, Ice - Opponent's Garchomp: Earthquake is neutral. Dragon Claw is neutral. So Garchomp hits Quaquaval neutrally. - Opponent's Kingambit: Dark/Steel... Close Combat (Fighting) would be super effective on Kingambit? No wait, Fighting is super effective on Steel types. Yes! Close Combat hits Kingambit 2x. - Opponent's Corviknight: Close Combat (Fighting) is neutral on Flying/Steel. Liquidation (Water) is neutral. Hmm. - Actually, Quaquaval can handle a lot with Focus Sash + Moxie. Let me reconsider the matchup more carefully. The opponent has 6 Pokémon but only brings 3. I need to pick my best 3. Key threats to consider: - Opponent's Garchomp (Dragon/Ground): likely their main sweeper - Opponent's Dragapult (Dragon/Ghost): fast, can hit hard with Light Clay or Infiltrator - Opponent's Kingambit (Dark/Steel): physical attacker - Opponent's Gholdengo (Steel/Ghost): special attacker - Opponent's Corviknight (Flying/Steel): bulky wall - Opponent's Slowking-Galar: slow, probably a support/special attacker Best picks: **Garchomp** is essential. It can take down opponent's Garchomp (Dragon 2x), Kingambit (Ground 2x), and Corviknight (Ground 2x). It's the best sweeper on my team for this matchup. **Quaquaval** with Focus Sash + Moxie: Can survive a hit from almost anything, then KO. Close Combat hits Kingambit 2x, Liquidation hits Garchomp neutrally but hard. Aqua Jet can speed control. With Focus Sash, it can survive one hit and then clean up. **Dragapult** with Light Clay + Infiltrator: Very fast (213 Spe), can outspeed everything. Phantom Force is a reliable physical move. Can hit opponent's Gholdengo (Ghost 2x on Ghost? No wait - Gholdengo is Steel/Ghost. Ghost attacks are neutral on Ghost types... actually no, Ghost is not super effective on Ghost. Let me reconsider.) Wait, let me recheck type matchups: - Ghost vs Ghost: Neutral - Ghost vs Steel: Neutral (Ghost doesn't hit Steel) So Dragapult's Phantom Force (Ghost) hits Gholdengo neutrally. Dragon Darts (Dragon) hits Gholdengo neutrally. Hmm. But Dragapult can hit opponent's Corviknight with... Dragon Darts (Dragon neutral on Flying/Steel), Phantom Force (Ghost neutral). Not great. Actually, let me reconsider. What about **Toxapex**? - Toxapex is very bulky and can set up Toxic - It resists a lot of things - But it's weak to Ground (Garchomp's Earthquake) - Gunkshot with Black Belt: 120 BP * 1.5 = 180 effective BP. Hits opponent's Garchomp neutrally, Kingambit neutrally... Hmm, let me think about this differently. What are the 3 best Pokémon to handle this specific team? The opponent likely leads with Garchomp or Dragapult (their main threats). My best 3: 1. **Garchomp** - Main sweeper, handles Garchomp, Kingambit, Corviknight 2. **Quaquaval** - Focus Sash + Moxie, can survive and clean up, hits Kingambit hard 3. **Dragapult** or **Toxapex** or **Gholdengo**? Let me think about what the 3rd pick should be: - **Dragapult**: Fast, can pressure with Infiltrator (bypasses Protect). Light Clay boosts its physical attacks. Can hit opponent's Garchomp with Dragon Darts (neutral but boosted by Light Clay). Actually wait - Dragon Darts on a Dragon/Ground type... Dragon is super effective on Dragon! So Dragon Darts hits opponent's Garchomp 2x, and with Light Clay that's 1.5x boost, so effectively 3x damage. That's great! - But Dragapult is weak to opponent's Garchomp's Dragon Claw (Dragon 2x). And if opponent has a Dragon-type... well they do have Garchomp. - Actually, with Light Clay: Dragon Darts = 50 BP * 1.5 (Light Clay) * 2 (STAB on Dragon) = wait no. STAB is separate from Light Clay. Let me recalculate. - Dragon Darts: 50 BP, Dragon type. On opponent's Garchomp (Dragon/Ground): Dragon is super effective (2x). Light Clay boosts physical moves by 1.5x. So total multiplier = 50 * 2 (super effective) * 1.5 (Light Clay) = 150 effective BP. That's very strong! - Actually wait, I need to be more careful. The base power is 50. Super effectiveness multiplies the damage by 2x. Light Clay multiplies physical attack by 1.5x. So the effective damage is 50 * 2 * 1.5 = 150 BP equivalent. That's very strong for a Dragon/Ghost hitting a Dragon/Ground. - Dragapult can also hit opponent's Gholdengo with... hmm, not great type matchups. But it can use U-turn to pivot. - **Toxapex**: Very defensive, can set Toxic and recover. But weak to Ground (Garchomp). If Garchomp leads, Toxapex gets hit hard by Earthquake. - **Gholdengo**: Good as Gold makes it immune to Electric. Can use Nasty Plot to boost SpA. But weak to Ground. I think the best 3 are: 1. **Garchomp** (lead) - Main sweeper, can handle multiple threats 2. **Quaquaval** - Focus Sash + Moxie, reliable cleaner 3. **Dragapult** - Fast pressure, Light Clay boosts its attacks significantly Actually wait, let me reconsider. If I bring Garchomp and Dragapult, both are Dragon types. Opponent's Garchomp can hit both with Dragon moves super effectively. That's a concern. What about: 1. **Garchomp** (lead) 2. **Quaquaval** 3. **Toxapex** or **Corviknight**? Hmm, Corviknight could be useful as a wall. It can Defog if there are entry hazards (though in this format I'm not sure about that). It's very bulky and can take hits. But it's slow (87 Spe) and doesn't have great offensive options against this team. Actually, let me reconsider the whole thing. The opponent has: - Garchomp (Dragon/Ground) - physical sweeper - Kingambit (Dark/Steel) - physical attacker - Gholdengo (Steel/Ghost) - special attacker - Dragapult (Dragon/Ghost) - fast physical sweeper - Corviknight (Flying/Steel) - wall - Slowking-Galar (Poison/Psychic) - slow support My team needs to handle: - Two Dragon types (Garchomp, Dragapult) - A Steel/Dark type (Kingambit) - A Steel/Ghost type (Gholdengo) - A Flying/Steel wall (Corviknight) - A Poison/Psychic support Best coverage: - **Garchomp**: Ground moves hit Garchomp (2x Dragon), Kingambit (2x), Corviknight (2x). Dragon Claw hits Dragapult (2x). This is the best sweeper. - **Quaquaval**: Focus Sash + Moxie. Close Combat hits Kingambit (2x Steel). Liquidation hits Garchomp neutrally but hard. Can survive one hit and clean up. - For the 3rd: I need something to handle Gholdengo and/or Dragapult specifically. Actually, **Dragapult** with Light Clay is really strong here: - Dragon Darts (50 BP * 2 STAB... wait no, Dragon Darts is Dragon type, so STAB applies) on opponent's Garchomp: 50 * 2 (super effective on Dragon) * 1.5 (Light Clay) = very strong - Actually let me recalculate properly. Base power 50. Type effectiveness: Dragon on Dragon/Ground = 2x. Light Clay: physical attack * 1.5. So damage = (50/2) * 2 * 1.5 * (Atk/Def ratio)... The effective BP is 50*2*1.5 = 150. That's like a 150 BP move. Very strong! - Phantom Force on opponent's Gholdengo: Ghost on Steel/Ghost = neutral. Not great. - But Dragapult can also use U-turn to pivot safely. I'll go with: **Garchomp, Quaquaval, Dragapult** Wait, but both Garchomp and Dragapult are weak to Dragon moves from opponent's Garchomp. If opponent leads with Garchomp, it could threaten both. But Garchomp (mine) can KO opponent's Garchomp first if I lead with it. Actually, let me reconsider leading. Should I lead with Garchomp or something else? If I lead with Garchomp: - Opponent might lead with their Garchomp → we trade hits, mine probably wins due to Life Orb and better stats - Or opponent leads with Dragapult → my Garchomp is hit by Dragon Claw (2x) but can still fight back - Or opponent leads with Kingambit → my Garchomp's Earthquake hits 2x I think leading with Garchomp makes sense. It's the best sweeper and can handle multiple threats. Final answer: BRING: garchomp, quaquaval, dragapult Wait, actually let me reconsider whether Toxapex might be better than Dragapult as the 3rd pick. Toxapex pros: - Very bulky, can take hits - Regenerator heals on switch-in - Can set Toxic to wear down opponent's Garchomp/Dragapult - Black Belt + Gunkshot (120 BP * 1.5 = 180 effective) hits many things hard - Resists a lot of types Toxapex cons: - Very slow (55 Spe), gets hit first by almost everything - Weak to Ground (Garchomp's Earthquake is 2x) - If opponent leads with Garchomp, Toxapex takes a super effective hit Dragapult pros: - Very fast (213 Spe), outspeeds everything - Light Clay boosts physical attacks significantly - Infiltrator bypasses Protect - Can pressure and force switches Dragapult cons: - Weak to Dragon (opponent's Garchomp) - Not great type matchup against Gholdengo I think Dragapult is the better 3rd pick because of its speed and Light Clay boost. It can outThinking budget reached. Stop thinking and give your final answer now.
- Turn 1MiMo V2.6 Flash used
StealthrockMirror lead: my Garchomp (Sash, 169 Spe) vs theirs (109-169 Spe, unknown set). Avoid contact moves (Scale Shot risks breaking my sash on their Rough Skin). Set Stealth Rock first — permanent value, punishes their Corviknight/Quaquaval/Dragapult switch-ins, and my sash covers if they attack. Next turn: SD if they set up/switch, EQ if they stay and I survive.
Reasoning trace (695 words)
Mirror match. My Garchomp has Sash. If their Garchomp is offensive, likely they use EQ or Scale Shot. If I set Stealth Rock, safe-ish. If I SD, risky if they attack — sash keeps me alive at 1 HP, then I can SD... but wait, roughskin + sash: if they attack with contact move, I survive at 1. Options: Stealth Rock is safe utility; it punishes their switches (Corviknight, Quaquaval, Dragapult... Dragapult takes25%). If their Garchomp attacks, I survive via sash. If I SD and they attack, I'm at 1 HP and then their next mon finishes me — but I'd be +2. Actually with sash, surviving at 1 and being +2 makes me threatening but they can revenge. Their Garchomp might also SD or set their own rocks. If they SD, I should attack. Hmm. The speed range is uncertain. If they outspeed and Scale Shot me... Scale Shot is super effective — sash keeps me at 1 HP, but Scale Shot multi-hit could break sash on... no, sash survives the first hit that would KO, subsequent hits of multi-hit can KO after? Actually sash survives the whole attack? Focus Sash activates on the hit that would KO; multi-hit moves: the sash triggers and remaining hits... I believe sash holder survives at 1 HP after the full multi-hit? No — for Focus Sash vs multi-hit, the holder survives with 1 HP after the attack completes (damage is checked once? Actually each hit is separate; sash triggers on first lethal hit and remaining hits do0? I recall sash activates and the Pokémon survives the whole move at 1HP... hmm, in Gen mechanics, sash is consumed on the hit that would KO and subsequent hits deal damage normally? Testing shows multi-hit moves can break sash and continue hitting? No, Sand Attack... I recall that Focus Sash works against multi-hit — the Pokémon ends at 1 HP after all hits because sash prevents... Actually I believe damage per hit is applied separately and sash activates only once, so subsequent hits KO. Let me not rely on it. Safer: set Stealth Rock — guaranteed value, and if they attack I keep sash. Then next turn I can SD or EQ. Alternatively earthquake: if I'm faster, I 2HKO their chomp; but roughskin — wait, EQ is not contact, so no roughskin damage. If they're faster and EQ me, I survive via sash (100 BP neutral, my115 Def vs their Atk up to 200 — could be a OHKO range? At183 HP, EQ from 200 Atk: 120 BP...200 Atk EQ at 50 vs 115 Def ~ 100-118% — might not KO; min 135 Atk ~70%). Sash protects anyway. I think Stealth Rock is a strong default: permanent advantage, punishes their swap-ins (they might switch to Corviknight which is immune to EQ anyway — rocks good). If their chomp is faster and EQs me, sash holds; then I can SD or attack at 1 HP. Actually if sash is broken, my chomp at 1 HP is frail — but I still threaten with priority? None. They could switch out to preserve their chomp and revenge later. Consider scaleshot: super effective, and if I'm faster, likely 2HKO or KO (25 BP x2-5, at 182 Atk vs 103-161 Def: 5 hits ~ strong). It also boosts my Spe. Risk: 90% accuracy, contact move → roughskin damage (if they have roughskin), breaking my own sash! Roughskin would chip1/8 each hit... roughskin triggers per hit? Per attack I think (per hit for multi-hit? I believe per hit in newer gens). That would break my sash. Avoid contact moves. So: stealthrock or earthquake or SD. If their chomp leads, they likely expect rocks/SD. I'll go Stealth Rock — safest, cumulative value. Their possible response: their own SD or rocks. If they SD, I'm behind — but next turn I can EQ or SD. Alternatively SD myself with sash: if they attack, I'm +2 at 1 HP — then EQ their chomp next turn, potentially picking up a KO and gaining momentum. If they also SD, I get two SDs? Hmm. I'll choose Stealth Rock for information and long-term value, and to punish their switch to Corviknight/Quaquaval.
Bonsai 2 27B switched toDragapultGarchomp vs Garchomp is a terrible matchup - all my STAB moves are 0.5x on their Dragon/Ground. Speed is uncertain (169 vs up to 169), so they could KO me first. Switching out is safest. Dragapult at Spe 213 guarantees priority, has Infiltrator, and handles Gholdengo (2x Ghost) if it's in their remaining team. Light Clay + Dragon Darts gives extra power.
Reasoning trace (1,174 words)
Let me analyze the situation: - My Garchomp (Dragon/Ground, Spe 169) vs Opponent's Garchomp (Dragon/Ground, Spe 109-169) - Both are Dragon/Ground types - My Garchomp has Life Orb and Roughskin - Opponent's Garchomp stats are unknown but in range Key considerations: 1. Speed is uncertain - my Garchomp is 169, opponent could be anywhere from 109-169 2. Both are Dragon/Ground, so they resist each other's Dragon and Ground moves 3. My Earthquake (Ground) is NOT very effective on their Garchomp (Ground resists Ground) 4. My Dragonclaw (Dragon) is NOT very effective on their Garchomp (Dragon resists Dragon) 5. My Stoneedge (Rock) is not very effective on Garchomp (Ground resists Rock) 6. My Dragontail (Dragon, priority -6) is not very effective on Garchomp Wait, let me reconsider the type matchups: - Ground vs Dragon/Ground: Ground attacks are NOT VERY EFFECTIVE against Ground types (0.5x), and Dragon attacks are NOT VERY EFFECTIVE against Dragon types (0.5x). So both my moves are 0.5x on their Garchomp. - Rock vs Dragon/Ground: Rock is not very effective on Ground (0.5x) So all my physical moves are weak against their Garchomp! This is a bad matchup. Options: 1. Use Dragontail to force them to switch - but it's only 60 BP and not very effective (30 effective), so it might not even hit hard enough to force a switch... wait, dragontail always forces a switch regardless of damage. But at 0.5x effectiveness, it does very little damage. Still, it forces a switch. 2. Switch out - I could switch to Quaquaval or Dragapult to avoid this bad matchup. 3. Use Earthquake anyway for some damage and Life Orb recovery... but it's only 0.5x effective. Actually, let me reconsider. The opponent's Garchomp is Dragon/Ground. My Garchomp is also Dragon/Ground. This is a terrible matchup - we resist each other's STAB moves. Best options: - Dragontail to force them out (even though it does minimal damage, it forces a switch) - Switch to Quaquaval or Dragapult who have better matchups against their team Actually, switching makes the most sense here. My Garchomp has no good answers to their Garchomp. Let me think about what to switch to: - Quaquaval (Water/Fighting): Water is not very effective on Dragon/Ground (0.5x), Fighting is neutral. Close Combat would be neutral. But Quaquaval's speed is 150, which might be slower than their Garchomp if it's at 169. - Dragapult (Dragon/Ghost): Dragon is not very effective on Dragon/Ground (0.5x), Ghost is neutral. Phantom Force would be neutral. Speed 213 vs their possible 169 max - Dragapult should outspeed them. Actually, let me reconsider the matchups: - Against their Garchomp (Dragon/Ground): - Quaquaval's Close Combat (Fighting) = neutral on Dragon/Ground - Dragapult's Phantom Force (Ghost) = neutral on Dragon/Ground - Both are okay but not great - Against their other potential threats: - Kingambit (Dark/Steel): Quaquaval's Close Combat is 2x super effective! Great. - Gholdengo (Steel/Ghost): Dragapult's Phantom Force is 2x super effective! Great. - Corviknight (Flying/Steel): Quaquaval's Close Combat is neutral, Liquidation is not very effective. Not great. - Slowking-Galar (Poison/Psychic): Neither does great damage. Given that my Garchomp is in a terrible matchup with their Garchomp, I should switch out. Between Quaquaval and Dragapult: - Their team has both Kingambit and potentially Gholdengo - Quaquaval handles Kingambit well (2x Close Combat) - Dragapult handles Gholdengo well (2x Phantom Force) I think switching to Dragapult is better because: 1. It outspeeds their Garchomp (213 vs max 169) 2. It can handle multiple threats with Infiltrator 3. Light Clay + Dragon Darts could be strong against their Garchomp if it switches... wait, no, Dragon is not very effective on Dragon/Ground. Actually, let me reconsider. If I switch to Dragapult: - Against their Garchomp: Phantom Force (Ghost) is neutral, Dragon Darts (Dragon) is 0.5x. Not great. - But at least I'm out of the bad matchup. If I switch to Quaquaval: - Against their Garchomp: Close Combat (Fighting) is neutral. Better than my Garchomp's moves. - Speed 150 vs their possible 169 - could be slower. I think switching to Dragapult is the safest bet since it definitely outspeeds them and has Infiltrator for utility. But actually, let me reconsider whether I should just use Dragontail to force a switch. Dragontail at 0.5x effectiveness: 60 * 0.5 = 30 effective BP. That's very weak damage but it forces a switch. However, if their Garchomp is faster (up to 169 vs my 169), they could hit first and potentially KO me. Actually wait - both are Dragon/Ground. If they go first with a Ground or Dragon move, they'd be hitting me for neutral damage (since I'm also Dragon/Ground). Their Garchomp's Atk is 135-200. With Life Orb... no, that's mine. Let's say their Garchomp has ~170 Atk. A Ground or Dragon move at BP 100 would deal roughly: (170/183) * 100 = about 93% damage. That could be a KO! So if they're faster, they could KO my Garchomp. I should switch out to be safe. Let me go with switching to Dragapult since it has the highest speed (213) and can handle multiple threats on their team. Wait, actually let me reconsider. The opponent's remaining Pokémon are from: kingambit, gholdengo, dragapult, corviknight, slowkinggalar. They could have any 2 of these 5. If they switch to Kingambit (Dark/Steel): - Dragapult: Phantom Force (Ghost) is neutral on Dark/Steel. Dragon Darts (Dragon) is not very effective on Steel (0.5x). Not great. - Quaquaval: Close Combat (Fighting) is 2x super effective on Dark/Steel! Great. If they switch to Gholdengo (Steel/Ghost): - Dragapult: Phantom Force (Ghost) is 2x super effective on Steel/Ghost! Great. - Quaquaval: Close Combat (Fighting) is not very effective on Steel (0.5x). Not great. If they switch to Corviknight (Flying/Steel): - Dragapult: Dragon Darts (Dragon) is neutral, Phantom Force (Ghost) is neutral. - Quaquaval: Close Combat (Fighting) is neutral, Liquidation (Water) is not very effective on Steel. If they switch to Slowking-Galar (Poison/Psychic): - Dragapult: Dragon Darts (Dragon) is neutral, Phantom Force (Ghost) is neutral. - Quaquaval: Close Combat (Fighting) is neutral, Liquidation (Water) is not very effective on Poison... wait, Water is not very effective on Poison? No, Water is neutral on Poison. Actually let me check: Water vs Poison = neutral. Water vs Psychic = not very effective. So Liquidation would be 0.5x on Slowking-Galar. Hmm, this is tricky. I don't know what they'll switch to. Given the uncertainty, I think switching to Dragapult is still better because: 1. It definitely outspeeds everything (213 speed) 2. Infiltrator gives utility 3. Light Clay + Dragon Darts can be strong against many threats 4. It handles Gholdengo well if that's in their team Actually, you know what, let me just go with switching to Dragapult. It's the safest option given the bad matchup and speed uncertainty. Wait, one more thought: should I use Earthquake anyway? Even though it's 0.5x effective, it could chip them down. But if they're faster (up to 169 vs my 169), they could hit first and potentially KO me. The risk is too high. I'll switch to Dragapult.
- Turn 2Bonsai 2 27B used
DragondartsDragapult (Spe 213) vs Garchomp (Spe 109-169). I move first. Dragon Darts is 2x super effective, hits twice (~100 BP equiv). Light Clay only extends screens, doesn't boost moves - my earlier note was wrong. Phantom Force does 0 damage on Ground type. Stealth Rock on my side means switching costs ~20 HP. Best to apply pressure with Dragon Darts and chip them down.
Reasoning trace (689 words)
Let me analyze the situation: - I'm leading with Garchomp, but switched to Dragapult after Turn 1 (where opponent's Garchomp set Stealth Rock). - My Dragapult is active at full HP (163/163), holding Light Clay. - Opponent's Garchomp is active at full HP (100%), has used Stealth Rock. - Speed: My Dragapult 213 vs opponent Garchomp 109-169. I move first. My options: 1. Dragon Darts - super effective on Garchomp, hits twice (50x2=100 BP equivalent). With Light Clay... wait, Light Clay only boosts Aurora Veil/Light Screen/Reflect duration. It doesn't boost moves. Let me re-read. "lightclay: Holder's use of Aurora Veil, Light Screen, or Reflect lasts 8 turns instead of 5." So Light Clay doesn't actually boost Dragon Darts power. That was a mistake in my earlier notes. Wait, but the opponent's Garchomp has Stealth Rock set on MY side. So if I switch out and back in, I'll take damage from Stealth Rock. Let me think about what to do: - Dragon Darts is super effective (2x) on Dragon/Ground. Two hits of 50 BP each = effectively 100 BP. Against Garchomp's HP (183-215) and Def (103-161), this should deal significant damage but might not KO. - Phantom Force is Ghost, super effective on Dragon/Ghost... wait, Garchomp is Dragon/Ground. Ghost is neutral on Ground, super effective on Dragon? No - Ghost is neutral on Dragon. Let me check: Ghost vs Dragon = neutral. Ghost vs Ground = immune (Ground is immune to Ghost). So Phantom Force would be 0 damage on Garchomp! Wait, actually in Pokémon, Ghost moves are NOT effective against Ground-type Pokémon because Ground is immune to Ghost. So Phantom Force would do 0 damage. - Quick Attack: Normal, priority +1. Neutral on Dragon/Ground. - U-turn: Bug, neutral on Dragon/Ground. Switches out after hitting. - Switch to Quaquaval or Garchomp. So my best options are: 1. Dragon Darts - super effective (2x), hits twice. This is the best offensive option. 2. U-turn - switch out safely, but I'd take Stealth Rock damage when switching back in. 3. Switch to Quaquaval or Garchomp. Actually wait - if I use U-turn, I switch out and then my next Pokémon takes Stealth Rock damage. If I switch directly (option 5 or 6), the new Pokémon also takes Stealth Rock damage. Dragon Darts at 2x: Let's estimate. My Dragapult Atk 172, opponent Garchomp Def range 103-161. With Light Clay... no boost to attack. Base damage formula: ((2*50*172)/(103+50)) * (2/2) * (2/2) * (2/2) ≈ Let me just estimate roughly. At 50 BP, super effective (2x), against a Garchomp with moderate defense... each hit would deal maybe 40-60 HP. Two hits = 80-120 HP. That's significant but might not KO. Actually, let me reconsider. The opponent's Garchomp could be at higher stats. If Def is 161 and HP is 215, Dragon Darts might only deal ~30-40 per hit = 60-80 total. Not a KO. But it's still the best offensive move available. Let me go with Dragon Darts to chip them down. Actually, wait. Should I consider switching? If I switch to Quaquaval: - Quaquaval takes Stealth Rock damage (1/8 HP = 20 HP) - Quaquaval vs Garchomp: Water is neutral on Ground, Fighting is super effective on Dragon/Ground... wait no. Fighting vs Dragon = neutral. Fighting vs Ground = neutral. So Close Combat would be neutral. Liquidation (Water) is neutral on both. Not great. If I switch to Garchomp: - Takes Stealth Rock damage - Garchomp vs Garchomp: all my STAB moves are 0.5x or immune. Bad matchup. So switching isn't great either. Dragon Darts is the best option to apply pressure. Let me go with that. Actually, let me reconsider U-turn. If I use U-turn (Bug, neutral on Dragon/Ground), it deals some damage and switches me out. Then my next Pokémon takes Stealth Rock. But at least I'm not stuck in a bad matchup. However, the opponent's Garchomp is still there and will continue to threaten. I think Dragon Darts is the best choice here - it's super effective, hits twice, and deals meaningful damage. Even if it doesn't KO, it pressures the opponent and might force them to switch.
MiMo V2.6 Flash switched toGholdengoGarchomp set Rocks; sash intact, keep it for late-game EQ checks. Their Dragapult outspeeds Garchomp likely — avoid giving up sash for ~70% damage. Switching Gholdengo on Dragon Darts/Shadow Ball/U-turn is safe and threatens back. Watch for Nasty Plot or Scarf. Their third Pokémon still unknown (Pex/Corv/Gholdengo/Quaquaval).
Reasoning trace (2,029 words)
Their Dragapult switched in. My Garchomp at 183/183 with sash. Dragapult could be special or physical. If it's Scarf or fast, it outspeeds likely (145-213 range vs my 169). If it attacks, my sash survives one hit. Options: Scale Shot is super effective on Dragapult but contact-free? Scale Shot makes contact? Actually Scale Shot — does it make contact? Yes, it's a contact move I believe. Actually Scale Shot makes contact (it's a physical dragon move hitting multiple times). Wait — Scale Shot: does it make contact? Checking: Scale Shot is categorized as contact in Gen 8+? I believe Scale Shot does NOT make contact... Hmm. Let me think. Scale Shot (岩石射击? no that's Rock Blast). Scale Shot: "The user attacks by shooting scales" — I believe it's a contact move. Serebii lists Scale Shot as contact? Actually I recall Scale Shot is a contact move. Hmm, uncertain. Their Dragapult might have Rough Skin? No, that's my Garchomp. Their Dragapult could have... it doesn't matter for contact unless cursed body. Risky: if their Dragapult outspeeds and hits with Dragon Darts, my sash survives, then Scale Shot KOs... but Scale Shot at 25 BP × 2-5 hits, boosted? Not boosted. 25 BP × up to 5 = 125, super effective on Dragapult's frail defense. Could KO. But if it only hits twice, 50 BP SE = maybe 50-60%, then Dragapult kills me next turn with my sash broken. Safer: switch to Gholdengo. Gholdengo resists Dragon, immune to... Dragapult's Dragon Darts resisted, Shadow Ball hits Gholdengo for neutral (Steel takes2x from Ghost? No — Steel resists Ghost? No, Ghost is resisted by Dark and Normal... Steel does not resist Ghost). Ghost hits Steel normally... actually Steel resists: not Ghost. So Shadow Ball is neutral on Gholdengo. My Gholdengo has 194 HP, good SpD. But if their Dragapult is physical with Dragon Darts, Gholdengo takes ~resisted small damage. Good switch. If they use U-turn, they pivot. Alternatively, my Dragapult with Scarf outspeeds theirs (178 Spe vs theirs max 213 — wait, if theirs is not scarfed, my 178 beats145-178? Their range is 145-213; if they're unscarfed max 213? Actually at level 50 max Spe for Dragapult... their range up to 213 means they could be scarf. My 178 is fixed. If theirs is 145-177, I outspeed; if higher, they outspeed. Scarf Dragapult mirror: whoever is faster wins roughly. Best play: keep Garchomp's sash intact. My sash is valuable for checking. If I stay in and they attack, sash breaks. Better to switch to Gholdengo which is a good sponge, and I have Rocks up. But they might set up Nasty Plot or use U-turn. If I switch Gholdengo and they Nasty Plot, their +2 Shadow Ball threatens. Hmm, but Gholdengo has Good as Gold (blocks status). Actually, another thought: staying in with Garchomp and using EQ — if I move first (my 169 vs their 145-213;50/50-ish), EQ would KO Dragapult (100 BP ground, Dragapult frail, neutral). Actually would it KO? Dragapult Def 85-139, HP 163-195. 100 BP from Atk 182: roughly 60-80%? Might not OHKO a physically defensive one but likely OHKO min bulk. Hmm. Risk assessment: If they outspeed and kill me (sash broken → they hit, I survive at 1, then I hit back and KO them). Wait — if they outspeed and attack, my sash survives at 1 HP, then I EQ and KO them. That's actually fine! Unless they use a multi-hit or priority or they're special with Thunderbolt? Dragon Darts hits twice — first hit breaks sash? Sash: survives an attack that would KO with 1 HP — the whole attack does? Sash activates once per attack. Dragon Darts:2 hits — first hit brings to sash activation? Actually with sash at full HP, first hit reduces to... if the hit would KO, sash brings to 1 and subsequent hits in the same attack continue? Endure/sash: hits that would bring below 1 leave at 1 each time? Sash is single use — after activating it's consumed, so the second Dragon Dart hit kills. Actually the multi-hit mechanic: with Focus Sash, if the first hit activates sash (HP=1, item consumed), second hit KOs. But Dragon Darts is 2 hits at 50 BP each — each is only ~30-40%, neither KOs from full. So sash wouldn't even activate from Dragon Darts alone; I'd take ~70%. So staying in: if I move first, EQ might KO (or 2HKO leaving them to KO me). If they move first and it's Dragon Darts, I take ~60-70%, then EQ... if EQ doesn't KO, they kill me next turn. Hmm. Safer: switch to Gholdengo. It walls Dragon Darts, takes Shadow Ball neutrally well (194 HP, 113 SpD vs their SpA 108-167). Life Orb Gholdengo threatens back with Shadow Ball which is super effective vs Dragapult? Ghost vs Dragon/Ghost: Shadow Ball (Ghost) hits Dragon resist? Ghost is resisted by... Dragon doesn't resist Ghost. Normal/Dark resist Ghost. So Shadow Ball hits Dragapult neutrally for good damage (80 BP × ~1.3 Life Orb vs 85-139 SpD) — probably 50-70%.But wait: my Gholdengo is Life Orb, not Scarf. Their Dragapult might outspeed and hit Shadow Ball. Switching seems safest to preserve sash for later. But there's the possibility they predict the switch and use U-turn/Nasty Plot. Alternatively, my Scarf Dragapult: if I switch in and I'm faster, Dragon Darts KOs theirs. Speed coin flip though — mine 178 fixed, theirs 145-213. If they're unscarfed max 213... wait can unscarfed Dragapult reach 213 at level 50? Max base142 Spe, level 50,31 IV, 252 EV → 179ish... let me compute: at level 50, stat = (2*142+31+63)*50/100 + 5 = (284+94)*0.5+5 = 189+5 = 194? Hmm, formula: base142, IV 31, EV 252 → (2*142 + 31 + 63)/4? No: stat = floor((2*base + IV + EV/4) * level/100) + 5 = (284 + 31 + 63)*0.5 + 5 = 378*0.5+5 = 189+5 = 194. Plus nature +10% = 213. So max 213 with positive nature. Min 145 with negative nature and0 investment: (284+31+0)*0.5+5 = 157+5=162, ×0.9 = 145.8 → 145. So range 145-213. My Dragapult is 178 (probably 252 EV, neutral nature: (284+31+63)*0.5+5 = 194? that gives 194. Hmm,178 means moderate investment). My 178 vs theirs 145-213: coin flip. Their item unknown — could be scarf (which would push to 194-213+... scarf1.5×: 145-213 × 1.5 = up to 319). Range shown doesn't account item. Consider: my Scarf Dragapult in against theirs — if they're also scarf, faster wins; if they're not scarf and their Spe > 178, they outspeed. Risky. Gholdengo switch is the safe defensive play. Their Dragapult likely uses Dragon Darts or U-turn or Shadow Ball. Gholdengo handles all. But wait — will their third Pokémon be Toxapex which walls Gholdengo? They can U-turn into Pex. Actually a strong alternative: my Garchomp has sash and EQ. If I just EQ and they stay in: whoever's faster. If they're faster and use Dragon Darts (~65%), I survive, then EQ (~probably KO). If they're faster and use a stronger move... Phantom Force? Not common. If I'm faster: EQ — does it KO? Dragapult at level 50 with e.g. 180 HP, 110 Def: 182 Atk, 100 BP EQ → ratio... roughly 100 * 1.5? Let's estimate: Atk 182 vs Def ~110, HP ~180: damage ≈ ((2*50/5+2)*100*182/110)/50 + 2 ≈ ((22)*100*1.654)/50 + 2 = (3639)/50 + 2 = 72.8+2 ≈ 75 ×1 (neutral) × STAB 1.5 → wait I forgot STAB. Without STAB 75, with STAB 1.5 → 113? That would OHKO. Let me redo: base damage formula: ((2*Level/5 + 2) * Power * A/D)/50 + 2 = ((20 + 2) * 100 * 182/110)/50 + 2 = (22*165.4)/50 + 2 = 3639/50+2 = 72.8+2 = 74.8. With STAB 1.5 = 112. That's more than 180 HP? Yes, 112 > 100% of... no wait, that's damage in HP units? The formula gives HP damage directly. Dragapult has ~165-195 HP, so 112 damage is ~60%. Hmm, right, damage is absolute HP, not percent. So 112/180 ≈ 62%. Not an OHKO. Hmm, but Dragapult Def could be as low as 85 base... Def stat 85-139. At Def 100: 22*100*182/100/50+2 = 80+2=82, ×1.5 = 123 → 68%. So EQ does ~65-75%, not a KO. Then they KO me (sash broken... actually if I attack first and don't KO, they attack, sash doesn't matter since I'm not at full after... wait I'd be at full still if they haven't hit me — I attack first at full, deal 70%, they attack, I take 70% (sash intact), survive, then next turn EQ KOs. Hmm, that works if neither KOs. But if they outspeed and hit first for 70%, I'm at 30%, then my EQ for 70% doesn't KO, then they finish me. So the outcome depends on speed. Safest: switch to Gholdengo. Their likely moves: Dragon Darts (~35% resisted? Dragon vs Steel/Ghost: Dragon resisted by Steel → ~30%), Shadow Ball (neutral, ~30%), U-turn (resisted, ~15%). All fine. Then I threaten with Make It Rain/Shadow Ball. Downside: Gholdengo taking damage and being worn down; also if they Nasty Plot. If they Nasty Plot, +2 Shadow Ball on my incoming Gholdengo does ~60%+. But my Gholdengo could then... they'd be at +2 and faster. Hmm, that's bad. But I could have my own Nasty Plot? No, they'd attack. Alternatively — they may predict my switch and just attack. I think switching is standard. Actually, consider: is my Garchomp's sash worth preserving? Yes, as a late-game check to their Quaquaval/Garchomp. Also I need Garchomp alive to check their Garchomp (EQ). Another option: Scale Shot — super effective on Dragapult, multiple hits, and gives me +1 Spe so I'd outspeed next turn. But90% accuracy, 2-5 hits at 25 BP:2 hits = 50 BP SE≈ decent, 5 hits = 125 SE could KO. Contact? Scale Shot — I'm fairly sure it makes contact... Let me recall Bulbapedia: Scale Shot, Gen 8, "The user attacks by shooting scales... " Physical, contact? I believe Scale Shot is a contact move (like Scale... ). Actually checking memory: Scale Shot flags: contact? Dragon Darts is contact. Scale Shot... I think it IS contact. If contact, their item could be Rocky Helmet? Dragapult rarely runs helmet. Hmm, but rough skin is on MY side; they'd take my rough skin damage — irrelevant to me. I'll go with switching to Gholdengo — safe, preserves sash, Gholdengo threatens their whole remaining team (Pex? no, Pex walls Gholdengo... their third is unknown among Corviknight/Pex/Gholdengo/Quaquaval). Wait — actually consider Gholdengo vs their possible Toxapex: Pex walls Gholdengo badly (resists both STABs? Poison/Water: resists Steel, takes neutral from Ghost? Poison doesn't resist Ghost... Steel vs Ghost neutral, Pex takes neutral Ghost but has huge SpD and Regenerator, and can Toxic/Scald — Good as Gold blocks Toxic). It's an OK matchup but not great. Alternatively switch to my Scarf Dragapult: if faster, Dragon Darts OHKO theirs (2 hits × 50 BP STAB, frail target... each ~35-40%, so 70-80% — might not KO). Risky speed. I'll switch to Gholdengo. Hmm, but what if they U-turn and bring in Pex? Fine. Actually one more consideration: staying in and using Swords Dance. If I'm faster or survive a hit, SD +2 makes EQ an OHKO next turn. If they attack first for ~70%, I survive (sash... no, sash only triggers on KO; I'd be at 30%), then SD, then they attack and KO me. Bad if they attack twice. If they set up (Dragon Dance? not on Pult typically; Nasty Plot is common), SD also +2 and I'd survive their attack. Between switch-to-Gholdengo (safe) and stay-in, I prefer switching. Actually, wait: what about my own Dragapult being potentially slower — no. Let me also consider: their Dragapult may be Choice Scarf with Dragon Darts. If I switch to Gholdengo, Dragon Darts resisted (~30%), fine. Then they're locked into Dragon Darts vs my Gholdengo — I get free Nasty Plot or Shadow Ball. Good. If they're Scarf Shadow Ball locked: Gholdengo takes neutral ~35%, I threaten back. Decision: SWITCH: gholdengo. Hmm, but should I preserve momentum? My Garchomp has rocks up already; switching loses my attack turn but preserves sash. I think that's right. Notes should be ≤60 words.
- Turn 3Bonsai 2 27B used
PhantomforcePhantom Force is 2x super effective (Ghost) + STAB (1.5x) = 3x total on Gholdengo at 76% HP. I move first (213 vs max 149). This should KO or nearly KO Gholdengo. After that, their remaining threats are Kingambit, Dragapult, Corviknight, Slowking-Galar. Stealth Rock on my side costs ~20 HP per switch. Need to identify which of the 3 remaining they'll bring next.
Reasoning trace (709 words)
Let me analyze the current situation: - My Dragapult is active at 163/163 HP (100%) - Opponent's Gholdengo is at 76% HP - I have Stealth Rock on my side - Speed: My Dragapult (213) vs Gholdengo (93-149) - I move first Gholdengo is Steel/Ghost. Let me check my moves against it: - Dragon Darts: Dragon/Physical, 50 BP x2 = ~100 equiv. On Steel/Ghost: Dragon is neutral on Steel, neutral on Ghost. So it's not very effective (as stated in the legal actions). Wait, actually looking at the legal actions, it says "not very effective on gholdengo". That makes sense - Dragon is 0.5x on Steel. - Phantom Force: Ghost/Physical, 90 BP. On Steel/Ghost: Ghost is super effective on Ghost (2x), neutral on Steel. So overall 2x super effective. This is the best move! - Quick Attack: Normal/Physical, 40 BP priority. No effect on Gholdengo (Steel/Ghost resists Normal? Actually Normal is not very effective on Steel and Ghost). Wait, it says "no effect" - that's odd. Let me re-read. It says "no effect on gholdengo". Hmm, maybe because of GoodasGold? No, GoodasGold only makes it immune to status moves. Actually wait - Normal attacks are 0.5x on Steel and 0.5x on Ghost... no, Normal is neutral on Ghost. Let me reconsider. Normal vs Steel: 0.5x. Normal vs Ghost: 1x (neutral). So overall it would be 0.5x. But the action says "no effect" which is strange. Maybe I'm misreading - let me just go with what's stated. - U-turn: Bug/Physical, 70 BP. On Steel/Ghost: Bug is 0.25x on Steel (Bug resists... wait no). Bug vs Steel: 0.5x. Bug vs Ghost: 1x. So overall 0.5x? But it says "1/4x on gholdengo". Hmm, let me reconsider. Actually Bug is not very effective on Steel (0.5x) and neutral on Ghost (1x), so combined it would be 0.5x. But the action says 1/4x. Maybe I'm wrong about one of them. Let me just trust the game's output. So Phantom Force is my best option - it's super effective (2x) at 90 BP, and I move first. Gholdengo is at 76% HP. With a 2x Ghost hit at 90 BP: - Gholdengo's HP range: 162-194. At 76%, that's about 123-147 HP remaining. - My Dragapult's Attack: 172. Light Clay doesn't boost moves (as I noted earlier). - Damage = (2 * 172 * 90 / 100) / (Gholdengo Def) * 2 (super effective) ... wait, let me think about this more carefully. Actually, the damage formula is complex. Let me just estimate: - Base power: 90 * 2 (STAB? No, Ghost STAB on Dragon/Ghost = yes!) Wait, Dragapult is Dragon/Ghost. So Ghost moves get STAB at 1.5x. - So effective BP = 90 * 1.5 (STAB) * 2 (super effective) = 270 - Attack: 172 - Gholdengo Def: 103-161, let's say around 130 average - HP at 76%: if max is ~178 (midpoint of 162-194), then 76% = ~135 Damage ≈ (172 * 270 / 130) / 50 ≈ (46440/130)/50 ≈ 357/50 ≈ 7.1... Hmm, that doesn't seem right. Let me use the standard formula: Damage = ((2*Level/5 + 2) * BP * Atk / Def / 50) + 2 With STAB and type effectiveness: = ((2*50/5+2) * 90 * 1.5 * 2 * 172 / Def / 50) + 2 = (22 * 270 * 172 / Def / 50) + 2 = (22 * 46440 / Def / 50) + 2 = (1,021,680 / Def / 50) + 2 If Def = 130: 1,021,680 / 130 / 50 + 2 = 7859/50 + 2 = 157.2 + 2 = ~159 Gholdengo at 76% of ~178 HP = ~135 HP remaining So Phantom Force would KO Gholdengo! That's great. Wait, but I need to consider: does Gholdengo have any protection? No, no effects listed. GoodasGold only makes it immune to status moves. Also, I should consider if Garchomp might switch in next turn. But for now, Phantom Force is the clear choice - it's super effective with STAB and will likely KO Gholdengo. Actually wait - let me reconsider. The legal actions say "super effective on gholdengo" for Phantom Force. And my Dragapult has Ghost typing, so it gets STAB. This should be a KO or near-KO. Let me go with Phantom Force.
MiMo V2.6 Flash usedShadowballTurn 3: Their Dragapult revealed Dragon Darts (physical, resisted by Steel — only ~22% total). Shadow Ball is super effective; they likely switch out. If they stay, Shadow Ball does ~70-80% and they can't KO me back. If their Garchomp/Pex/Quaquaval/their Gholdengo switches in, Shadow Ball still chunks hard and keeps momentum. Nasty Plot risks eating a free Shadow Ball from them. Go Shadow Ball.
Reasoning trace (417 words)
Their Dragapult revealed Dragon Darts. It could be physical attacker. Gholdengo is weak to... Ghost/Dragon Darts on Steel/Ghost — Ghost hits Steel super effectively? No, Ghost is not very effective on Steel? Actually Ghost hits Steel normally? Type chart: Ghost vs Steel =1x (Ghost resisted by Dark only... actually Ghost is not very effective vs Dark, and Ghost is weak to Ghost). Steel resists Ghost? No — Ghost vs Steel: 1x. Wait: Ghost moves vs Steel type — Ghost is resisted by Dark. Steel resists: Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy. Ghost is not in that list, so Ghost is neutral on Steel. Dragon Darts is Dragon type, which is resisted by Steel (0.5x). So Dragon Darts on Gholdengo = 0.5x. Confirmed by log "not very effective" — it did 46 HP total (170→148). Shadow Ball from Dragapult (if special) would be neutral and could hurt more. Their Dragapult used Dragon Darts, suggesting physical set (252 Atk). It did only ~22% total (two hits). Gholdengo can threaten with Shadow Ball (super effective on Dragapult). Their Dragapult likely switches out to avoid Shadow Ball. Options: - Shadow Ball: best coverage; if they stay, ~50-60%+ damage, potentially KO after rocks? They're at 100%. Shadow Ball at 120 SpA (lifeorb203) vs 85-139 SpD: at 121 SpD, ~85-100%? Let me estimate: 203 SpA Life Orb Shadow Ball 80 BP vs 85 SpD: base calc — roughly 60-70% max SpD. Actually at level 50: (2*50/5+2)*80*203/121 = 22*80*1.677/... use formula: damage = ((2*50/5+2)*80*A/D)/50+2 = (22*80*203/121)/50+2 = (22*80*1.678)/50+2 = 2953/50+2 ≈ 61. With Life Orb 1.3 → ~79%. vs139 SpD: 22*80*1.46=2570/50+2=53, LO ~69%. So Shadow Ball does 69-79% + lifeorb recoil. If they stay, they'd take that and be KO'd next turn (they can't KO Gholdengo back likely). If they switch to their Garchomp, Shadow Ball does ~? Garchomp SpD ~94-150, still decent chunk60-80%? Let's see vs 107ish SpD: 22*80*1.898=3340/50+2=68, LO ~88%. Hmm that's huge. Nasty Plot risks them staying and hitting Shadow Ball (neutral on Gholdengo, ~40% each) — but NP lets me sweep later. However if they Shadow Ball twice, Gholdengo at 148 - ~40*1.3? LO recoil also matters. Safer: Shadow Ball. If they switch, we get big damage on incoming (Garchomp/Pex/Gholdengo/Quaquaval all take decent damage). If they stay, big damage on Dragapult. Recover keeps us healthy but wastes momentum. Their Garchomp might switch in on a Ghost move expecting Dragapult... their Garchomp takes Shadow Ball neutrally for big damage. Shadow Ball seems best overall play. Answer: Shadow Ball.
- Turn 4Bonsai 2 27B used
PhantomforceIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash switched toGarchompTurn 4: Their Dragapult is mid-charge on Phantom Force (physical Ghost, hits this turn, ~70-100 on Gholdengo — likely kills my 148 HP). Gholdengo is my wallbreaker; don't risk it. Switch Sash Garchomp in to eat the hit neutrally (sash stays intact). Then decide: revenge with Scarf Dragapult (178 Spe vs their unknown 145-213) or let Garchomp EQ. Their third still unknown.
Reasoning trace (3,151 words)
Dragapult used Phantom Force last turn - it's a two-turn move. It vanished this turn? Actually the log shows Phantom Force used on turn 3 and Gholdengo's Shadow Ball missed. Wait, Phantom Force: turn 1 it disappears, turn 2 it attacks. The log says "Opposing Dragapult used Phantom Force" and "Your Gholdengo used Shadow Ball, missed" — but no damage shown, meaning Phantom Force is charging? Actually in the log there's no damage from Phantom Force. Hmm, that means Phantom Force is in its first turn (invulnerable), and it will hit next turn. Wait, but Phantom Force hits on the second turn. The log for turn 3 doesn't show damage. So this turn (turn 4), Dragapult is semi-invulnerable and will attack with Phantom Force at end of turn. Phantom Force is super effective on Gholdengo (Ghost). Gholdengo at 148/194. A physical Phantom Force from Dragapult (Atk 126-189) vs Def 115... could do significant damage, maybe 50-70%. Not KO from 76%. Shadow Ball is super effective on Dragapult and would KO or nearly KO it (80 BP * 1.3 life orb * STAB * SE vs frail Dragapult = likely KO). But Phantom Force hits first? No — Phantom Force's second turn executes at the end of the charging turn... Actually in the mechanics, the attack executes on the second turn, and the user moves in its normal speed order but is invulnerable during the turn it's charging. So this turn, Dragapult uses Phantom Force and it hits Gholdengo; Gholdengo also moves. Speed: Dragapult (145-213) faster than Gholdengo (104). So Dragapult hits first with Phantom Force, then Gholdengo uses Shadow Ball. Unless they switch. If they switch out, Phantom Force... switching cancels it? Actually if the user switches out, the move is cancelled. Hmm, but Phantom Force charging — if they switch, the move fails/never executes. But wait — Dragapult can't switch during charging? It can, switching cancels the two-turn move. Question: will Phantom Force KO Gholdengo? Dragapult Atk max 189, Phantom Force 90 BP STAB SE, Gholdengo Def 115, HP 148. Rough calc: 189 Atk * 90 BP * STAB 1.5 * SE 2 = ... base damage ~ (2*50/50+2)*90*189/115 ≈ 4*90*1.64 ≈ 592, /50... let me do standard: damage = ((2*50/5+2)*90*Atk/Def)/50+2 = ((20+2)*90*189/115)/50+2 = (22*90*1.643)/50+2 = 3254/50+2 = 67. Times STAB 1.5 = 100.5, times SE 2 = 201. That's way over 148. Even at min Atk 126: (22*90*126/115)/50+2 = (22*90*1.096)/50+2 = 2170/50+2=45.4 *1.5*2 = 136. So 136-201 damage vs 148 HP. Could KO depending on their Atk. Risky. Hmm, so Gholdengo may die. Shadow Ball would KO Dragapult if it stays... but Dragapult moves first. If Dragapult KOs Gholdengo, we lose Gholdengo. If Gholdengo survives, Shadow Ball KOs Dragapult (Shadow Ball 80 BP STAB SE vs Dragapult HP ~163-195, SpD 85-139; SpA 203... damage ~ (22*80*203/110)/50+2 = (22*80*1.845)/50+2 = 3247/50+2 = 67 *1.5 STAB *2 SE = 201. Definitely KO if they stay and SpD low; at SpD 139: 22*80*203/139 = 2574/50+2=53.5*3=160. Still KO from 195 max HP? 160 < 195. Hmm, but range. Probably KO or close. Alternatively, switch to Garchomp — Garchomp takes Phantom Force... wait, Phantom Force is charging; if I switch, Garchomp comes in and takes the Phantom Force hit (super effective? No, Ghost on Dragon/Ground = neutral). Garchomp at full HP with sash. Phantom Force neutral on Garchomp: ~100/1.5... recompute without SE: 136-201/2 = 68-100 damage. Garchomp survives183. But then Dragapult is still alive and faster than Garchomp (probably). Hmm. But if I switch to Garchomp and they switch too, whatever. Key: if I stay and Shadow Ball, best case I trade Gholdengo for Dragapult — or Gholdengo survives and I KO Dragapult. Actually if Gholdengo survives (they have low Atk or I get lucky), Shadow Ball likely KOs. Alternatively, switch to Dragapult (scarf, faster than their Dragapult? My Spe 178 vs theirs 145-213 — unknown). If I switch to my Dragapult, I take Phantom Force (neutral, ~68-100 dmg on my Dragapult, Def 95... recompute with Def 95: higher, maybe 80-120). Then I'd outspeed or not. Actually a safer play: switch Gholdengo out to Garchomp to preserve Gholdengo at 76%. Garchomp with sash takes the hit easily, keeps sash though... sash would break only if damage ≥ 183, which it can't do (~100 max). Sash intact. Then next turn Garchomp EQ... but Dragapult likely outspeeds and can hit again. Hmm, but preserving Gholdengo (which is my win condition vs their team?) Let's think. Their remaining: Garchomp + one unknown. Stealth Rock up on their side. If I stay and Shadow Ball: I risk Gholdengo dying to Phantom Force. If they have mid-high Atk Dragapult, Gholdengo dies and Dragapult lives (their Dragapult moves first). That's a bad trade — lose Gholdengo, Dragapult at maybe ~20-40%. Wait no — order: Dragapult attacks first with Phantom Force. If Gholdengo survives, Shadow Ball KOs Dragapult. So outcome: either I lose Gholdengo and they lose Dragapult (trade, but they keep Dragapult if they KO me... no, if they KO me they keep Dragapult at 100%), or I survive and KO them. Actually the trade scenario: I die, they live → bad. If I survive, I KO them → great. Alternatively switch to Garchomp: take hit on Garchomp (sash intact or broken?), Gholdengo preserved at 76%. But then their Dragapult is still around and can Phantom Force... no, if I switch, Phantom Force still executes? Two-turn move: when the charging turn comes, the move executes against whoever is now active (the incoming Pokémon). Yes, if I switch, the incoming Pokémon gets hit. So Garchomp takes ~68-100 (roughskin doesn't matter). Garchomp then can EQ next turn but Dragapult outspeeds and can kill... Dragon Darts on Garchomp would do decent damage. Hmm. Which is better? I think the aggressive play: Shadow Ball. Actually let's estimate their Dragapult's Atk: physical set with Dragon Darts + Phantom Force. Their Atk range 126-189. Phantom Force damage on Gholdengo 136-201. Mid Atk 157 → (22*90*157/115)/50+2 = (22*90*1.365)/50+2 = 2703/50+2=56 *3 = 168 > 148. So most likely KO. Hmm, that's bad. Only if Atk < ~145 do I survive. So staying likely loses Gholdengo without killing their Dragapult? No wait — if I die, Shadow Ball doesn't fire. So Gholdengo dies, Dragapult lives. Bad. Unless... does Phantom Force's charge turn work this way? The log: Turn 3 "Opposing Dragapult used Phantom Force" — in Showdown, when a two-turn move is used, it shows "used Phantom Force!" and the vanish. Then next turn shows "Opposing Dragapult's Phantom Force!" Actually the first turn shows "Dragapult vanished into a vortex!" Hmm, the log here doesn't show that, but the move is revealed. Hmm wait — maybe Phantom Force already executed? Turn 3 log shows no damage to Gholdengo besides... Gholdengo is at 148/194 after turn 2 (170-22 = 148). So no damage in turn 3. So Phantom Force is charging and will hit on turn 4. So Gholdengo likely dies if it stays. Better: switch to Garchomp. Garchomp takes 68-100 (neutral, Atk 157:56/1.5 = 37... let me recompute: no SE multiplier, so 56 * STAB 1.5 = 84). Garchomp at 183 → ~99/183. Sash intact. Good. But then their Dragapult is free to attack again. Garchomp can't KO Dragapult with EQ unless... EQ 100 BP vs Dragapult frail: (22*100*182/110)/50+2 = (22*100*1.65)/50+2 = 3637/50+2 = 74.7 *1.5 = 112. Not KO from 163-195 HP unless SpD/Def low: Def min 85: (22*100*182/85)/50+2 = 4711/50+2=96*1.5=144. Still not max-HP KO. Hmm. But their Dragapult at 100% will outspeed my Garchomp and keep hitting. Alternative: switch to my Dragapult (scarf, Spe 178). Their Dragapult Spe 145-213. If their Spe < 178, I outspeed with scarf and can Shadow Ball/Flamethrower... wait my Dragapult has shadowball. My SpA 152, Shadow Ball SE: (22*80*152/110)/50+2 = (22*80*1.38)/50+2 = 2429/50+2 = 50.6 *3 = 151. Not quite KO on 163-195. Hmm, but Dragapult is frail — max HP 195, SpD 139 max: 151 vs min. Ugh, ranges. Actually wait — my Dragapult is scarfed and takes the Phantom Force hit on switch-in (~neutral, Def 95: (22*90*157/95)/50+2 = (22*90*1.65)/50+2=3276/50+2=67.5*1.5=101). That's 101/165 = 61%. Then I'd need to be faster. 50/50 speed. Hmm, what about just switching Gholdengo out and back later? Gholdengo is my check to lots. Consider: their team is Dragapult, Garchomp, +1 unknown (Corviknight/Pex/Gholdengo/Quaquaval). My Gholdengo at 76% is very valuable — it beats Pex (Nasty Plot), Quaquaval, Gholdengo mirror... well, and threaten Corviknight. Plan: switch Garchomp in on Phantom Force. Garchomp sash intact, takes ~84. Then next turn: their Dragapult likely switches (fearing EQ? no, EQ doesn't KO). Or stays and Dragon Darts. Actually — better idea: could I double-switch to my Dragapult? Risky speed tie. Or: switch Garchomp in, then next turn use Scale Shot/SD... hmm. Actually here's a thought: if I switch Garchomp in, their Dragapult attacks again (probably Dragon Darts or another Phantom Force). Then my Garchomp can EQ. If their Dragapult stays, I get chip. Alternatively, do I even want to save Gholdengo at 76%? Yes, it's a wallbreaker. Hmm, but there's another consideration: maybe I should let Gholdengo stay and Shadow Ball — if their Dragapult's Atk is low enough I survive and KO. Too risky (likely ~35% survive chance). Let's also consider: their Dragapult might switch out instead of executing Phantom Force? No — you can't switch during... actually you can switch during the charging turn, which cancels the move. If they switch to Garchomp, my Shadow Ball hits their incoming Garchomp (super effective! Ghost vs Dragon/Ground = neutral actually. Ghost is neutral on Dragon and Ground). Shadow Ball from Gholdengo SpA 203 vs their Garchomp: (22*80*203/130)/50+2 ≈ (22*80*1.56)/50+2 = 2747/50+2=57 *1.5 = 85. Not huge. If I switch Garchomp in and they switch (canceling Phantom Force)... then nothing happens, I have Garchomp in vs their switch-in. I think switching Garchomp in is safest: preserves Gholdengo, sash Garchomp eats the hit. But wait — the risk: if they cancel Phantom Force by switching, my Garchomp comes in with nothing. That's fine. Hmm, alternatively is there a play where I keep momentum? Let's consider switching to my Dragapult instead: if my scarfed Dragapult outspeeds theirs (178 vs their 145-213;50-ish% chance their Spe > 178... their range 145-213, likely they're max invested physical attacker with Spe maybe 145-165ish? Actually a physical Dragon Darts/Phantom Force Dragapult might be Adamant-ish, Spe 145-165. Hmm. If Scarf... they revealed Phantom Force which is unusual on scarf). Too uncertain. Go with Garchomp switch — it's the safe play preserving both Gholdengo and sash. Wait, but actually consider: does Garchomp take Phantom Force well? 84-ish damage, sash intact. Then their Dragapult is still at 100% and outspeeds Garchomp. It could Dragon Darts again for ~? On Garchomp: Dragon Darts 2 hits, 50 BP each, STAB, vs Def 115: each hit (22*50*157/115)/50+2 = (22*50*1.365)/50+2 = 1502/50+2 = 32 *1.5 = 48 per hit, ~96 total for two darts (but there's a second target... in singles both hit the same target). So ~96. Garchomp at 99 after Phantom Force would be at ~3, sash broken at 1? Actually sash would trigger if damage exceeds remaining HP. Garchomp would go to 1 HP. That's the sash used up but Garchomp alive at 1. Hmm, that's a slog. Alternatively after switching Garchomp in, next turn I could EQ (112-144 dmg on Dragapult, likely not KO) — bad. Let's think differently. Maybe the best is to switch Gholdengo out to Garchomp this turn (taking Phantom Force), and next turn their Dragapult likely KOs my low Garchomp... not great. Alternative: switch to my Dragapult. If I outspeed (178 vs their unknown), I Shadow Ball for 151ish which probably KOs or nearly. Even if I don't KO, they hit me with Phantom Force (101 dmg, I'd be at ~64%) — wait, order: I switch in, Phantom Force executes immediately (they moved... no). Hmm, tricky: they're mid-Phantom Force; the second-turn execution happens at their normal speed position in the turn. So I switch in, then they attack me with Phantom Force, then... my new Pokémon hasn't acted (switch consumed my turn). So my Dragapult takes 101, ends at 64/165. Then next turn, speed: me (scarf 178 guaranteed vs their 145-213): if they're slower I Shadow Ball for ~151 — likely KO (their HP163-195, so if HP < 151 or low SpD, KO). Not guaranteed. Hmm. Given uncertainty, is there a stronger line? What about switching Garchomp and using sash as intended... Let's evaluate the game state: I have Gholdengo 76%, Garchomp 100% sash, Dragapult 100% scarf. They have Dragapult 100%, Garchomp 100%, and one unknown. Rocks on their side. Theirs: their Garchomp likely the biggest threat to me? My Gholdengo walls...Actually here's a key: their Dragapult is a physical attacker with Dragon Darts + Phantom Force. Phantom Force is bad news generally. Honest assessment: preserve Gholdengo by switching Garchomp (sash takes the hit). That gives me a free switch essentially and I can decide after. Their Dragapult stays in vs my Garchomp — next turn I can... they outspeed. So they attack Garchomp again, I'm at ~99, they Dragon Darts for ~96 → I'm at ~3 with sash... no wait, sash keeps me at 1 if damage ≥ remaining. Then I EQ for ~112-144, not KO. Alternatively I switch in Garchomp and then next turn switch back? Ugly. What about: this turn switch to my Dragapult? Then I'm immediately at ~64%, taking a hit. Then speed tie-ish. Or use my Gholdengo to trade: if their Dragapult Atk is on the lower side I survive. Not reliable. Hmm, actually — wait. Is there a chance their Phantom Force already used its charge and this turn I'm facing... no. Let me reconsider: what if their Dragapult switches this turn? Then my Shadow Ball hits the incoming Pokémon. If it's their Garchomp, 85 dmg (30-40%). Fine but not amazing. Decision: switch to Garchomp seems solid — it takes Phantom Force neutrally with sash intact. But then Garchomp gets whittled. Actually alternatively — what if I switch to my Dragapult? My Dragapult at 64% after taking Phantom Force still outspeeds much of their team and is scarf. But taking61% is heavy. Another idea: save Gholdengo by switching to Garchomp, and next turn, expect them to attack — but actually they might switch out their Dragapult since Phantom Force is telegraphed and my Garchomp would EQ. In that case, I get Garchomp in safely vs a switch-in with rocks up. I'll go with SWITCH: garchomp. Hmm, but sash is my designated "checks their setup late game" tool. If Phantom Force does ~84 and then they keep attacking, sash breaks eventually. Actually wait — let's reconsider staying in with Gholdengo more carefully. Phantom Force damage range: min136 (Atk 126, no item) to201 (Atk 189, item boosts). Gholdengo HP 148. So survive only if their effective Atk ≤ ~130ish. Also possible they have item boosts making it worse. And crucially: do they even stay in? If they're smart, their Dragapult is threatened by Shadow Ball (super effective, likely OHKO), so they might switch! If they switch, Phantom Force is cancelled and my Shadow Ball hits the incoming mon. Hmm — can they switch out of Phantom Force? Yes, but that wastes their turn and cancels the move. Would they? Their Dragapult at 100% vs my Gholdengo with a super-effective move coming — but they move first with Phantom Force, likely KOing me. A smart player stays in and attacks. But if they calculated and know they KO, they stay. So staying means likely death. So: switch Garchomp. Sash takes the hit (~84, sash intact if damage < 183 — definitely intact). Actually hmm — what if their Dragapult's Phantom Force KOs... no, Garchomp takes 68-100. After switch-in, next turn options: I could immediately double-switch back? No. Let's think about whether Garchomp can threaten: EQ doesn't KO Dragapult (112-144 vs 163-195). Unless their Dragapult HP is low end. Hmm. Alternative: my Dragapult with scarf — flamethrower/dragondarts. My Scarf Dragapult at 178 speed vs their unknown. What if instead of Garchomp I switch to my Dragapult: I take 101 → 64/165. Then next turn I likely outspeed (if their Spe <178) and Shadow Ball for ~151. If their HP is 163-195 and SpD... Roll: if their HP ≤ ~150 effective...151 damage vs their HP range: KO if HP ≤ 151 → they have min 163, so need damage ≥ 163: only if SpD low-ish and my roll high. Damage calc: 22*80*152/SpD/50+2, ×3. SpD min 85: (22*80*152/85)=3156/50+2=65.1*3=195 → KO. SpD 110: 151. SpD 139: 118. So KO only if their SpD is low (they're physical so SpD might be low-ish, maybe 85-100 range → ~175-195 dmg → KO). Their physical set likely has low SpD! If they're Adamant with Spe 145, SpD could be ~95. Then my Shadow Ball KOs. Hmm, so my scarf Dragapult could revenge-kill their Dragapult, but I'd take 61% to do it. Which is better: Gholdengo preserved at 76% + Garchomp sash preserved vs. my Dragapult at 64% + their Dragapult dead? Trade: switch Garchomp in → their Dragapult lives, I preserve everything but lose tempo. Switch my Dragapult in → takes 101, then likely KOs theirs (if I outspeed).Honestly killing their Dragapult is valuable — it's their fastest and Phantom Force is nasty. But if their Spe > 178, they outspeed my scarf Dragapult and hit again (Dragon Darts ~100 on my Dragapult, Def 95: (22*50*157/95)/50+2 = (22*50*1.65)/50+2=1817/50+2=38.3*1.5=57.5 per hit, ~115 for2 darts) → I'd be at -51 → dead. Then I lose my Dragapult for nothing. Risky 50/50-ish. Safest: switch Garchomp. Sash eats the hit, no risk. Then their Dragapult vs my Garchomp: they outspeed, they attack (Dragon Darts ~96 → Garchomp at ~3, sash broken? No: sash keeps at 1 HP only if it would faint). Then I EQ for 112-144, they're at 163-195... if their HP ≤144 KO. Alternatively after switching Garchomp in, next turn I could... they might switch out (fearing EQ), then I get a free SD or something. Hmm, also consider: they may simply use Phantom Force again? After it hits, they choose again. Let me also consider: is there value in just Protect... no protect. I'll switch to Garchomp. Sash intact, Gholdengo preserved. Then plan: revenge with scarf Dragapult later or set up SD. Actually wait — one more idea: what if I switch to Garchomp expecting them to switch out (canceling Phantom Force)? Then I have Garchomp in vs their switch-in. Either way Garchomp switch is fine. Hmm, but there's a downside: if my Garchomp takes Phantom Force at ~84 damage, sash is intact but HP ~99. Later it can't check as well. Alternatively, switch to my Dragapult but only if I'm confident in speed. Unknown. Garchomp is safer. Final decision: SWITCH: garchomp. Notes update: Dragapult is physical Dragon Darts/Phantom Force, mid-charge Phantom Force; switch Garchomp in to eat it, preserve Gholdengo. Track their unknown third. Their Spe unknown (145-213) vs my scarf 178.
- Turn 5MiMo V2.6 Flash used
ScaleshotTurn 5: Sash inactive (Garchomp at 51.9%). Speed uncertain: mine 169 vs their Dragapult 145-213. Their Dragapult at 87%, revealed Dragon Darts + Phantom Force. Scaleshot is SE — 3+ hits likely KOs; even if they move first, Dragon Darts/Phantom Force shouldn't KO me (~40-45%). If I survive and connect, +1 Spe seals outspeeding. Their 3rd still unknown (Corv/Pex/Gholdengo/Quaquaval).
Reasoning trace (350 words)
Garchomp at 95/183 vs Dragapult at 87%. Phantom Force already consumed this turn? Log says turn 4 Phantom Force hit Garchomp. So it's done. Dragapult's next move could be Dragon Darts or Phantom Force again. Speed: my Garchomp 169 vs their Dragapult 145-213. Uncertain. Scaleshot is super effective, 2-5 hits — likely KO at 87%? 25 BP × 2 hits = 50, ×2 SE = 100 base equivalent... At 182 Atk vs ~85-139 Def, two hits might do ~50-60%. Four hits would KO. But if they outspeed, Dragon Darts does decent damage but I have sash intact — wait, sash is intact only if HP full. Garchomp at 51.9%, sash doesn't work. Hmm, sash won't activate. So if they outspeed and hit with Phantom Force/Dragon Darts, I could take big damage. Alternatively switch to my Scarf Dragapult — outspeeds theirs (178 vs max 213... not guaranteed if theirs is 213). My Dragapult at 178, theirs up to 213. Risky. Safer: use Scaleshot for speed boost and super effective damage. If I survive their hit, +1 Spe lets me outspeed. But survival uncertain. Or Earthquake: 100 BP neutral, likely50-60% on 87% Dragapult. If I move first... uncertain speed. Actually if their Dragapult is at 87% and I'm at 51.9%, whoever moves first matters. My Garchomp has roughskin, they're at 87% — contact would chip them. I'll go Scaleshot: super effective, chance to KO with 3+ hits, and boosts speed for follow-up. Actually let's consider switching to my Dragapult: my Scarf Dragapult at 178 speed. Theirs 145-213. If theirs is 145-178, mine outspeeds and Shadow Ball KOs (super effective, 80 BP, SpA 152). Their SpD could be up to 139. Life... no item known. Shadow Ball at 152 SpA vs 87% HP — likely60-75%, not KO. Hmm. Or my Gholdengo switch — risky vs Phantom Force. I think Scaleshot is best: if it hits 3 times it likely KOs at 87%. 25×3 = 75 BP, ×2 SE = 150 effective. That should KO. If they outspeed first, I take a hit but survive probably (Dragon Darts ~40%, Phantom Force ~45%). Go Scaleshot.
Bonsai 2 27B usedDragondartsDragon Darts on 51% Garchomp: 2x SE (Dragon) + 1.5x STAB = 3x per hit, x2 hits. Should KO easily. After that, remaining threats: Kingambit, Dragapult, Corviknight, Slowking-Galar (one more to reveal). Stealth Rock on my side costs ~20 HP per switch. Garchomp has Rough Skin - contact moves hurt me.
Reasoning trace (596 words)
Let me analyze the current situation: - My Dragapult is at 143/163 HP (87.7%) and is active - Opposing Garchomp is at 51% HP - I have Stealth Rock on my side (costs ~20 HP per switch) - My Dragapult moves first (Spe 213 vs Garchomp Spe 109-169) Options: 1. Dragon Darts - 2x super effective, hits twice (~100 BP equiv). At 51% HP, this should KO the Garchomp. Let me calculate: Dragapult's Attack is 172. Dragon Darts is 50 BP x 2 = 100 BP equivalent. Against Dragon/Ground, it's 2x super effective. So effective power is 200. With STAB (Dragon), that's 300. At level 50, the damage formula... Let me think about this more carefully. Actually, let me just estimate: Dragon Darts at 2x SE on a Dragon/Ground type. The Garchomp is at 51% HP. Two hits of Dragon Darts (each 50 BP) with 2x STAB and 2x SE = each hit is effectively 200 BP. That should definitely KO a 51% HP Garchomp. Wait, let me reconsider. The Garchomp's stats: HP 183-215, Def 103-161. At 51%, that's about 93-110 HP remaining. Dragon Darts: BP 50, Dragon type (STAB 1.5x), super effective x2 on Ground... wait no. Dragon is super effective against Dragon but NOT against Ground. So Dragon Darts on a Dragon/Ground type gets 1.5x STAB only (not 2x SE). Wait, let me recheck. Dragon is super effective against Dragon and Flying. It's NOT super effective against Ground. So Dragon Darts on Dragon/Ground: STAB 1.5x, no type multiplier from the target being Ground. But wait - it IS super effective against the Dragon part. So it's 2x for the Dragon typing? No... Actually in Pokémon, when a move is super effective against one of a dual-type, it gets 2x. Dragon moves are super effective against Dragon types. So Dragon Darts on a Dragon/Ground type: 1.5x STAB * 2x SE (Dragon) = 3x total multiplier. Wait, but the battle log says "It was not very effective" for Dragon Darts on Gholdengo in Turn 2. That makes sense because Gholdengo is Steel/Ghost - Dragon is neutral against both. For Garchomp (Dragon/Ground): Dragon Darts would be 1.5x STAB * 2x SE (against Dragon) = 3x multiplier. That's very strong. At 51% HP, this should definitely KO the Garchomp. Two hits of 50 BP each with 3x multiplier... that's a lot of damage. Let me also consider: - Phantom Force: Ghost type, 90 BP. Against Dragon/Ground: neutral (Ghost is not super effective against either). STAB would be 1.5x. So 1.5x * 90 = 135 effective BP. This might not KO at 51%. - Quick Attack: Normal, 40 BP, priority. Neutral on Dragon/Ground. Probably won't KO. - U-turn: Bug, 70 BP. Bug is super effective against Fighting/Flying but neutral against Dragon/Ground. STAB 1.5x * 90... wait, 70 BP with 1.5x = 105 effective. Might not KO at 51%. Dragon Darts seems like the best option to KO the Garchomp. Let me go with that. Actually wait - I need to reconsider. The battle log says in Turn 2: "Your Dragapult used Dragon Darts / It was not very effective / Opposing Gholdengo is at 87% / It was not very effective / Opposing Gholdengo is at 76%". So Dragon Darts hit twice and each time was "not very effective" (0.5x) on Steel/Ghost. That's correct - Dragon is not very effective against Steel. For Garchomp (Dragon/Ground): Dragon Darts would be super effective (2x) due to the Dragon typing, plus STAB (1.5x). So 3x total. This should KO at 51%. Let me go with Dragon Darts to KO the Garchomp.
MiMo V2.6 Flash switched toDragapultTurn 5: Only switches legal — must preserve both remaining mons. Gholdengo at 76% can't take another Phantom Force/Dragon Darts well, but Scarf Dragapult is my revenge tool on their 87% Dragapult. Switch Dragapult in: Scarf likely outspeeds, Dragon Darts threatens KO; if their Dragapult stays, they may double-switch or Phantom Force, giving me a free hit.
Reasoning trace (5 words)
Legal actions are only switches.
- Turn 6MiMo V2.6 Flash used
ShadowballShadow Ball reliably OHKOs their 87% Dragapult (Ghost SE, ~120%+ even at max SpD) and chunks a switching Garchomp/Gholdengo/Pex neutrally. Scarf means I move first regardless of their Speed investment. Dragon Darts is actually resisted by Dragon typing; U-turn gives momentum but far less damage. If Dragapult stays it dies; if it switches I keep a healthy life orb Gholdengo (76%) plus Scarf Dragapult for their Garchomp.
Reasoning trace (824 words)
My Dragapult has Scarf, speed 178*1.5 = 267, but their Dragapult range 145-213 — I outspeed regardless. Shadow Ball is super effective and special; their Dragapult's SpD is 85-139. My SpA 152. Shadow Ball 80 BP STAB vs their low SpD. Let's estimate: 152 SpA, Shadow Ball 80 → around 65-80% on a frail Dragapult. They're at 87%. Might not KO. Dragon Darts: 50 BP STAB physical, super effective, hits twice (each hit separately). Their Def 85-139. Atk 172. Each hit ~ maybe 30%? Two hits ~60%. Shadow Ball probably better damage. Actually Dragon Darts on a single target hits twice at 50 BP each = effectively 100 BP but with per-hit rounding which usually favors. Both are STAB super effective. Shadow Ball special vs Dragon Darts physical. Dragapult's Def and SpD ranges are similar (85-139 both). Shadow Ball 80 BP vs Dragon Darts 50x2. Roughly similar. Shadow Ball has SpDef drop chance. But if I'm Scarfed, and their move... they might switch. Their Garchomp could come in — Dragon Darts would be resisted by... Dragon darts on Garchomp: Dragon resisted by Dragon? No, Dragon/Ground takes neutral from Dragon (Dragon resisted by Steel only... Dragon resists itself). Actually Dragon resists Dragon. So Dragon Darts would be not very effective on their Garchomp. Shadow Ball would be neutral on Garchomp. If they switch to Garchomp, Shadow Ball does neutral decent damage. U-turn: not very effective on Dragapult but gives momentum — would hit whatever switches in for neutral/SE. Bug on Garchomp is neutral? Bug vs Dragon/Ground: Dragon doesn't resist Bug, Ground doesn't. Neutral. Bug on Gholdengo: resisted by... Gholdengo Steel/Ghost, Bug resisted by... Ghost doesn't resist Bug, Steel doesn't. Hmm, actually Steel resists Bug? No, Steel resists: Bug? Let me recall: Steel resists Bug, Flying, Normal, Grass, Psychic, Rock, Steel, Fairy, Ice, Dragon. Yes Steel resists Bug. So U-turn resisted by their Gholdengo. Best play: Shadow Ball for reliable super-effective damage on Dragapult, neutral on switch-ins, and chance to SpDef drop. But if they stay in and their move... their Dragon Darts would hit me neutrally? Dragon vs my Dragon/Ghost = resisted. Phantom Force Ghost vs Dragon/Ghost = super effective (Ghost hits Ghost SE). So Phantom Force could hurt. But I'm Scarfed and move first. Shadow Ball should KO or nearly. Let me compute Shadow Ball damage: SpA 152, BP 80, STAB ×1.5 = 120 effective. vs SpD min 85: modifier ~ (2*50/50+2)*80... level 50 formula. Damage ≈ ((2*50/50+2)*80*152/85)/50+2 ≈ (4*80*1.788)/50+2 ≈ 572/50+2 ≈ 13.4, ×1.5 STAB ≈ 20... wait that's not right. Let me redo. Damage = ((2*L/5+2)*Power*A/D)/50 + 2. L=50: 2*50/5+2 = 22. 22*80*152/85 = 22*80=1760, *152/85 = 1760*1.788=3147. /50 = 62.9 + 2 = 64.9. ×1.5 STAB = 97.4. That's at min SpD 85. With STAB. So ~97% at min SpD, before random. At max SpD 139: 1760*152/139 = 1924, /50=38.5+2=40.5, ×1.5=60.8%. Their Dragapult at 87%. So Shadow Ball kills if their SpD is low-ish, else does60-97%. Dragon Darts: Atk 172, power 50 each, STAB. vs Def 85: 22*50*172/85 = 22*50=1100*2.024=2226, /50=44.5+2=46.5, ×1.5=69.8 per hit! Two hits = ~140%. Wait but Dragon is resisted by Dragon! Dragapult is Dragon/Ghost. Dragon-type moves: 0.5× vs Dragon. So 69.8*0.5 = 34.9 per hit, two hits = ~70%. Hmm, but the legal action says "super effective on dragapult"? That's strange. Wait — Dragon Darts... actually Dragon isn't SE on Dragon/Ghost. The legal actions claim super effective — maybe it's wrong, or maybe considering... hmm. Actually Ghost is weak to Ghost and Dark only. Dragon/Ghost takes neutral from Dragon. The prompt says super effective, weird. I'll trust calculation: neutral. Wait, actually maybe Showdown's type effectiveness display... Dragon vs Dragon = 0.5, Dragon vs Ghost = 1. Total 0.5 = not very effective. The prompt might have an error. Either way, Shadow Ball is definitely SE (Ghost vs Ghost = 2×, Ghost vs Dragon = 1). Recompute Shadow Ball with2× SE: 97% × 2... no wait, I didn't include SE. My calc gave 60-97% × 1.5 STAB but not SE multiplier. Apply 2×: 121-194%. So Shadow Ball always OHKOs their Dragapult if they stay in. But they might switch. If they switch to their Garchomp: Shadow Ball neutral, does decent. If their Garchomp is in, Garchomp is a threat to my Gholdengo later. Neutral Shadow Ball on Garchomp: SpD range 94-150. At 150: 1760*152/150=1785,/50=35.7+2=37.7,×1.5 STAB=56.6%. Without SE. That's a big chunk. Alternatively U-turn gives momentum but less damage. I think Shadow Ball is best: guarantees KO on their active Dragapult, good damage on switch-ins. Risk: if I miss... Shadow Ball100% accuracy. Cursed body could disable if I hit them first — but I KO them, so irrelevant unless they survive. If they survive with1% and Cursed Body triggers... they'd still be at 1%, and I could... well Scarf locks me. But they'd be dead next turn anyway. If they switch to Garchomp and Shadow Ball hits — no Cursed Body (their Garchomp has roughskin/sandveil). Fine. Decision: Shadow Ball.
Bonsai 2 27B usedPhantomforceMy Dragapult (87.7% HP) faces their full-HP Dragapult. Speed is 213 vs 145-213 - coin flip. Phantom Force is Ghost STAB + 2x SE on Ghost = 3x, should KO if I go first. If they go first and don't KO me, PF still hits next turn. Stealth Rock costs ~20 HP per switch, so staying in is better than switching. Their remaining threats: Garchomp (fainted), Gholdengo (76%), Kingambit, Corviknight, Slowking-Galar.
Reasoning trace (1,481 words)
Let me analyze the situation: Current state: - My Dragapult (87.7% HP, 143/163) is active vs their Dragapult (100% HP) - Both are Dragon/Ghost types - Speed: my Dragapult Spe 213 vs their Dragapult Spe 145-213 (could go either way) My options: 1. Dragon Darts - 2x super effective (Dragon on Dragon? Wait, no. Dragon is NOT super effective on Dragon. Let me re-check.) Wait, let me re-read the legal actions: - dragondarts: "super effective on dragapult" - Hmm, but Dragon vs Dragon should be neutral. Let me think... Actually wait, Dragon Darts is a Dragon-type move. Dragon vs Dragon is neutral (1x). But the game says it's super effective? That doesn't make sense unless I'm misreading. Wait, looking again at the legal actions: "1. MOVE: dragondarts | Dragon, Physical, power 50, 100% accuracy, super effective on dragapult | Hits twice." Hmm, that's odd. Dragon vs Dragon should be neutral. But the game explicitly states it's super effective. Maybe I'm wrong about type matchups? Let me reconsider... No, Dragon is not super effective against Dragon. It's neutral. But wait - maybe the game is showing this because of some other factor? Or maybe I'm misreading the matchup. Actually, looking at the previous turns: Turn 5 says "Dragon Darts on 51% Garchomp: 2x SE (Dragon) + 1.5x STAB = 3x per hit" - that was against a Dragon/Ground type (Garchomp). Dragon IS super effective on Ground, so 2x from Ground weakness. For their Dragapult (Dragon/Ghost): - Dragon vs Dragon: neutral (1x) - Dragon vs Ghost: neutral (1x) - So Dragon Darts would be neutral (1x) with STAB (1.5x) = 1.5x total per hit, x2 hits But the legal actions say "super effective on dragapult" - this is confusing. Let me just trust what the game says and go with it. Actually wait, maybe I should re-read... Actually, I think the game might be wrong or I'm misunderstanding. Let me just look at what makes sense strategically. Phantom Force: Ghost/Physical, 90 BP, super effective on dragapult (Ghost vs Dragon/Ghost = 2x from Ghost weakness). STAB would make it 3x total. This is the best offensive option. But wait - Phantom Force disappears turn 1, hits turn 2. If their Dragapult moves first and uses a move that KOs my Dragapult, I lose the hit. Quick Attack: priority +1, but "no effect on dragapult" (Ghost type resists Normal). So this is useless. U-turn: Bug/Physical, 70 BP, not very effective on dragapult (Bug vs Dragon/Ghost = 0.5x from Ghost resistance). This would switch me out. Switch options: - Switch to Quaquaval (Water/Fighting) - Fighting resists Ghost, but Water is neutral to Dragon. Close Combat is 120 BP Fighting. Against Dragon/Ghost: Fighting vs Dragon = neutral, Fighting vs Ghost = neutral. So 1x with STAB = 1.5x. But Quaquaval Spe 150 < their Dragapult Spe 145-213 (could go either way). - Switch to Garchomp (Dragon/Ground) - Ground resists Dragon? No, Ground is neutral to Dragon. Ground vs Ghost = immune! So Garchomp would be immune to most of their moves. But their Dragapult could use a Flying move or something. Actually, Garchomp's moves: Earthquake (Ground), Dragonclaw (Dragon), Stoneedge (Rock), Dragontail (Dragon). Against Dragon/Ghost: Ground is neutral, Dragon is neutral, Rock is neutral, Dragon is neutral. No STAB advantage really. Wait, let me reconsider. The key question is: what should I do with my Dragapult vs their Dragapult? My Dragapult at 87.7% HP (143/163). Their Dragapult at 100%. If I use Phantom Force: - If I go first: 90 BP, Ghost STAB (1.5x), super effective on Ghost (2x) = 270 damage equivalent. At their max HP (~163-195), this would likely KO or nearly KO them. - If they go first: They could use a move that KOs my Dragapult, and then my Phantom Force hits for no one. If I use Dragon Darts (assuming it's actually neutral as the game might be wrong): - 50x2 = 100 BP equivalent, STAB 1.5x = 150 damage equivalent. Probably not a KO. Actually, let me reconsider the "super effective" claim for Dragon Darts. Maybe I'm wrong about type matchups in this specific game version? Or maybe there's something else going on. Let me just trust the game's description. If Dragon Darts IS super effective (2x) + STAB (1.5x) = 3x per hit, x2 hits = 6x total equivalent of 50 BP = 300 BP equivalent. That would definitely KO their Dragapult. But I'm confused about why it would be super effective. Let me just go with what the game says. Actually, you know what, I think there might be a display issue or I'm misreading. In standard Pokémon: - Dragon vs Dragon = 1x (neutral) - Dragon vs Ghost = 1x (neutral) So Dragon Darts on Dragon/Ghost should be neutral with STAB only (1.5x). But the game explicitly says "super effective on dragapult." I'll trust the game. Given the uncertainty, let me think about what's safest: Option A: Phantom Force - If I go first: likely KO their Dragapult (90 BP x 2x Ghost SE x 1.5x STAB = 270 equivalent) - If they go first: risk of being KO'd before my PF hits - Their Dragapult at Spe 145-213 vs my 213 - could go either way Option B: Dragon Darts (if super effective as stated) - If I go first: likely KO (50x2 x 2x SE x 1.5x STAB = 300 equivalent) - If they go first: same risk - But if it's actually neutral, it might not KO Option C: Switch to Garchomp - Safe, but gives up my Dragon Darts advantage - Garchomp at Spe 169 vs their Dragapult at 145-213 - could go either way - Garchomp has Earthquake which is neutral on Dragon/Ghost Option D: Switch to Quaquaval - Close Combat (Fighting) is neutral on Dragon/Ghost - Spe 150 vs 145-213 - could go either way - Less threatening than staying with Dragapult I think the best play is Phantom Force. It's a guaranteed super effective move (Ghost on Ghost), and even if it's not a KO, it deals significant damage. If I go first, it should KO or nearly KO their Dragapult. The speed matchup is uncertain but my Dragapult has 213 which is at the top of their range. Actually wait - let me reconsider. Their Dragapult could have Clear Body (prevents stat drops), Infiltrator, or Cursed Body. If they have Cursed Body and I use a move that hits, there's a 30% chance my move gets disabled. But Phantom Force is a physical move... Cursed Body disables the move on hit. So if PF hits and triggers Cursed Body, the move is disabled but the damage already dealt still counts? Actually no - Cursed Body says "If this Pokémon is hit by an attack, there is a 30% chance that move gets disabled." The damage is already done when it's hit, so the disable would only affect subsequent uses. I'll go with Phantom Force. It's the most reliable super effective option and should KO or nearly KO their Dragapult if I go first. If they go first and don't KO me, my PF still hits next turn. Wait, actually let me reconsider one more time. The speed is 213 vs 145-213. There's a real chance they go first. If they use a super effective move (like Dragon Darts or Phantom Force themselves), they could KO my Dragapult at 87.7%. If I switch to Garchomp: - Garchomp Spe 169 vs their Dragapult 145-213 - still uncertain - But Garchomp's Earthquake is neutral (Ground on Dragon/Ghost = 1x) - Garchomp has more HP (183 vs 143) so it can take a hit better Hmm, but if I switch, I lose my momentum. And their Dragapult could use Phantom Force or Dragon Darts to KO my Garchomp too. I think the best play is still Phantom Force. Even at 87.7% HP, my Dragapult should survive one hit from their Dragapult (unless they're running a very high-attack set). Let me calculate: if their Dragapult has max Atk (189) and uses Dragon Darts (50x2, STAB 1.5x, neutral on Ghost... wait, Dragon on Dragon/Ghost is neutral): - 50 x 2 = 100 BP equivalent, x 1.5 STAB = 150 equivalent - Against my Dragapult Def 95: damage ≈ (189/95) * 150 * 0.75 (level factor) ≈ 223... hmm that might be too much. Actually let me not overthink the exact numbers. The key strategic decision is: do I try to KO their Dragapult with PF, or switch for safety? Given that my Dragapult is at 87.7% and their Dragapult is at 100%, and I have a super effective move ready, I think going aggressive with Phantom Force is the right call. If they go first and don't KO me, I KO them next turn. If they go first and do KO me, I lose but it was a fair fight. Let me go with Phantom Force.
Bonsai 2 27B switched toQuaquavalOpponent's remaining: Dragapult (100%, active), Gholdengo (76%). Their Dragapult just KOs my Dragapult with Shadow Ball (2x SE on Ghost). Switching to Quaquaval is safer: Shadow Ball is only neutral on Water/Fighting, not 2x SE like it was on my Dragon. Close Combat will be 2x SE on Gholdengo's Steel typing later. Stealth Rock costs ~20 HP per switch. Plan: survive with Quaquaval, then bring Garchomp for Dragon STAB if needed.
Reasoning trace (1,041 words)
Let me analyze the situation: - My Dragapult just fainted to their Dragapult's Shadow Ball (super effective, Ghost on Ghost). - Their Dragapult is at 100% HP and is active. - I have Garchomp (183/183) and Quaquaval (160/160) remaining. - Stealth Rock is on my side. - Their team: Garchomp (fainted), Gholdengo (76%), Dragapult (active, 100%), Kingambit, Corviknight, Slowking-Galar (they brought 3 of 6, all seen - so they have Garchomp, Gholdengo, and Dragapult as their 3). Wait, let me re-read: "The opponent brought 3 of the 6 it showed at team preview: all have been seen." So their team is exactly: Garchomp (fainted), Gholdengo (76%), Dragapult (100%). That's only 2 remaining! So I need to deal with their Dragapult and Gholdengo. My options: 1. Switch to Quaquaval - Water/Fighting, Speed 150 vs their Dragapult Speed 145-213. Could be slower or faster. Liquidation is Water STAB on Ghost... wait, Ghost isn't weak to Water. Actually, Water is neutral on Dragon/Ghost. Close Combat is Fighting - neutral on Dragon/Ghost. Flipturn is Water - neutral. Actually wait, let me reconsider. Their Dragapult is Dragon/Ghost. - Water moves: neutral on Dragon, neutral on Ghost - Fighting moves: neutral on Dragon, neutral on Ghost - Ground moves: neutral on Dragon, immune to Ghost (but Ground doesn't hit Ghost) So Quaquaval's moves are all neutral against their Dragapult. 2. Switch to Garchomp - Dragon/Ground, Speed 169 vs their Dragapult Speed 145-213. Could be slower or faster. - Earthquake: Ground/Physical, neutral on Dragon, immune to Ghost (doesn't hit) - Dragonclaw: Dragon/Physical, STAB on Dragon, neutral on Ghost - Stoneedge: Rock/Physical, neutral on Dragon, neutral on Ghost - Dragontail: Dragon/Physical, STAB on Dragon, neutral on Ghost Garchomp's Dragonclaw or Dragontail would be STAB (1.5x) on their Dragon/Ghost. Earthquake doesn't hit Ghost types. Let me think about what's best: Their Dragapult at 100% HP: - Garchomp's Dragonclaw: 1.5x STAB, BP 80. With Life Orb (1.3x), that's 1.95x * 80 = ~156 damage base. Their HP is 163-195. At max stats (Atk 182, their Def 85-139). Let me estimate: Dragonclaw at 1.5x STAB with Life Orb... this might not KO a full HP Dragapult. - Garchomp's Dragontail: 1.5x STAB, BP 60. Definitely won't KO. Their Gholdengo at 76% HP: - Garchomp's Dragonclaw: Dragon on Steel/Ghost - neutral/neutral = neutral. No STAB. - Quaquaval's Liquidation: Water on Steel/Ghost - neutral/neutral = neutral. Actually, let me reconsider the matchup more carefully. Against their Dragapult (Dragon/Ghost): - Garchomp: Dragonclaw is 1.5x STAB. With Life Orb bonus, effective BP ~120. Their HP range 163-195, Def 85-139. My Atk 182. This might be a 2-hit KO at best. - Quaquaval: Close Combat is Fighting - neutral on both types. Liquidation is Water - neutral on both. No STAB advantage. Against their Gholdengo (Steel/Ghost): - Garchomp: Dragonclaw is neutral/neutral. Earthquake doesn't hit Ghost. Stoneedge is Rock - neutral on Steel, neutral on Ghost. - Quaquaval: Close Combat is Fighting - super effective on Steel! Liquidation is Water - neutral on both. So the strategy: - Switch to Garchomp to handle their Dragapult (Dragon STAB) - Then switch to Quaquaval to handle their Gholdengo (Fighting SE on Steel) But wait, I need to consider speed. My Garchomp Spe 169 vs their Dragapult Spe 145-213. It's a coin flip or they could be faster. If I switch to Garchomp and they go first with Shadow Ball (Ghost, super effective on my Dragon/Ground... wait, Ghost is neutral on Ground but super effective on Dragon). Actually Ghost is super effective on Dragon. So Shadow Ball would be 2x SE on my Garchomp. That's bad. If I switch to Quaquaval: Water/Fighting vs their Dragapult (Dragon/Ghost). All moves are neutral. Close Combat could do decent damage but no STAB. Their Shadow Ball is super effective on... wait, Ghost is neutral on Fighting and neutral on Water. So Shadow Ball would be neutral on Quaquaval. That's better! Actually let me reconsider: - My Garchomp (Dragon/Ground) vs their Dragapult's Shadow Ball (Ghost): Ghost is super effective on Dragon, but Ground is immune to... no wait, Ground is not immune to Ghost. Ghost hits Dragon for 2x and Ground for neutral. So overall it's 2x SE. Bad. - My Quaquaval (Water/Fighting) vs their Dragapult's Shadow Ball (Ghost): Ghost is neutral on both Water and Fighting. So it's just neutral damage. Much better! So switching to Quaquaval is safer against the immediate threat of Shadow Ball. But then how do I handle Gholdengo? Close Combat is super effective on Steel (2x). With Focus Sash, I can survive one hit. Liquidation is neutral. Actually, let me think about this differently. Their Dragapult just used Shadow Ball and it was super effective on my Ghost-type Dragapult. Now they have a full HP Dragapult out. If I switch to Quaquaval: - Their Dragapult's Shadow Ball would be neutral (not super effective) on Water/Fighting - My Close Combat is 2x SE on their Gholdengo later, but neutral on their Dragapult - Liquidation is neutral on both If I switch to Garchomp: - Their Dragapult's Shadow Ball would be 2x SE on my Dragon type - very dangerous - But my Dragonclaw is STAB on their Dragon type Given that their Dragapult just used Shadow Ball and it was super effective, they might use it again. Switching to Quaquaval seems safer because: 1. Shadow Ball is only neutral on me (not 2x SE) 2. I can survive longer 3. Then switch to Garchomp when appropriate Actually wait - let me reconsider. If I switch to Quaquaval and their Dragapult uses Shadow Ball, it's neutral damage. Their SpA range is 108-167. At max (167), with BP 80... that could be significant but not KO-level on a 160 HP Pokémon. If I switch to Garchomp and they use Shadow Ball again: 2x SE, their SpA 108-167, BP 80. That's very dangerous - could easily KO my Garchomp at 183 HP. So Quaquaval is the safer switch. Let me go with that. Wait, but actually I should also consider: what if they switch out? If they switch to Gholdengo, then Quaquaval's Close Combat would be super effective on Steel. That's great! And if they stay with Dragapult, Quaquaval can at least survive and force them to make a decision. I'll switch to Quaquaval.
- Turn 7MiMo V2.6 Flash used
ShadowballTurn 7: Quaquaval is Water/Fighting — Ghost is super effective (Fighting weak to Ghost, Water neutral). My Scarf Dragapult (152 SpA) Shadow Ball should OHKO or near-OHKO at 93%. Only other option is switching in Gholdengo at 76%, who risks a Water/Fighting hit. Stay in and attack; if Quaquaval survives it likely lacks priority kill on me. Their Garchomp remains last.
Reasoning trace (78 words)
Quaquaval at 93%, my Scarf Dragapult — Shadow Ball is Ghost SE vs Water/Fighting (neutral actually: Fighting weak to Ghost, Water resists... no, Water doesn't resist Ghost. So Ghost is super effective vs Fighting — Quaquaval takes SE damage). Shadow Ball from152 SpA scarf should do big damage. Only legal moves: shadowball or switch to Gholdengo. Switching Gholdengo into a possible Water move (Aqua Jet? Liquidation) risky. Shadow Ball SE likely OHKO or near. Just fire Shadow Ball.
Bonsai 2 27B usedClosecombatQuaquaval (150/160, Focus Sash inactive at non-full HP) vs opponent's Dragapult (100%). Opponent's full 3-team revealed: Garchomp (fainted), Gholdengo (76%), Dragapult (100%). Close Combat (BP 120, neutral on Dragon/Ghost) will KO the Dragapult even at worst-case stats (~273 dmg vs max 195 HP). After KO, only Gholdengo remains at 76%. Focus Sash won't protect me (not full HP), but any return hit from Dragapult is manageable. Moxie triggers on KO → +1 Atk for next turn against Gholdengo.
Reasoning trace (1,822 words)
Let me analyze the situation: Current state: - My Quaquaval is active at 150/160 HP (93.8%), with Focus Sash and Moxie - Opponent's Dragapult is active at 100% HP - Stealth Rock on my side (costs ~20 HP per switch) Opponent's remaining Pokémon: Gholdengo (76% HP), and one more unknown (from the 3 they brought: Garchomp, Gholdengo, Dragapult were seen - wait, let me re-read). Actually, looking at the opponent's team preview: garchomp, kingambit, gholdengo, dragapult, corviknight, slowkinggalar. They brought 3 of these 6. So far I've seen: Garchomp (fainted), Gholdengo (76% HP), Dragapult (100% HP). That's all 3 they brought! So their remaining threats are Gholdengo at 76% and Dragapult at 100%. Wait, the log says "The opponent brought 3 of the 6 it showed at team preview: all have been seen." So yes, their full team is: Garchomp (fainted), Gholdengo (76%), Dragapult (100%). Now, my Quaquaval vs their Dragapult: - Quaquaval: Water/Fighting, Spe 150 - Opponent's Dragapult: Dragon/Ghost, Spe 145-213 (could be faster or slower) My options: 1. Close Combat - Fighting/Physical, BP 120, lowers Def and SpD by 1. On Dragon/Ghost: neutral (Fighting is not very effective on Ghost? Wait, no. Fighting is NOT very effective against... let me think. Fighting is super effective against Rock, Ice, Dark, Normal. It's not very effective against Bug, Flying, Poison, Steel, Fairy. Against Dragon/Ghost: Fighting is neutral to both. So it's neutral damage. Wait, the legal actions say "no effect on dragapult" for closecombat. That means it does normal damage (neutral). 2. Liquidation - Water/Physical, BP 85, not very effective on dragapult. Water is not very effective against Dragon? No wait. Water is super effective against Ground, Rock, Fire. It's not very effective against Grass, Poison, Dragon. So yes, not very effective (0.5x) on Dragon/Ghost. 3. Aquajet - Water/Physical, BP 40, priority +1, not very effective on dragapult. Same typing issue but priority. 4. Flipturn - Water/Physical, BP 60, not very effective on dragapult. Switches after hitting. 5. Switch to Garchomp. Let me think about what's best: The opponent's Dragapult is at 100% HP. If I use Close Combat (BP 120, neutral), it would deal decent damage but lower my Def/SpD. The Focus Sash protects me from being KO'd by a single hit. Actually wait - let me reconsider. My Quaquaval has Moxie. If I KO the Dragapult with Close Combat, my Attack goes up. But will Close Combat KO a 100% HP Dragon/Ghost? Quaquaval's Attack is 172. Close Combat BP 120, neutral on Dragon/Ghost. Damage = (2*50+2)/50 * 120/100 * 172/def * ... Actually let me think about this differently. The opponent's Dragapult has HP in range 163-195, Def 85-139. If I use Close Combat: BP 120, neutral (Fighting vs Dragon/Ghost is neutral). Roughly: (2*50+2)/50 * 120/100 * 172/def * HP/HP_max With base stats at level 50: Quaquaval Atk 172, opponent Def maybe around 95-139. Damage ≈ (102/50) * 1.2 * 172/def * 163/163 (if HP is base) If opponent Def is ~95: (2.04) * 1.2 * 1.81 = ~4.4x... that's too high. Let me recalculate. Actually the formula is: ((2*Level+2)/50) * (BP/100) * (Atk/Def) * (STAB) * (type effectiveness) * random(0.85-1.0) = (102/50) * (120/100) * (172/95) * 1 * 1 * ~0.9 = 2.04 * 1.2 * 1.81 * 0.9 = 3.96 So about 4x the opponent's HP? That seems too high. Wait, no - the damage is in "HP points" not multiplier. Let me recalculate: Damage = (2*50+2)/50 * BP/100 * Atk/Def * STAB * type_eff * random = 2.04 * 1.2 * (172/95) * 1 * 1 * ~0.9 = 2.04 * 1.2 * 1.81 * 0.9 = 3.96 Hmm, that's the damage in "HP units" where HP is out of... no wait. The formula gives damage as a number, and you compare it to the target's max HP. So if the opponent has 163 HP, and I deal ~400 damage (2.04 * 1.2 * 172/95 * 163 ≈ 400), that would be a KO. Wait, I think I'm confusing myself. Let me use the standard formula: Damage = floor(floor(floor((2*Level+2)/50) * BP * Atk / Def) * STAB * TypeMod) * Random(0.85-1.0) = floor(floor(floor(102/50) * 120 * 172 / 95) * 1 * 1) * ~0.9 = floor(floor(2.04 * 120 * 1.81)) * 0.9 = floor(floor(443.6)) * 0.9 = floor(443) * 0.9 = 398 So yes, Close Combat would deal ~398 damage to a Dragon/Ghost with Def 95 and HP 163. That's a guaranteed KO! But wait - the opponent's Dragapult could have higher Def (up to 139). Let's check: = floor(floor(2.04 * 120 * 172/139)) * 0.9 = floor(floor(2.04 * 120 * 1.24)) * 0.9 = floor(floor(305.6)) * 0.9 = 275 Still a KO on 163 HP! Even at max Def, Close Combat KOs the Dragapult. But there's a risk: if I use Close Combat and it doesn't KO (which it should), the opponent's Dragapult could hit back with Shadow Ball (Ghost/Special, BP 80). Shadow Ball on Water/Fighting: Ghost is neutral to Water, and... wait, Ghost vs Fighting? Ghost is not very effective against Fighting. So Shadow Ball would be not very effective (0.5x) on Quaquaval! Wait, let me check: Ghost is super effective against Psychic and Ghost. Not very effective against Dark and Fighting. So yes, 0.5x on Fighting type. So even if the Dragapult hits back, it's only 0.5x damage. And I have Focus Sash (though it only activates at full HP - my Quaquaval is at 150/160, so Focus Sash won't protect me). Actually wait - Focus Sash: "If holder's HP is full, will survive an attack that would KO it with 1 HP." My Quaquaval is at 150/160, not full. So Focus Sash won't help. But Shadow Ball (BP 80, Ghost/Special, 0.5x on Fighting): Opponent's SpA: 108-167. Let's say ~137 (middle). Damage = floor(floor(2.04 * 80 * 137/95)) * 0.5 * 0.9 = floor(floor(2.04 * 80 * 1.44)) * 0.5 * 0.9 = floor(floor(236.2)) * 0.45 = 106 So Shadow Ball would deal ~106 damage to my Quaquaval at 150 HP, leaving it at ~44 HP. That's survivable! But wait - what if the opponent uses a different move? The only revealed move is Shadow Ball. But they could have other moves. Let me think about what else their Dragapult might have... Actually, looking at the team preview, the opponent's Dragapult has possible abilities: clearbody, infiltrator, cursedbody. And it's Dragon/Ghost. Common moves would be: Shadow Ball, Dragon Darts, Phantom Force, U-turn, etc. If they use Phantom Force (Ghost/Physical, BP 90): On Water/Fighting: Ghost is not very effective on Fighting (0.5x). So 0.5x damage. Damage = floor(floor(2.04 * 90 * Atk/Def)) * 0.5 * 0.9 If they use Dragon Darts (Dragon/Physical, BP 50): On Water/Fighting: neutral. Damage = floor(floor(2.04 * 50 * Atk/Def)) * 1 * 0.9 These are all manageable for my Quaquaval at 150 HP. Now, should I use Close Combat or switch to Garchomp? If I switch to Garchomp: - Stealth Rock costs ~20 HP (Garchomp goes from 183 to ~163) - Garchomp vs Dragapult: Dragon/Ground vs Dragon/Ghost. Ground is not very effective on Ghost (0x). Dragon is neutral. So Garchomp's moves are either neutral or useless against Ghost. - Garchomp's Earthquake: Ground/Physical, BP 100. On Dragon/Ghost: Ground is 0x on Ghost! So Earthquake does NOTHING to a Ghost-type. - Garchomp's Dragonclaw: Dragon/Physical, BP 80. Neutral on Dragon/Ghost. - Garchomp's Stoneedge: Rock/Physical, BP 100. On Dragon/Ghost: neutral (Rock is not very effective on... wait, Rock is super effective against Flying, Bug, Ice. Not very effective against Fire, Fighting, Steel. Against Dragon and Ghost: neutral). So Stoneedge is neutral. - Garchomp's Dragontail: Dragon/Physical, BP 60. Neutral. So Garchomp can hit the Dragapult with Dragonclaw or Stoneedge (neutral), but not Earthquake (0x on Ghost). That's less ideal than Quaquaval's Close Combat which is also neutral but has higher BP. Actually wait - let me reconsider. If I switch to Garchomp, the opponent might switch to Gholdengo instead of staying with Dragapult. Garchomp vs Gholdengo: - Garchomp's Earthquake: Ground/Physical on Steel/Ghost. Ground is super effective on... no, Ground is not very effective on... wait. Ground is super effective against Fire, Ice, Rock. Not very effective against Grass, Bug. Against Steel and Ghost: neutral for both? Actually, Ground vs Steel: neutral. Ground vs Ghost: 0x (Ghost is immune to Ground). So Earthquake does NOTHING to Gholdengo either! Hmm, that's a problem. Garchomp can't hit Gholdengo with Earthquake because of Ghost typing. What about Quaquaval vs Gholdengo? - Close Combat: Fighting/Physical on Steel/Ghost. Fighting is not very effective on Steel (0.5x). So 0.5x damage. - Liquidation: Water/Physical on Steel/Ghost. Neutral. - Aquajet: Water/Physical, priority. Neutral. So Quaquaval can hit Gholdengo with Liquidation/Aquajet neutrally, but Close Combat is only 0.5x. Given all this, I think the best play is to use Close Combat on the Dragapult. It should KO it (even at worst-case stats), and if the opponent switches to Gholdengo, I can follow up with Liquidation or Aquajet. Actually wait - let me reconsider whether Close Combat will definitely KO. The opponent's Dragapult could have: - HP: 163-195 - Def: 85-139 Worst case: HP 195, Def 139 Damage = floor(floor(2.04 * 120 * 172/139)) * 0.9 = floor(floor(2.04 * 120 * 1.237)) * 0.9 = floor(floor(303.5)) * 0.9 = 273 So worst case, I deal 273 damage to a Pokémon with max 195 HP. Still a KO! Best case: HP 163, Def 85 Damage = floor(floor(2.04 * 120 * 172/85)) * 0.9 = floor(floor(2.04 * 120 * 2.02)) * 0.9 = floor(floor(493.6)) * 0.9 = 444 Definitely a KO in all cases. So Close Combat will KO the Dragapult. After that, the opponent has Gholdengo at 76% HP left. I can switch to Garchomp (or stay with Quaquaval) and deal with Gholdengo. But wait - if I use Close Combat, my Defense and SpDef drop by 1. That's a downside but manageable. Also, the opponent might not stay with Dragapult. They could switch. But since I'm using Close Combat (a normal attack, no priority), they get to act after me if they're slower, or before me if faster. Speed: My Quaquaval Spe 150 vs Opponent's Dragapult Spe 145-213. It could go either way. If opponent goes first: They might use Shadow Ball (0.5x on Fighting) or something else. Then I use Close Combat and KO them. If I go first: I use Close Combat and KO them. Either way, I should be fine. Let me go with Close Combat. Actually, one more thought: should I consider Flipturn? It deals 60 BP of neutral damage (Water on Dragon/Ghost is... wait, Water is not very effective on Dragon! So it's 0.5x). That's only 30 effective BP. Not enough to KO. And then I switch out. Not ideal. What about Aquajet? Priority +1, but only 40 BP and 0.5x (Water on Dragon) = 20 effective BP. Not enough to KO. So Close Combat is clearly the best offensive option. Let me go with it. Decision: MOVE: closecombat
- Turn 8MiMo V2.6 Flash used
ShadowballTurn 8: Scarf Dragapult outspeeds everything left (Quaquaval max 150 Spe, Garchomp max 169 vs my 267 effective). Shadow Ball OHKOs 41% Quaquaval and still chips a switching Garchomp meaningfully (Ghost neutral on Dragon/Ground). No reason to switch — Gholdengo at 76% is my wincon for a weakened Garchomp later. spam shadowball.
Reasoning trace (23 words)
Quaquaval at 41% — Shadow Ball kills easily. If it switches to Garchomp, Shadow Ball does decent chip. Stay in and Shadow Ball.
Bonsai 2 27B switched toGarchompQuaquaval at 66/160 HP, Fighting moves immune on Ghost. Only Water options available (not very effective). Best play: switch to fresh Garchomp (100% HP) to take its own Stealth Rock (~20 HP loss), then hit Dragapult with Earthquake (STAB Ground, neutral on Dragon/Ghost = 1.5x effective, BP 100). Should heavily damage or KO the full HP Dragapult. After that, Garchomp can handle Gholdengo at 76% with Dragonclaw (neutral) or switch to Quaquaval for Close Combat (2x SE on Steel).
Reasoning trace (1,081 words)
Let me analyze the situation carefully. Current state: - My Quaquaval is at 66/160 HP (41.2%) - it's been hit by Shadow Ball twice (turn 6 and turn 7) - Opponent's Dragapult is at 100% HP - Gholdengo is at 76% HP (not active) - My Garchomp is at 100% HP (bench) - Stealth Rock on my side Key observations: - Quaquaval used Close Combat last turn and it was IMMUNE to Dragapult (Ghost type is immune to Fighting) - Wait, that's wrong. Ghost IS immune to Fighting moves. So Close Combat did nothing. - Quaquaval is at 66/160 HP after taking two Shadow Balls - The opponent's Dragapult is still at 100% My options: 1. Close Combat - will be IMMUNE again (Ghost resists/is immune to Fighting). Actually wait, Ghost IS immune to Fighting. So this does nothing. 2. Liquidation - Water on Dragon/Ghost: not very effective (0.5x). BP 85. Will do some damage but won't KO. 3. Aquajet - priority +1, Water on Dragon/Ghost: not very effective (0.5x). BP 40. Low damage. 4. Flipturn - Water on Dragon/Ghost: not very effective (0.5x). BP 60. Then I switch out. 5. Switch to Garchomp Let me think about what's best here. Quaquaval is at 66/160 HP. It's been hit by two Shadow Balls and is at ~41% HP. If I use Liquidation: Water on Dragon/Ghost = 0.5x (Water is not very effective against... wait, let me check. Water vs Dragon: neutral. Water vs Ghost: neutral. So actually Water is NEUTRAL on Dragon/Ghost, not not very effective! Wait, let me re-read the legal actions: - Liquidation: "not very effective on dragapult" - so it IS not very effective. Let me think about why. Actually wait - Water vs Ghost: Water is neutral against Ghost. Water vs Dragon: Water is neutral against Dragon. So combined it should be neutral (1x). But the game says "not very effective." Hmm, maybe I'm wrong about one of these. Let me reconsider... Actually no, Water is definitely neutral on both Dragon and Ghost. But the game explicitly states it's not very effective. I'll trust the game's assessment. Actually wait - could there be a typing interaction I'm missing? No, Water/Fighting vs Dragon/Ghost: - Water vs Dragon: 1x - Water vs Ghost: 1x - Fighting vs Dragon: 0.5x (Dragon resists Fighting) - Fighting vs Ghost: 0x (Ghost is immune to Fighting) So for Liquidation (Water type): 1x * 1x = 1x neutral. But the game says "not very effective." I'll trust the game. Hmm, actually let me reconsider. Maybe I'm wrong about Water vs Ghost. No, Water is definitely neutral on Ghost. And Water is neutral on Dragon. So it should be 1x. But the game says not very effective... I'll go with what the game says. Wait, actually re-reading: "not very effective on dragapult" - this is the game's assessment. Let me just trust it. OK so my options against a full HP Dragapult: - Close Combat: IMMUNE (does nothing) - Liquidation: not very effective, BP 85 - Aquajet: priority +1, not very effective, BP 40 - Flipturn: not very effective, BP 60, then switch The best offensive option is Liquidation (BP 85, not very effective). But it won't KO a full HP Dragapult. Actually, let me reconsider the situation. Quaquaval is at 66/160 HP. If I stay in and use Liquidation: - Liquidation does some damage to Dragapult - Dragapult hits back with Shadow Ball (Ghost on Water/Fighting = neutral) - Shadow Ball BP 80, special attack of their Dragapult... Actually, the smartest move here might be to SWITCH to Garchomp. Why? 1. Garchomp is at 100% HP 2. Garchomp can use Dragonclaw (Dragon on Dragon/Ghost = not very effective) or Earthquake (Ground on Dragon/Ghost = neutral... wait, Ground vs Ghost: neutral, Ground vs Dragon: neutral. So 1x.) Wait, actually let me think about this differently. The opponent's remaining threats are: - Dragapult (active, 100%) - Gholdengo (76%) Garchomp vs Dragapult: - Earthquake: Ground on Dragon/Ghost = neutral (Ground is neutral on both) - Dragonclaw: Dragon on Dragon/Ghost = not very effective (Dragon resists Dragon) - Stoneedge: Rock on Dragon/Ghost = neutral (Rock is neutral on both... wait, Rock vs Ghost: neutral. Rock vs Dragon: neutral.) Hmm, actually none of Garchomp's moves are super effective on Dragapult. But Earthquake at BP 100 with Garchomp's high Attack should do decent damage. But wait - if I switch to Garchomp, it takes Stealth Rock (my own side). That costs about 20 HP. So Garchomp would be at ~163/183. Then Garchomp vs Dragapult: - Earthquake: neutral, BP 100. With Garchomp's Attack of 182... let me estimate damage. At level 50, a base 182 Attack with a neutral STAB move (Ground is not STAB for Dragon/Ground... wait, Ground IS STAB! So it's 1.5x STAB). Actually Garchomp is Dragon/Ground. Earthquake is Ground type = STAB (1.5x). On Dragon/Ghost: Ground vs Dragon = neutral, Ground vs Ghost = neutral. So total multiplier = 1.5x STAB * 1x type effectiveness = 1.5x. That should do significant damage to a full HP Dragapult. Let's say around 200+ damage. Their Dragapult has max ~195 HP. So Earthquake might KO or nearly KO it. But then the opponent could switch to Gholdengo (76%). Garchomp vs Gholdengo: - Earthquake: Ground on Steel/Ghost = not very effective (Steel resists Ground) - Dragonclaw: Dragon on Steel/Ghost = neutral (Dragon is neutral on both... wait, Ghost resists nothing from Dragon. Steel resists Dragon? No, Steel doesn't resist Dragon. Actually let me think: Dragon vs Steel = 1x. Dragon vs Ghost = 1x. So neutral.) - Stoneedge: Rock on Steel/Ghost = not very effective (Steel resists Rock) Hmm, Garchomp isn't great against Gholdengo either. But it can still deal damage with Dragonclaw. Alternatively, if I stay with Quaquaval and use Flipturn: - Flipturn does some damage to Dragapult (not very effective, BP 60) - Then I switch to Garchomp - Garchomp takes Stealth Rock (~20 HP loss) - Garchomp hits back next turn Or if I just switch to Garchomp now: - Garchomp takes Stealth Rock - Garchomp can use Earthquake on Dragapult (STAB, neutral type = 1.5x effective) - This might KO or heavily damage the Dragapult I think switching to Garchomp is the best move here. Quaquaval is at 41% HP and its Fighting moves are useless against Ghost. The only useful Water moves do subpar damage. Switching to a fresh Garchomp gives me a much better chance of dealing significant damage. Let me go with SWITCH: garchomp.
- Turn 9MiMo V2.6 Flash used
ShadowballTurn 9: Scarf locks me into Shadow Ball anyway. Garchomp at 54% — Shadow Ball likely 2HKOes; it can't OHKO me before moving since I outspeed (178 vs max 169). If it survives and hits back, Gholdengo at 76% cleans up. Spam shadowball.
Reasoning trace (22 words)
Shadow Ball does ~30-40% to Garchomp. It's at 54%. Might not KO. But I'm locked into shadowball anyway (scarf). Just use it.
Bonsai 2 27B usedDragonclawGarchomp (99/183) vs opponent's Dragapult (100%). Dragonclaw is 2x SE on Dragon/Ghost with Life Orb = ~2.6x effective, likely KOs or heavily damages. Earthquake and Stoneedge are only 0.5x (Ghost resists Ground/Rock). Speed uncertain (my 169 vs their 145-213), but Dragonclaw is the only viable KO threat. After KO, switch to Quaquaval for Close Combat on Gholdengo (76%, 2x SE on Steel).
Reasoning trace (997 words)
Let me analyze the current situation: My Garchomp is at 99/183 HP (54.1%) with Life Orb, and it just took a Shadow Ball hit. The opponent's Dragapult is at 100% HP. Key considerations: - My Garchomp has Earthquake (Ground/Physical, BP 100) - this is neutral on Dragon/Ghost (Dragon resists Ground? No wait... Dragon/Ghost vs Ground: Ground is not very effective against Ghost, but neutral against Dragon. So it's 0.5x effective overall.) - Wait, let me reconsider. Ground moves are NOT VERY EFFECTIVE against Ghost types. Dragon/Ghost takes Ground at 0.5x (Ghost resists Ground). So Earthquake would be 0.5x on Dragapult. - Dragonclaw is super effective on Dragon/Ghost (Dragon STAB + Ghost weakness to Dragon = 2x). BP 80, so 1.6x effective damage. - Stoneedge is Rock/Physical BP 100 - neutral on Dragon/Ghost (Rock resists Dragon? No, Rock is not very effective against Dragon... wait. Rock vs Dragon: Rock is NOT VERY EFFECTIVE against Dragon. So Rock is 0.5x on Dragon/Ghost.) Wait, let me recheck type matchups: - Ground vs Dragon/Ghost: Ghost resists Ground (0.5x), Dragon is neutral to Ground. Overall: 0.5x - Dragon vs Dragon/Ghost: Dragon is super effective on Ghost (2x), neutral on Dragon. Overall: 2x - Rock vs Dragon/Ghost: Rock is not very effective on Dragon (0.5x), neutral on Ghost. Overall: 0.5x So Dragonclaw is the best option here - it's super effective (2x) on the opponent's Dragapult. With Life Orb, Dragonclaw does 1.3x * 2x = 2.6x effective damage at BP 80. Let me estimate: My Garchomp has Atk 182, with Life Orb that's effectively 182 * 1.3 ≈ 237 (well, Life Orb multiplies the damage by 1.3). Dragonclaw damage: (2*182*80/200) * 2 (super effective) * 1.3 (Life Orb) = (291.2) * 2 * 1.3 ≈ 757? That seems too high. Let me recalculate. Actually the formula is: ((2*Level/5+2) * BP * Atk / Def) / 50 + 2, then multiplied by modifiers. At level 50: (2*50/5+2) = 22 Base damage: 22 * 80 * 182 / Def / 50 + 2 If opponent's Dragapult has Def around 95-139, let's say ~100: 22 * 80 * 182 / 100 / 50 + 2 = 22 * 80 * 1.82 / 50 + 2 = 22 * 2.912 + 2 ≈ 64 + 2 = 66 Then * 2 (super effective) * 1.3 (Life Orb) = 66 * 2.6 ≈ 172 Opponent's Dragapult has HP 163-195, so this would likely KO it! Actually wait, let me reconsider. The opponent's Dragapult is at 100% HP. With Dragonclaw being super effective and Life Orb boosting, this should be a strong hit that likely KOs the Dragapult. But I also need to consider: my Garchomp is at 99/183 HP (54%). If I use Dragonclaw, it will take damage from the opponent's next move. The opponent's Dragapult has Shadow Ball (Ghost/Special BP 80). My Garchomp takes Ghost moves neutrally (Dragon/Ghost resists Ghost? No wait - my Garchomp is Dragon/Ground. Ghost vs Dragon: neutral. Ghost vs Ground: neutral. So Ghost is neutral on my Garchomp.) Actually, let me reconsider the speed. My Garchomp Spe 169 vs opponent's Dragapult Spe 145-213. It could go either way. If the opponent goes first with Shadow Ball, my Garchomp at 99 HP might not survive. But if I go first with Dragonclaw, I likely KO it. Given the uncertainty in speed, and that Dragonclaw is super effective (likely a KO), I should use Dragonclaw. Even if the opponent hits first, my Garchomp at 54% HP taking a neutral Shadow Ball... let's see: Shadow Ball damage on my Garchomp: SpA of opponent's Dragapult could be 108-167. Let's say ~130. Base: 22 * 80 * 130 / 107 (my SpD) / 50 + 2 ≈ 22 * 80 * 1.215 + 2 ≈ 213 + 2 = 215? That seems too high. Wait: 22 * 80 * 130 / 107 / 50 + 2 = (22*80*130)/(107*50) + 2 = 228800/5350 + 2 ≈ 42.8 + 2 = 44.8 So about 45 damage from Shadow Ball. My Garchomp at 99 HP would be at ~54 HP after that. Still alive! But if I go first with Dragonclaw, I likely KO the Dragapult. Then I can switch to Quaquaval for Close Combat on Gholdengo (2x SE on Steel). Actually, let me reconsider whether Dragonclaw will KO. The opponent's Dragapult could have higher Def. Let's use worst case: Def 139: 22 * 80 * 182 / 139 / 50 + 2 = (22*80*182)/(139*50) + 2 = 320320/6950 + 2 ≈ 46.1 + 2 = 48.1 * 2 * 1.3 = 48.1 * 2.6 ≈ 125 Opponent's Dragapult HP: 163-195. So 125 damage might not KO if it has 195 HP (would leave it at 70). But if it has 163 HP, it KOs. Hmm, that's risky. Let me reconsider. Actually wait - I should also consider that the opponent's Dragapult might have a higher SpA for Shadow Ball. If it hits first with Shadow Ball, my Garchomp at 99 HP takes ~45 damage (as calculated), leaving it at ~54 HP. Then Dragonclaw next turn would still be strong but less likely to KO. Given the speed uncertainty, I think Dragonclaw is still the best move because: 1. It's super effective (2x) - highest damage potential 2. Even if it doesn't KO, it deals significant damage 3. If I go first, I likely KO or heavily damage 4. Earthquake would only be 0.5x (not very effective on Ghost) 5. Stoneedge would also be 0.5x Let me go with Dragonclaw. It's the best offensive option against a Dragon/Ghost type. Actually, wait. Let me reconsider the speed situation more carefully. My Garchomp is Spe 169. The opponent's Dragapult could be Spe 145-213. So it's genuinely uncertain. If I use Dragonclaw and go first: likely KO or heavy damage If I use Dragonclaw and go second: take Shadow Ball (~45 dmg, Garchomp at ~54 HP), then next turn Dragonclaw again Either way, Dragonclaw is the best move. Let me commit to it.
MiMo V2.6 Flash switched toGholdengoIncident report
Only one legal action: played without asking.
- Turn 10MiMo V2.6 Flash used
ShadowballGarchomp (6%, Life Orb) moves first; after attacking, LO recoil (10%) faints it regardless. I just need to survive its hit — Shadow Ball then KOes 6% Chomp. Avoid Make It Rain's -2 SpA drop so I can handle 41% Quaquaval afterward. If Chomp somehow survives, Shadow Ball still kills it. No switch options left anyway (both others fainted).
Reasoning trace (610 words)
Garchomp at 6% will move first (faster). It might use Dragon Claw or Earthquake. Gholdengo at 148 HP likely survives one hit? Dragon Claw from Garchomp at 6% HP with Life Orb — Atk maybe ~169 max, could do around 60-70%? Gholdengo Def 115, HP 194. Dragon Claw 80 BP × Atk. Let's estimate: Garchomp attack max 200 at level 50? Actually possible range 135-200. If it's a sweeper with Life Orb, Atk high. Dragon Claw 80 BP vs Def 115 Gholdengo (resists? Steel/Ghost — Dragon is neutral on both). Roughly 40-50% damage. Gholdengo survives likely. But wait — Garchomp at 6% with Life Orb: after attacking, Life Orb recoil 10% would faint it (6% - recoil). Actually Life Orb recoil is 10% of max HP, so it faints after attacking. So Gholdengo just needs to survive one hit. If Garchomp uses Earthquake (Ground neutral on Steel/Ghost? Ground hits Steel neutral, Ghost neutral) — 100 BP could do more. Could do ~60%+. Gholdengo at 76% might survive. Safest: just attack with shadowball (doesn't lower SpA, unlike makeitrain). But Garchomp moves first and may OHKO. If it faints from Life Orb recoil regardless, then any move works. If it has roughskin — irrelevant, no contact. Hmm, but if Garchomp is faster and kills Gholdengo... can't prevent. Could recover first? Recover heals 50% but Garchomp attacks first, so healing doesn't help before the hit. Actually recover goes after Garchomp attacks (Garchomp faster), so if Gholdengo survives hit at 76%, recovering would put at higher HP for Quaquaval. But Garchomp faints to Life Orb recoil after its attack regardless — unless it doesn't attack? It will attack. Wait — Life Orb recoil: if Garchomp at 6% uses a move, it loses 10% and faints. So Garchomp will faint after this turn no matter what, unless it's not actually Life Orb... it is (item: lifeorb shown). So question: does Gholdengo survive Garchomp's hit? If yes, any damaging move wins (Quaquaval at 41%, comes in at 41% minus Stealth Rock... wait Stealth Rock on opponent side, Quaquaval already took rock damage earlier, it's Flying? No, Quaquaval Water/Fighting — rocks neutral25%? Water/Fighting takes neutral from Rock → 25%. At 41% → ~31%? Actually it came in at 93% from rocks earlier (Flying type? no...). Hmm rocks: Water/Fighting takes neutral, 25% — but log showed 93%, which is ~... it was at 100 → 93%? That's only 7%. Weird. Maybe it's Flying-type? Quaquaval is Water/Flying in some... no, Quaquaval is Water/Fighting. Hmm, actually Quaquaval... Let me recall: Quaquaval is Water/Fighting. But log says 93% from Stealth Rock — maybe multi-hit... whatever. Rock damage vs Water/Fighting... Actually wait, Quaquaval might be Water/Flying? No, that's Wingul line... Actually Quaxly → Quaxwell → Quaquaval, all Water type; Quaquaval is Water/Fighting. Hmm 93% suggests Flying weakness (50%)? No, 50% would be 50%. 7%... that's odd. Nevermind. Anyway, if Garchomp survives its own attack (i.e., not Life Orb faint — maybe it could predict and switch? No, all its pokemon seen, it has Quaquaval left). Decision: use shadowball — if Gholdengo survives, it KOes6% Garchomp. Makeitrain also works but drops SpA -2, making Quaquaval harder. Shadowball is safer for cleanup. Risk: Garchomp OHKOs Gholdengo. Can't prevent anyway. Could we recover after surviving? Shadowball still fine. Actually consider: if Garchomp moves first and KOs... nothing to do. If Garchomp survives after attacking (not LO? it is LO), shadowball kills. Choose shadowball. Notes: Garchomp faster, attacks first, LO recoil likely faints it (6% < 10%). Survive its hit and Shadow Ball KOes. Save Nasty Plot potential for Quaquaval — but no need; Shadow Ball at neutral should2HKO 41% Quaquaval. Keep Life Orb Gholdengo healthy.
Bonsai 2 27B usedEarthquakeGarchomp at 12/183 HP facing Gholdengo at 76%. Earthquake is 2x SE (Ground vs Steel) with Life Orb = ~161 damage, which KOs Gholdengo (~135 HP remaining). Life Orb costs 18 HP so my Garchomp also faints, but opponent has no other Pokémon left (Garchomp and Dragapult already fainted), so this wins the battle. Switching to Quaquaval (66 HP) risks it fainting from Shadow Ball with nothing left behind.
Reasoning trace (935 words)
Let me analyze the current situation: My Garchomp is at 12/183 HP (6.6%) with a Life Orb. It's facing opponent's Gholdengo at 76% HP. Key considerations: - My Garchomp is essentially a one-hit KO away from anything. Even a weak hit will kill it. - Earthquake is super effective on Gholdengo (Ground vs Steel/Ghost = 2x). With Life Orb, that's 2.6x effective damage. Let me calculate: Garchomp Atk 182, BP 100, SE 2x, Life Orb 1.3x. Damage ≈ (182 * 100 / 50) * 2 * 1.3 = 944... wait let me recalculate properly. Actually, the damage formula: ((2*Level/5 + 2) * BP * Atk * SE / Def) / 50 + 2 = ((2*50/5 + 2) * 100 * 182 * 2 / Def) / 50 + 2 = ((20+2) * 100 * 182 * 2 / Def) / 50 + 2 = (22 * 36400 / Def) / 50 + 2 = (792800 / Def) / 50 + 2 Gholdengo's Def range is 103-161. Let's say around 130 average. = 792800 / 130 / 50 + 2 = 6098/50 + 2 ≈ 122 + 2 = 124 With Life Orb: 124 * 1.3 ≈ 161 Gholdengo at 76% of max HP (162-194, let's say ~178): 76% of 178 ≈ 135 So Earthquake with Life Orb would deal about 161 damage to a Gholdengo at ~135 HP. That should KO it! Wait, but my Garchomp is at 12/183 HP. If I use Earthquake: - It deals ~161 damage to Gholdengo (likely KO) - Life Orb costs 1/10 max HP = 18 HP - My Garchomp goes from 12 to -6, so it faints So Earthquake will likely KO Gholdengo but my Garchomp will also faint. That's a trade. What about switching? If I switch to Quaquaval (66/160 HP), then: - Quaquaval takes Stealth Rock damage (already took it, so no additional) - Wait, actually the notes say "Your Quaquaval is at 150/160 HP [from] Stealth Rock" on turn 7. So it already took the rock damage. Now it's at 66/160 after taking Shadow Ball hits. If I switch to Quaquaval, Gholdengo will hit it. Gholdengo has GoodasGold (immune to status) and uses Shadow Ball. Shadow Ball is Ghost/Special, BP 80. Against Water/Fighting: Ghost is neutral on Fighting, but... wait, Ghost vs Water/Fighting - Ghost is not very effective on Fighting? No, Ghost is neutral on Fighting. Actually let me check: Ghost is super effective on Psychic and Dark, not very effective on Normal and Steel. On Water/Fighting it's neutral. Gholdengo's SpA range: 137-203. Let's say ~170. Shadow Ball damage: ((2*50/5+2) * 80 * 170 / Def) / 50 + 2 = (22 * 80 * 170 / 95) / 50 + 2 = (299200 / 95) / 50 + 2 = 3149/50 + 2 ≈ 63 + 2 = 65 Quaquaval at 66 HP would faint from one Shadow Ball. So switching to Quaquaval is risky - it might take a Shadow Ball and faint. What about Dragonclaw? It's not very effective on Gholdengo (Dragon vs Steel/Ghost: Dragon is neutral on Ghost, but... wait. Dragon vs Steel = 0.5x, Dragon vs Ghost = 1x. Combined: 0.5x). So Dragonclaw would deal very little damage and my Garchomp would still faint from Life Orb cost. Stoneedge: Rock vs Steel/Ghost. Rock vs Steel = 0.5x, Rock vs Ghost = 1x. Combined: 0.5x. Also not very effective. Plus 80% accuracy. Dragontail: Dragon vs Steel/Ghost = 0.5x. Not very effective. Forces switch but my Garchomp would still faint from Life Orb. So the options are: 1. Earthquake - likely KOs Gholdengo, but Garchomp also faints (Life Orb cost). Trade of one for one. 2. Switch to Quaquaval - Quaquaval at 66 HP might take a Shadow Ball and faint. Bad trade. Actually wait - let me reconsider. If I use Earthquake and it KOs Gholdengo, my Garchomp faints from Life Orb damage (12 - 18 = -6). That's a 1-for-1 trade. But I still have Quaquaval at 66 HP left. If I switch to Quaquaval, Gholdengo hits with Shadow Ball (~65 damage) and Quaquaval faints (66 - 65 = ~1 HP... actually it might barely survive or faint). Then I'd have no Pokémon left except the fainted ones. Wait, I only have Quaquaval left besides the active Garchomp. Actually wait - let me re-read. My team: - Garchomp (active): 12/183 - Dragapult: Fainted - Quaquaval: 66/160 So if I switch to Quaquaval and it faints, I'm done. If I use Earthquake and KO Gholdengo, my Garchomp also faints, but I still have Quaquaval at 66 HP for the next turn against... wait, who's left on opponent's side? Opponent's team: - Garchomp: Fainted - Dragapult: Fainted - Gholdengo: Active (76%) So if I KO Gholdengo with Earthquake, the opponent has no Pokémon left! They lose. Even though my Garchomp also faints from Life Orb, it doesn't matter because the opponent is out of Pokémon. Wait, but does the opponent have more than 3? The problem says "each player brought 3 of their 6 Pokémon." So the opponent only has 3 total, and all 3 are fainted (Garchomp, Dragapult) or about to be (Gholdengo). If I KO Gholdengo, the opponent loses. So Earthquake is the winning move! It KOs Gholdengo, ending the battle. My Garchomp faints from Life Orb but that's irrelevant since the opponent has no Pokémon left. Let me double-check: Earthquake is super effective on Steel/Ghost? Ground vs Steel = 2x (super effective), Ground vs Ghost = 1x (neutral). Combined: 2x. Yes, super effective! So the answer is clear: MOVE: earthquake to KO Gholdengo and win the battle.