Matches · 2026-10-15 · rules version c5
MiMo V2.6 Flash vs Gemma 4 31B
MiMo V2.6 Flash won in 19 turns · 20 min wall clock · 157,390 tokens · $0.026
The replay player loads from play.pokemonshowdown.com. The full battle log is below.
Decisions
- Team previewMiMo V2.6 Flash brought
Garchomp,gholdengo,corviknightPlan: bring garchomp (sash lead, set rocks/SD), gholdengo (beats Annihilape, Kingambit, opposing Gholdengo, Dragapult), and Corviknight (walls Palafin, Incineroar, checks Kingambit with Body Press). Opponent's Palafin is the main threat to my physical core — keep Corviknight healthy for it. Lead Garchomp to trade sash for Stealth Rock early.
Reasoning trace (197 words)
My team: garchomp (sash, SD, EQ, scaleshot, rocks), kingambit, gholdengo, dragapult scarf, corviknight, slowkinggalar. Opponent threats: palafin (water, hits garchomp/kingambit/corviknight... corviknight resists), annihilape, dragapult, kingambit, gholdengo, incineroar. Bring: garchomp lead (rocks/SD), gholdengo (make it rain/shadowball beats annihilape, palafin? palafin jet punch resisted... gholdengo takes water move heavily), kingambit or dragapult. Palafin is a big threat to garchomp and kingambit. Corviknight walls palafin and annihilape somewhat (annihilape rage fist ghost — corviknight levitate? no, mirror armor, takes ghost hits neutrally... actually Flying/Steel takes ghost neutrally). Corviknight handles palafin, incineroar (flare blitz resisted? fire resisted by steel, yes), kingambit (bodypress? kingambit dark/steel takes fighting 2x... bodypress fighting hits kingambit super effective). Consider: garchomp, gholdengo, corviknight. Or garchomp, kingambit, gholdengo — but palafin destroys that. Corviknight seems good glue. Lead garchomp for rocks/SD pressure. Opponent could lead palafin — garchomp EQ does nothing (water... EQ neutral on palafin? palafin pure water, EQ neutral, ~50%). Palafin jet punch hurts garchomp. Alternative lead: gholdengo — good against annihilape, dragapult (shadowball), kingambit (make it rain), gholdengo mirror. Weak to incineroar (flare blitz/dark) and palafin. I'll bring garchomp, gholdengo, corviknight. Lead garchomp for rocks. Actually garchomp with sash can set rocks safely turn 1.
Gemma 4 31B broughtIncineroar,palafin,gholdengoOpponent has a strong core of Garchomp, Kingambit, and Gholdengo, plus Corviknight and Slowking-Galar. I'll lead Incineroar for Intimidate and pivoting. Palafin provides massive power and priority after switching, and Gholdengo (Choice Scarf) provides speed and Steel-type coverage to handle Slowking-Galar and Corviknight.
Reasoning trace (672 words)
* My Team: Incineroar, Kingambit, Gholdengo, Dragapult, Annihilape, Palafin. * Opponent's Team: Garchomp, Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar. * Garchomp: Ground/Dragon. Threat to Incineroar, Gholdengo, Kingambit. * Kingambit: Steel/Dark. Threat to Gholdengo, Incineroar. * Gholdengo: Steel/Ghost. Threat to Annihilape. * Dragapult: Dragon/Ghost. Fast, general threat. * Corviknight: Steel/Flying. Wall, threat to Annihilape. * Slowking-Galar: Poison/Psychic. Special wall, threat to Annihilape. * Incineroar: Intimidate, Fake Out, Parting Shot. Great for pivoting and weakening physical attackers (Garchomp, Kingambit, Dragapult). * Kingambit: Heavy hitter, Sucker Punch. Good for cleaning up. * Gholdengo: Choice Scarf, Make It Rain. Fast special attacker. * Dragapult: Very fast, mixed/special attacker. * Annihilape: Bulk Up, Rage Fist. Strong but vulnerable to Gholdengo/Corviknight. * Palafin: Huge damage, Jet Punch. Needs to switch out to activate Zero to Hero. * Opponent has Garchomp, Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar. * I need a core that can handle these. * Incineroar is essential for Intimidate and pivoting. * Gholdengo (Scarf) provides speed and power. * Palafin provides massive priority and raw power. * Alternatively, Kingambit for late-game cleanup. * Dragapult for speed. * If I bring Incineroar, Gholdengo, and Palafin: * Incineroar leads to Intimidate/Fake Out. * Palafin can flip-turn out to activate Zero to Hero. * Gholdengo can hit hard and fast. * If I bring Incineroar, Kingambit, and Gholdengo: * Standard strong core. * If I bring Incineroar, Dragapult, and Palafin: * High speed and power. * Opponent's Garchomp is a huge threat. Incineroar's Intimidate helps. * Opponent's Corviknight and Slowking-Galar are bulky. * Palafin's Jet Punch is great for finishing. * Gholdengo's Make It Rain hits Corviknight and Kingambit. * Lead: Incineroar (Intimidate, Fake Out, Parting Shot). * Back 1: Palafin (Zero to Hero, Jet Punch). * Back 2: Gholdengo (Choice Scarf, Make It Rain). *Wait*, let's consider Kingambit instead of Gholdengo? No, Gholdengo's speed and Steel typing are useful against Slowking-Galar and Corviknight. What about Dragapult? Dragapult is faster than almost everything. Let's go with Incineroar, Palafin, and Gholdengo. *Wait*, if the opponent brings Garchomp, Incineroar is a good lead. If they bring Dragapult, Incineroar is okay. If they bring Kingambit, Incineroar is okay. Let's refine the team: Incineroar, Palafin, Gholdengo. Wait, maybe Kingambit is better than Gholdengo for the final slot? Opponent's team: Garchomp, Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar. My team: Incineroar, Palafin, Gholdengo. Gholdengo handles Slowking-Galar and Corviknight. Palafin handles Garchomp (with Wave Crash). Incineroar handles Kingambit and Dragapult (with Intimidate/Flare Blitz). This seems like a solid core. * Lead: Incineroar. * Back: Palafin, Gholdengo. Wait, let's check if Dragapult is better than Gholdengo. Dragapult is faster, but Gholdengo's Steel type is crucial against Slowking-Galar and Corviknight. Let's double-check the opponent's team again. Garchomp, Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar. If I bring Incineroar, Palafin, and Gholdengo: - Incineroar (Fire/Dark) - Palafin (Water) - Gholdengo (Steel/Ghost) This covers the bases well. Wait, what if they lead Garchomp? Incineroar Intimidates, then Parting Shot to Palafin. What if they lead Dragapult? Incineroar Fake Out, then Parting Shot. What if they lead Corviknight? Incineroar Fake Out, then Parting Shot. This seems like a good plan. * Incineroar: Intimidate, Fake Out, Parting Shot, Flare Blitz. * Palafin: Jet Punch, Wave Crash, Flip Turn, Close Combat. * Gholdengo: Make It Rain, Shadow Ball, Focus Blast, Trick. Wait, I should consider if Kingambit is better than Gholdengo. Kingambit is a monster in the end game. But Gholdengo's Scarf and Steel type are very useful. Let's stick with Gholdengo. Wait, let's reconsider Dragapult. Dragapult is incredibly fast. But Gholdengo's Make It Rain is a nuke. Let's go with Incineroar, Palafin, Gholdengo. Wait, let me think about the opponent's Gholdengo. My Gholdengo is Scarfed. My Gholdengo can outspeed and hit their Gholdengo with Shadow Ball. One more check: Palafin needs to switch out. Incineroar's Parting Shot is perfect for this. Final Team: Incineroar, Palafin, Gholdengo. Wait, let me check the opponent's team again. Garchomp, Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar. If I bring Incineroar, Palafin, and Gholdengo, I have a good balance. Let's try: BRING: incineroar, palafin, gholdengo. - Turn 1MiMo V2.6 Flash used
StealthrockTurn 1: Incineroar lead, Intimidate gave Garchomp -1 Atk. Plan holds: trade Garchomp's sash for Stealth Rock early. Survive one hit on sash, get rocks up, then get off one EQ before fainting. Rocks matter for Palafin/Dragapult switch-ins later. Keep Corviknight healthy for Palafin; Gholdengo handles Kingambit/Annihilape/Dragapult.
Reasoning trace (109 words)
Incineroar lead. Garchomp at -1 Atk. Stealth Rock is valuable. Earthquake at -1 vs Incineroar — likely does decent damage but Incineroar probably has a Fire move or Darkest Lariat. Sash lets us survive one hit. Set Stealth Rock early as planned — trade sash for rocks. Then Garchomp can attack next turn or go down. Actually, consider: Incineroar likely will use a Fire move (Flare Blitz) or knock off. With sash, we survive. Set rocks turn 1, then attack/earthquake turn 2 before dying. That gives rocks up for the rest of the game. Alternatively switch to Corviknight which walls Incineroar... but we want rocks. I'll go with stealthrock.
Gemma 4 31B usedFakeoutPlan: Use Fake Out to flinch Garchomp, then use Parting Shot on the next turn to lower its stats and pivot to Palafin. This allows Palafin to enter and then use Flip Turn to activate Zero to Hero while maintaining momentum.
Reasoning trace (356 words)
* My team: Incineroar (Intimidate, Sitrus Berry), Gholdengo (Choice Scarf, Mystic Water - wait, Gholdengo has Choice Scarf), Palafin (Mystic Water). * Opponent's team (3 of 6): Garchomp (active), Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar. * Current situation: Incineroar vs Garchomp. Garchomp is -1 Atk due to Intimidate. * Garchomp is fast and hits hard. * Incineroar has Fake Out, which is priority +3. * Fake Out will flinch Garchomp (100% chance if it hits and Incineroar is faster or has priority). * After Fake Out, I can use Parting Shot to lower Garchomp's stats further and switch to Palafin to activate Zero to Hero. * Fake Out: Guaranteed flinch (unless Garchomp has an ability/item that prevents it, which is unlikely for Garchomp). * Parting Shot: Lowers Atk/SpAtk and switches. * Will-O-Wisp: Burns Garchomp, making it less dangerous. * Switch to Palafin: Palafin is the best answer to Garchomp (Water/Fighting moves), but it needs to switch out first to get the Hero form. * Turn 1: Fake Out (flinch Garchomp). * Turn 2: Parting Shot (lower stats, switch to Palafin). * Turn 3: Palafin uses Flip Turn (damage, switch back to Incineroar or Gholdengo). * Turn 4: Palafin returns in Hero form. * If I use Fake Out, I stop Garchomp's attack this turn. * If I use Parting Shot immediately, Garchomp might attack first (it's faster) and deal significant damage. * If I use Will-O-Wisp, Garchomp might attack first. * Fake Out is the safest and most effective lead move here. * Opponent's Garchomp is -1 Atk. * Fake Out will flinch it. * Then I can pivot. * Wait, if I Fake Out, I can't Parting Shot on the same turn. * If I Fake Out, Garchomp flinches. * Next turn, I can Parting Shot or Will-O-Wisp. * Actually, the goal is to get Palafin in and out. * Fake Out -> Parting Shot -> Palafin -> Flip Turn -> (Something) -> Palafin (Hero). * Is there a better lead? * Palafin lead? No, needs to switch. * Gholdengo lead? No, Garchomp beats Gholdengo (Earthquake). * Fake Out is the standard play for Incineroar leads. - Turn 2Gemma 4 31B used
PartingshotPlan: Use Parting Shot to lower Garchomp's stats and pivot to Palafin. Palafin will then use Flip Turn to activate Zero to Hero and pivot back to Incineroar or Gholdengo.
Reasoning trace (354 words)
* My Incineroar is active. * Opponent's Garchomp is active. * Garchomp's Attack is already -1 from Intimidate. * I used Fake Out on Turn 1. * Garchomp is at 90% HP. * Incineroar is at 87.6% HP. * Garchomp is faster than Incineroar. * Garchomp is a Ground/Dragon type. * Incineroar's moves: Fake Out (used), Parting Shot, Flare Blitz, Will-O-Wisp. * Palafin is the goal for Zero to Hero. * Gholdengo is a Choice Scarf user. * Parting Shot: Lowers Atk and SpA, then switches. This is great for weakening Garchomp further and bringing in Palafin. * Will-O-Wisp: Burns Garchomp, cutting its Attack in half. This is also very strong. * Flare Blitz: Not very effective, recoil, doesn't help much. * Switching directly to Palafin: Garchomp might use Earthquake or Dragon Claw/Outrage. * If I use Parting Shot, Garchomp's Attack becomes -2 and SpA becomes -1. I can then bring in Palafin. * If I use Will-O-Wisp, Garchomp is burned. Then I can Parting Shot later or switch. * The plan from Turn 1 was: Fake Out -> Parting Shot -> Palafin. * Parting Shot is the most consistent way to maintain momentum and weaken the opponent. * Garchomp is likely to use Earthquake or a Dragon move. * Parting Shot allows me to bring in Palafin safely (though Palafin takes Ground damage, it's better than staying in with Incineroar if I want to activate Zero to Hero). * Wait, Palafin is Water type, so it's neutral to Ground. Incineroar is Fire/Dark, also neutral to Ground. * The goal is to get Palafin in and out. * Parting Shot is the move. It lowers Garchomp's stats and lets me bring in Palafin. * Palafin can then use Flip Turn to switch back out and activate Zero to Hero. * Garchomp's Attack is -1. Parting Shot makes it -2. * This significantly neuters Garchomp's physical threat. * <notes> Plan: Use Parting Shot to lower Garchomp's stats and pivot to Palafin. Palafin will then use Flip Turn to activate Zero to Hero and pivot back to Incineroar or Gholdengo. </notes> * <decision> MOVE: partingshot </decision>MiMo V2.6 Flash usedStealthrockSash already broken (Garchomp at 90% HP — sash needs full HP). At -1 Atk, EQ only does ~25-30% to Incineroar, no KO. Garchomp's main remaining value: set Stealth Rock before fainting. Rocks hurt Dragapult/Palafin switch-ins later. Take the hit, get rocks up, then Garchomp goes down and I get a free switch into Gholdengo or Corviknight.
Reasoning trace (238 words)
Garchomp at -1 Atk, sash intact (165/183 — not full HP, so sash won't activate!). Wait, sash requires full HP. Garchomp is at 165/183, so sash is broken already. Fake Out did 18 damage but Rough Skin... actually sash only works at full HP, so it's effectively useless now. Actually wait — sash: "If holder's HP is full". Garchomp at 90% means sash won't save it. So sash is gone. Options: set rocks anyway, or SD, or attack. Incineroar at 87%, EQ at -1 would do decent damage — maybe 40-50%? Super effective. Could KO? -1 Atk Garchomp EQ vs Incineroar (Def ~127 avg): 182*0.66=120 Atk, EQ = 120*100*1.5/def... roughly 80 damage base*... Let's compute: base 100 physical, attacker Atk 120 (at -1, effective), defender Def ~127. Damage≈ ((2*50/5+2)*100*120/127)/50 + 2 = (22*100*0.945)/50+2 ≈ (2079)/50+2 ≈ 43.6. ~44 damage, but Incineroar at 87% of ~186 = 162 HP, minus rough skin already. So EQ does ~26%. Not KO. Best play: set Stealth Rock or SD. Since sash is broken, Garchomp likely dies soon. Setting rocks is valuable. Or sack Garchomp to get a free switch. Actually the plan said trade sash for rocks — but sash already gone. Let's just set rocks while we can; Incineroar probably Flare Blitz or knock off. Rocks are useful for Palafin/Dragapult. Alternatively switch to Gholdengo to avoid losing Garchomp — but Garchomp at -1 isn't doing much anyway. I'll set Stealth Rock.
Gemma 4 31B switched toPalafinPlan: Pivot to Palafin now via Parting Shot. Next turn, use Flip Turn to activate Zero to Hero and pivot back to Incineroar or Gholdengo. Garchomp's Attack is currently -2, making it safer for Palafin to enter.
Reasoning trace (215 words)
* My Incineroar used Parting Shot, lowering Garchomp's Attack and Special Attack. * Garchomp set up Stealth Rock. * Now I need to pivot to Palafin to activate Zero to Hero. * Garchomp is active. * My current active Pokémon is Incineroar (but Parting Shot was used, so I'm switching). * Wait, the battle log says "Your Incineroar used Parting Shot", and the "YOUR POKÉMON NOW" section still lists Incineroar as active. This means the switch is happening *now* as part of the Parting Shot's effect. * Wait, in Pokémon Showdown, Parting Shot's switch happens *after* the move is executed. The "LEGAL ACTIONS" are the choices for the switch. * Palafin is the target. * Palafin will enter, then use Flip Turn to pivot back and activate Zero to Hero. * Garchomp is currently at -2 Attack and -1 Special Attack. * Garchomp is a Ground type. Palafin is Water. * Palafin's Flip Turn will deal damage and then switch Palafin out. * Garchomp might use Earthquake or Dragon Claw/Outrage. * Since Garchomp's attack is lowered, Palafin should be able to take a hit. * Switch to Palafin. * Next turn: Flip Turn. * Then pivot back to Incineroar or Gholdengo. * The legal actions are `SWITCH: palafin` and `SWITCH: gholdengo`. * I want Palafin. - Turn 3MiMo V2.6 Flash switched to
CorviknightPalafin is still in Zero Form (weak); it may Flip Turn to pivot into Hero Form. Garchomp is at -2 Atk and nearly useless offensively. Switch Corviknight in to tank Palafin's hit and keep it healthy as my Palafin check. If Palafin Flip Turns out, note the incoming mon and Corviknight can U-turn for momentum.
Reasoning trace (142 words)
Palafin in Zero Form currently — it needs to switch out to become Hero Form. If it attacks now, it's weak (Zero Form). It likely will attack with Wave Crash or Flip Turn. Actually Palafin might use Flip Turn to pivot and get Hero Form. Garchomp at -2 Atk. EQ at -2 vs Palafin... weak. Corviknight walls Palafin (Water vs Steel/Flying — neutral, but Corviknight is bulky). Actually Water is neutral against Corviknight (Flying resists? No, Flying is not resistant to Water. Water hits Steel for neutral, Flying neutral... actually Steel resists Water? No. Water is neutral against Steel/Flying). Corviknight has high Def, Palafin physical. Corviknight can take hits and Roost/Body Press. Best: switch to Corviknight. Palafin in Zero Form is weak. If it Flip Turns, it goes Hero Form and brings in something. Corviknight is fine against most. Switch to Corviknight.
Gemma 4 31B usedFlipturnPlan: Use Flip Turn to deal damage and activate Palafin's Zero to Hero ability. Garchomp's Attack is currently -2, minimizing the risk of taking a heavy hit before pivoting. After switching, Palafin will be in Hero Form for later use.
Reasoning trace (304 words)
* My Palafin is in Zero Form. * Opponent's Garchomp is active, with -2 Attack and -1 SpA. * I need to switch Palafin out to activate Zero to Hero. * `flipturn` is the best way to do this, as it deals damage and switches Palafin out. * Garchomp is Dragon/Ground, so Water moves are super effective. * Rough Skin will deal some damage to Palafin, but that's acceptable. * After `flipturn`, Palafin will enter Hero Form. * Garchomp's speed range is 109-169. Palafin's speed is 122. * If Garchomp is faster, it might attack first. However, with -2 Attack, its damage output is significantly reduced. * If Palafin is faster, it hits first and pivots. * `flipturn` is the priority to get Hero Form. * Who to switch into? The game handles the switch automatically after `flipturn` if I don't specify, but in Showdown, `flipturn` just triggers the switch. Wait, in the "LEGAL ACTIONS" list, `flipturn` is listed as a move. In Showdown, when you use `flipturn`, you then choose the Pokémon to switch to *after* the move executes. * Wait, looking at the legal actions: `MOVE: flipturn`. * The goal is to get Palafin into Hero Form. * Garchomp is -2 Atk. It's not a huge threat right now. * `flipturn` is the optimal play. * Plan: Use `flipturn` to activate Zero to Hero and pivot. * Next turn: Palafin will be in Hero Form. I'll likely pivot back to Palafin later or use Gholdengo/Incineroar to manage the remaining threats. * Wait, if I use `flipturn`, I'll be prompted to switch. I'll probably switch to Incineroar or Gholdengo depending on what the opponent does. * Let's double-check the speed. Palafin (122) vs Garchomp (109-169). If Garchomp is max speed, it's faster. If it's not, Palafin is faster. Regardless, `flipturn` is the move.Gemma 4 31B switched toIncineroarPalafin has successfully activated Zero to Hero via Flip Turn. Corviknight is now active and is weak to Fire. Incineroar is the best switch-in to pressure Corviknight with Flare Blitz or Will-O-Wisp.
Reasoning trace (294 words)
* My Palafin used Flip Turn on Corviknight. * Palafin has now switched out, activating Zero to Hero. * The opponent switched in Corviknight (or Corviknight was already there, but the log says "Opposing Corviknight came in" on Turn 3, and Palafin used Flip Turn). * Wait, the log says: - Turn 3: Opposing Corviknight came in. - Your Palafin used Flip Turn. - Opposing Corviknight is at 82%. * Since Palafin used Flip Turn, it must now be replaced by one of my other Pokémon. * Opponent: Corviknight (Flying/Steel). * My options: Incineroar (Fire/Dark) or Gholdengo (Steel/Ghost). * Corviknight is weak to Fire and Electric. Incineroar is a Fire-type and can threaten Corviknight with Flare Blitz. * Gholdengo is not particularly effective against Corviknight. * Incineroar is the best switch-in for Corviknight. * Incineroar can use Flare Blitz or Will-O-Wisp. * Corviknight often carries Roost, Defog, Brave Bird, and U-turn/Iron Head. * Palafin is now in Hero Form. * Garchomp is at -2 Attack (from Intimidate and Parting Shot). * Stealth Rock is on my side. * Switch to Incineroar to pressure Corviknight. * Wait, the legal actions are: 1. SWITCH: incineroar 2. SWITCH: gholdengo * Since Palafin used Flip Turn, I *must* choose who comes in. * Corviknight is a wall. Incineroar's Fire typing is a huge advantage. * If I switch to Gholdengo, Corviknight might just U-turn out or use Roost. * Incineroar can force Corviknight out or chip it down. * Wait, let's double-check the turn sequence. * Turn 3: - Opposing Corviknight came in. - Your Palafin used Flip Turn. - Opposing Corviknight is at 82%. * The turn is not over yet because Flip Turn requires a switch-in. The "LEGAL ACTIONS" are the switch-ins. * Switch to Incineroar. - Turn 4MiMo V2.6 Flash used
BodypressTurn 4: Corviknight walls Incineroar (resists Fire, Mirror Armor blocks Intimidate). Body Press is super effective and Incineroar is at 62%; even if it pivots, damage is fine. If it Parting Shots, Mirror Armor reflects drops back. Keep Gholdengo healthy for Kingambit/Annihilape/Dragapult, Garchomp as late-game revenge. Watch for Palafin Hero Form.
Reasoning trace (235 words)
Corviknight vs Incineroar. Body Press is super effective on Incineroar (Fighting vs Dark). Incineroar at 62%. Incineroar might Flare Blitz or U-turn, or Parting Shot out. If it switches to Palafin, Body Press does decent damage but Palafin resists? Fighting vs Water — neutral.Body Press hits Incineroar super effective. If Incineroar stays, it might Flare Blitz — Corviknight resists Fire (4x? No, Steel/Flying resists Fire 2x... actually Fire hits Steel 0.5x, Flying neutral → 0.5x). So Corviknight tanks Fire easily. Body Press is good. Alternatively U-turn for momentum. But Body Press super effective and likely KO range? Incineroar at 62%, Body Press from172 Def... Corviknight's Body Press at Def 172, super effective. Probably does50-60%. Might not KO but good. Risk: Incineroar Parting Shot again, lowering Corviknight's stats but Mirror Armor reflects back to Incineroar. That's fine. U-turn gives momentum to bring in Gholdengo safely. But Body Press pressure seems better. Let's Body Press. Actually if Incineroar pivots out to Palafin, Body Press on Palafin neutral ~ decent. If Kingambit comes in, Body Press is resisted (Dark/Steel resists... Fighting vs Steel0.5x, vs Dark 1x → 0.5x). Hmm. But Incineroar likely stays or Parting Shots. U-turn is safer for momentum — but if I U-turn out, I get to choose matchup. Gholdengo vs Incineroar? Incineroar Dark-type threatens with Knock Off/Flare Blitz. Gholdengo good as gold blocks status. I'll go Body Press — damage now while super effective.
Gemma 4 31B usedFlareblitzCorviknight is active and weak to Fire. Although Incineroar's Attack was lowered by Mirror Armor, Flare Blitz remains the strongest option to pressure or remove Corviknight. I will use Flare Blitz to deal significant damage and force a switch or a knockout.
Reasoning trace (809 words)
* My active Pokémon: Incineroar (62.9% HP, Atk -1). * Opponent's active Pokémon: Corviknight (82% HP). * Opponent's team: Garchomp (90%), Corviknight (82%), and one more (Kingambit, Gholdengo, Dragapult, or Slowking-Galar). * My team: Incineroar, Gholdengo (Choice Scarf), Palafin-Hero (Mystic Water). * Field: Stealth Rock on my side. * Current situation: Incineroar is out. Corviknight is a Flying/Steel type, weak to Fire. Incineroar has Flare Blitz. * Incineroar's stats: Atk -1 (due to Mirror Armor reflecting Intimidate). * Corviknight is a wall, often used for Defog or pivoting (U-turn). * Incineroar's Flare Blitz is super effective. * Will-O-Wisp is useful, but Corviknight is already physically defensive. * Parting Shot would reflect back to Incineroar due to Mirror Armor (lowering Incineroar's stats further). * Fake Out is available (first turn on field), but not very effective. * Flare Blitz is the strongest move here. Even with -1 Atk, it's a super effective hit on Corviknight. * If Corviknight uses U-turn, I can pivot again. * If I use Flare Blitz, I deal significant damage. * Corviknight is likely to U-turn or use Roost/Iron Head/Brave Bird. * If I use Flare Blitz, I put heavy pressure on it. * If I use Will-O-Wisp, I might burn it, but Flare Blitz is more immediate pressure. * Wait, Incineroar's Atk is -1. Flare Blitz is still the best bet. * Wait, I just switched Incineroar in. I can use Fake Out to guarantee a turn of free action or damage, but Flare Blitz is the primary goal. * Actually, Fake Out is not very effective. Flare Blitz is the way to go. * Wait, let's check the speed. Incineroar (82) vs Corviknight (78-130). It's a toss-up. * If I use Flare Blitz, I might get hit first. * If I use Fake Out, I flinch it (priority +3). Then I can use Flare Blitz next turn. * However, Fake Out does very little damage to Corviknight. * Is it better to Fake Out then Flare Blitz, or just Flare Blitz? * If I Flare Blitz now, I might take a hit (Brave Bird or Iron Head). * If I Fake Out, I stop its move for one turn. * But Corviknight is slow usually. * Let's consider the opponent's likely moves. Corviknight often carries Roost, Brave Bird, Iron Head, and U-turn. * If I use Flare Blitz, I deal heavy damage. * If I use Fake Out, I waste a turn of damage but prevent a hit. * Given Incineroar's HP (62.9%), I can afford a hit. * Wait, I have Gholdengo with Choice Scarf. If Corviknight U-turns, I can bring in Gholdengo or Palafin. * Actually, Flare Blitz is the most direct way to remove Corviknight. * Let's double-check the Mirror Armor effect. Intimidate was reflected, so Incineroar is -1 Atk. * Flare Blitz is still super effective. * Plan: Use Flare Blitz to damage Corviknight. If it switches or U-turns, I adapt. * Wait, is there any reason to use Will-O-Wisp? Corviknight is a physical attacker usually. Burning it would be great. But Flare Blitz is the main threat. * Let's go with Flare Blitz. * Wait, I just noticed I have Fake Out available. If I Fake Out, I can then use Flare Blitz. But Fake Out is "not very effective". * Actually, the most efficient way to deal with Corviknight is just to hit it with Fire. * Let's re-evaluate: - Flare Blitz: High damage, recoil. - Will-O-Wisp: Burn, 85% accuracy. - Fake Out: Flinch, low damage. - Parting Shot: Reflects stats (bad). * Flare Blitz is the best offensive option. * Wait, if Corviknight is holding Heavy-Duty Boots, it doesn't matter. If it's holding Leftovers, it'll recover. * If I use Flare Blitz, I'm putting it in range of being knocked out or forced to switch. * Let's check the notes. Turn 3 notes said: "Incineroar is the best switch-in to pressure Corviknight with Flare Blitz or Will-O-Wisp." * I'll go with Flare Blitz. * Wait, one more thing. If I use Flare Blitz and it's a U-turn, I've dealt damage and the opponent switches. If I use Fake Out, I've prevented the U-turn for one turn. * But Corviknight is usually slow. If I'm faster, I hit it before it U-turns. If it's faster, it U-turns before I hit. * Fake Out guarantees the flinch. * But Flare Blitz is the goal. * Let's use Flare Blitz. * Wait, I just realized I'm at -1 Atk. Flare Blitz's power is 120. Super effective (2x). * 120 * 2 * 0.5 (Atk -1) = 120. Still strong. * Let's go. * Wait, I should consider if the opponent expects Flare Blitz and switches. If they switch to Garchomp or Slowking, Flare Blitz is less effective. * But Corviknight is the one currently active. * Final decision: Flare Blitz. - Turn 5MiMo V2.6 Flash used
BodypressTurn 5: Incineroar at 22%, Body Press KOs it. If it stays in and Flare Blasts first, Mirror Armor already put it at -1 Atk so Corviknight survives. If it pivots to Palafin, Body Press still does solid damage. Keep Gholdengo healthy for Kingambit/Annihilape/Dragapult. Garchomp saved as late-game revenge with sash intact.
Reasoning trace (126 words)
Incineroar at 22%, Corviknight at 44%. Body Press should KO Incineroar. But if Incineroar is faster and uses Flare Blitz, Corviknight takes more damage. Corviknight at 91 HP, Flare Blitz did ~114 damage before (205→91), but Incineroar is at -1 Atk now... wait, Mirror Armor reflected Intimidate back, so Incineroar is at -1 Atk. Flare Blitz would do less. Also recoil. Actually, if Incineroar is faster, it could Flare Blitz and potentially KO Corviknight or heavily damage it. But Corviknight survives at -1 Atk Flare Blitz probably. Body Press KOs Incineroar at 22%. Let's just Body Press. If Incineroar switches out to Palafin, Body Press does decent damage. Palafin at 87% - Body Press from Corviknight's high Def would do significant damage. Body Press seems safe.
Gemma 4 31B usedFlareblitzCorviknight is at 44% HP. On Turn 4, Incineroar's Flare Blitz (at -1 Atk) dealt approximately 56% damage. Since neither Pokémon's stats have changed, another Flare Blitz is guaranteed to knock out Corviknight, provided Incineroar moves first. This is crucial as Corviknight otherwise walls the rest of my team.
Reasoning trace (1,847 words)
* My Incineroar is at 45/202 HP (22.3%) and has -1 Attack. * Opposing Corviknight is at 44% HP. * Corviknight's item was a Lum Berry (used on Turn 4). * Corviknight knows Body Press. * My Palafin-Hero is healthy (87.9% HP). * My Gholdengo is healthy (100% HP). * Incineroar is very low on HP. Another Body Press or any decent hit will likely knock it out. * Corviknight is at 44%. A Flare Blitz from Incineroar (even at -1 Atk) might not be enough to KO, but it's the strongest attack. * Wait, let's check the damage: Incineroar's Atk is 135, Corviknight's Def is 112-172. Flare Blitz is 120 BP, super effective (x2). * If I use Flare Blitz again, I'll take recoil damage. 45 HP - 33% of 120 BP damage? No, recoil is 33% of the *damage dealt*. * If Flare Blitz deals, say, 50% of Corviknight's HP, the recoil would be around 15-20% of Incineroar's max HP. 45 - 40 = 5 HP. It's risky. * If I use Parting Shot, I lower Corviknight's stats and switch to a safer Pokémon (Palafin or Gholdengo). * However, Corviknight's Mirror Armor reflects stat drops. If I use Parting Shot, *my* Pokémon's Atk and SpA will be lowered. * Wait, Mirror Armor: "If this Pokemon's stat stages would be lowered, the attacker's are lowered instead." * So Parting Shot would lower Incineroar's Atk and SpA, and then Incineroar switches out. This is actually beneficial because Incineroar is leaving anyway, and it doesn't hurt the incoming Pokémon. * If I switch to Palafin-Hero, Corviknight might use Body Press (not very effective on Water) or something else. * If I switch to Gholdengo, Corviknight might use Body Press (not very effective on Ghost). * Corviknight is at 44%. * If I use Flare Blitz, will it KO? * Incineroar Atk: 135 (at -1, it's ~101). * Corviknight Def: 112-172. * Damage = ((2 * 50 + 101) * 120 * 2 / 150) / (Def/2 + 2) ... roughly. * Let's estimate: 120 BP * 2 (SE) * 0.66 (stat drop) = 160 effective BP. * Against 140 Def, that's roughly 40-50% damage. * Corviknight is at 44%. It's a coin flip or slightly under. * If I use Parting Shot, I get a safe switch. * If I switch directly, I risk a hit. * Incineroar is almost dead. Using it as a pivot is the most valuable play here. * Parting Shot allows me to bring in Palafin-Hero or Gholdengo safely. * Since Corviknight is a physical wall, Palafin-Hero's Jet Punch or Wave Crash might not do massive damage, but Gholdengo's Make It Rain is super effective. * Wait, Gholdengo's Make It Rain is Steel, and Corviknight is Steel/Flying. Steel is not super effective against Steel. * Actually, Palafin-Hero is the best bet to put pressure on Corviknight if I can't KO it with Incineroar. But wait, Corviknight resists Water. * Wait, Corviknight is Steel/Flying. * Weaknesses: Fire, Electric. * My team: Incineroar (Fire), Palafin (Water), Gholdengo (Steel/Ghost). * Only Incineroar can hit Corviknight for super effective damage. * If Incineroar goes down, Corviknight becomes a huge problem for the rest of my team (it walls Palafin and Gholdengo). * If I use Flare Blitz and it doesn't KO, I'm at very low HP and Corviknight is still there. * If I use Parting Shot, I save Incineroar for later (though it's at 22% HP, so not much later). * Wait, if I use Flare Blitz and it doesn't KO, I can't really do anything else. * Let's look at the HP again. Corviknight 44%. Incineroar 22%. * If I use Flare Blitz, I might KO it. If I don't, I'm likely dead. * If I use Parting Shot, I pivot. * Is there any other move? Will-O-Wisp? Corviknight just used Lum Berry. Using Will-O-Wisp now is useless. * If I can't KO Corviknight now, I'll never KO it. * Let's try to KO it. Flare Blitz is the only way. * Wait, let's re-calculate. Incineroar Atk 135. Corviknight Def 112-172. * At -1 Atk, Incineroar's attack is 101. * Damage = ( (2*50 + 101) * 120 * 2 / 150 ) / ( (140/2 + 2) ) = (201 * 1.6) / 72 = 321 / 72 = 4.4... wait, the formula is different. * Standard formula: Damage = (((2 * Level / 5 + 2) * Power * Atk / Def) / 50 + 2) * Modifier. * Damage = (((2 * 50 / 5 + 2) * 120 * 101 / 140) / 50 + 2) * 2 = (((22 * 120 * 101 / 140) / 50 + 2) * 2) = (((26640 / 140) / 50 + 2) * 2) = ((190 / 50 + 2) * 2) = (3.8 + 2) * 2 = 11.6... no, that's not right. * Let's use a simpler estimate: 120 BP, super effective, -1 Atk. Against a bulky Corviknight, it's likely to do 40-60%. * Corviknight is at 44%. It's very possible to KO. * If I use Flare Blitz and it doesn't KO, I'm at ~5-10% HP. * If I use Parting Shot, I pivot to Palafin or Gholdengo. * But if Corviknight stays healthy, it can wall my entire team. * The only way to remove Corviknight is Incineroar. * If I pivot now, I'm just delaying the inevitable and potentially losing Incineroar anyway if I have to switch back in. * Wait, if I use Parting Shot, I can bring in Palafin, then if Corviknight switches, I can bring Incineroar back. But Corviknight is already at 44%. It's not going to switch unless it's forced. * Let's try Flare Blitz. If it KOs, great. If it doesn't, I've tried my best to remove the biggest threat to my team. * Wait, what if I use Parting Shot to bring in Gholdengo? Gholdengo can't do much to Corviknight. * What if I bring in Palafin? Palafin can't do much to Corviknight. * The only viable move to actually *win* this matchup is to remove Corviknight. Flare Blitz is the only way. * Wait, let me double-check the Mirror Armor effect. * "If this Pokemon's stat stages would be lowered, the attacker's are lowered instead." * If I use Parting Shot, Incineroar's Atk and SpA will be lowered. This doesn't matter since Incineroar is switching out. * But it doesn't help me kill Corviknight. * Let's go for the KO. * Wait, one more thing. Corviknight's speed is 78-130. Incineroar is 82. * If Corviknight is faster, it might use Body Press and KO Incineroar before it can move. * If I use Parting Shot, I'm gambling on the same speed check. * If I switch, I'm gambling on the same speed check. * So I might as well go for the attack. * Wait, if I use Flare Blitz and it doesn't KO, and I survive (due to recoil), I'm still in a bad spot. * But if I use Parting Shot, I'm just pivoting. * Let's consider the opponent's perspective. They have Garchomp, Corviknight, and one more. * If I remove Corviknight, I've removed their best switch-in to Palafin. * If I don't remove Corviknight, Palafin is useless. * Decision: MOVE: flareblitz. * Wait, let me re-read the HP. Incineroar 45/202. Corviknight 44%. * If Flare Blitz does 45% damage, the recoil is 33% of that. * 44% of Corviknight's HP (approx 200) is 88. * 33% of 88 is 29. * 45 - 29 = 16 HP. * Incineroar survives the recoil. * So the only risk is if Corviknight is faster and uses Body Press. * If Corviknight is faster, it KOs Incineroar regardless of whether I use Flare Blitz or Parting Shot. * If Incineroar is faster, Flare Blitz is the best move to try and get the KO. * Wait, what if I use Parting Shot to bring in Palafin, and then if Corviknight attacks, Palafin takes the hit? * That's safer. But then Corviknight is still at 44%. * If I use Flare Blitz and KO Corviknight, I've made a huge gain. * Let's go for the KO. * Wait, let me check the stats again. * Incineroar Atk 135, Corviknight Def 112-172. * At -1 Atk, Incineroar's attack is 101. * If Corviknight has 172 Def, Flare Blitz (120 BP * 2) might not KO. * If Corviknight has 112 Def, it definitely KOs. * It's a gamble, but it's the only way to remove Corviknight. * Wait, I just noticed: "Your Incineroar: atk -1" from Turn 3. * And "Opposing Corviknight's ability: Mirror Armor". * So Incineroar is already at -1. * If I use Flare Blitz, I'm attacking with -1. * Let's do it. * Wait, one last thought. If I use Parting Shot, I can bring in Palafin. If Corviknight uses Body Press, Palafin takes it. Then I can use Flip Turn to bring back Incineroar (if it's still alive) or Gholdengo. * But Incineroar is at 22%. It's not a great pivot. * The most aggressive and potentially rewarding play is Flare Blitz. * Let's double-check the legal actions. * 1. MOVE: partingshot * 2. MOVE: flareblitz * 3. MOVE: willowisp * 4. SWITCH: palafinhero * 5. SWITCH: gholdengo * I'll choose Flare Blitz. * Wait, I just realized something. If I use Parting Shot, I can bring in Gholdengo. Gholdengo is a great check to some of the other possible Pokémon (like Kingambit or another Gholdengo). * But Corviknight is the immediate problem. * Let's stick with Flare Blitz. * Wait, let me re-calculate the damage one more time. * Incineroar Atk 135. -1 Atk = 101. * Corviknight Def 112-172. * Flare Blitz 120 BP. * Damage = ( (2*50 + 101) * 120 * 2 / 150 ) / ( (140/2 + 2) ) ... no, that's not the formula. * Let's use the simplified: (Atk/Def) * BP * Modifier. * (101/140) * 120 * 2 = 0.72 * 240 = 172. * Corviknight's HP is around 180-200. * 172 / 200 = 86%. * Wait, if it does 86% damage, it would have already KO'd Corviknight on Turn 4! * Turn 4: "Opposing Corviknight is at 44%". * So Flare Blitz did about 56% damage on Turn 4. * On Turn 4, Incineroar's Atk was also -1. * So if it did 56% last time, it will do 56% again. * Corviknight is at 44%. * 56% > 44%. * It should KO! * Wait, let me re-read Turn 4. * "Your Incineroar used Flare Blitz... Opposing Corviknight is at 44%". * Yes, it did 56% damage. * So if I use it again, it will definitely KO Corviknight. * This is a guaranteed KO (unless Corviknight is faster and KOs Incineroar first). * Let's go! * Wait, one more check. Did Corviknight's Def change? No. Did Incineroar's Atk change? No. * So the damage will be the same. * Flare Blitz is the way.Gemma 4 31B switched toPalafinIncineroar fainted. Corviknight is at 44%. Palafin-Hero is the best switch-in to pressure Corviknight with Wave Crash or Jet Punch. Gholdengo is not an effective attacker against Corviknight. I will switch to Palafin-Hero to maintain offensive pressure and potentially remove Corviknight.
Reasoning trace (288 words)
* My Incineroar fainted. * Opponent's Corviknight is at 44% HP. * My remaining Pokémon: Gholdengo (100% HP, Choice Scarf) and Palafin-Hero (87.9% HP, Mystic Water). * Opponent's team: Corviknight (active), Garchomp (90% HP), and one more (Kingambit, Gholdengo, Dragapult, or Slowking-Galar). * Corviknight is Flying/Steel. * Palafin-Hero is Water. Water moves are neutral. Close Combat is resisted (Flying). * Gholdengo is Steel/Ghost. Steel moves are resisted. Shadow Ball is neutral. Focus Blast is resisted. * Palafin-Hero is the best option here. It can deal significant damage with Wave Crash or Jet Punch. * Gholdengo is not a good switch-in against Corviknight (no strong moves, and Corviknight might have moves like Brave Bird or Iron Head). * Corviknight is at 44%. * Palafin-Hero's Wave Crash (Mystic Water) will likely OHKO or 2HKO Corviknight. * Jet Punch is a priority move and can chip it down or finish it. * If I switch to Palafin-Hero, Corviknight might switch out to Garchomp or the unknown 3rd Pokémon. * If Corviknight stays in, Palafin-Hero can potentially KO it. * Gholdengo is my fastest Pokémon (Choice Scarf), but it doesn't hit Corviknight hard. * Palafin-Hero is the strongest answer to Corviknight. * Switching to Palafin-Hero is the most logical move. * Palafin-Hero (Water) vs Corviknight (Flying/Steel). * Wave Crash: 120 BP * 1.2 (Mystic Water) = 144 BP. * Corviknight's Def is high, but 44% is low. * Jet Punch: 60 BP * 1.2 (Mystic Water) = 72 BP. * Wait, Corviknight is Flying/Steel. Water is neutral. * Palafin-Hero's Wave Crash is very strong. * Switch to Palafin-Hero. * Opponent's team: Garchomp, Corviknight, and one more. * My team: Gholdengo, Palafin-Hero. * Corviknight is at 44%. * Palafin-Hero is the best switch-in. - Turn 6MiMo V2.6 Flash switched to
GholdengoTurn 6: Palafin Hero Form at 75%, hits extremely hard; Corviknight at 44% risks dying to Jet Punch/Water move (neutral). Switch Gholdengo in to tank the hit and threaten back with Shadow Ball/Nasty Plot. Keep Corviknight alive for late-game pivot/roost. Garchomp saved with sash intact as revenge. Last unrevealed foe mon unknown.
Reasoning trace (140 words)
Palafin Hero Form hits hard. Corviknight at 44% - likely dies to Wave Crash/Jet Punch. Palafin revealed only flipturn but Hero form has huge attack. Corviknight resists... Water? No, Water hits neutral on Steel/Flying. Actually Water is neutral vs Steel/Flying? Steel resists nothing from water... Water is not very effective vs Water, Grass, Dragon. Steel resists... Steel resists many but not water. So neutral. Jet Punch priority would kill. Switch Gholdengo: takes Water hit neutrally, resists? Gholdengo Steel/Ghost — Water neutral. But Gholdengo can threaten with nastyplot/shadowball. U-turn gives momentum and damage but Corviknight may die to Jet Punch. Switch to gholdengo seems best to keep Corviknight alive for later. Or Garchomp with sash — but sash could be preserved. Palafin likely uses Jet Punch or Wave Crash. Gholdengo at full HP can take a hit. I'll switch to gholdengo.
Gemma 4 31B usedWavecrashCorviknight is at 44% HP. Palafin-Hero is the best attacker available. Wave Crash, despite the Steel-type resistance, is the strongest move to secure a knockout or leave Corviknight with minimal HP. I will prioritize removing Corviknight to prevent it from walling the rest of my team.
Reasoning trace (889 words)
* My Palafin-Hero is active (157/207 HP). * Opponent's Corviknight is active (44% HP). * Incineroar is fainted. * Gholdengo is available (100% HP, Choice Scarf). * Opponent's Garchomp is at 90% HP. * Stealth Rocks are on my side. * Corviknight is Flying/Steel. * Palafin-Hero's moves: * Jet Punch (Water, Physical, 60 BP, Priority +1) * Wave Crash (Water, Physical, 120 BP, Recoil) * Flip Turn (Water, Physical, 60 BP, Switches out) * Close Combat (Fighting, Physical, 120 BP) - Not very effective against Flying. * Corviknight is at 44%. * Jet Punch: 60 BP * 1.2 (Mystic Water) * 0.5 (Resist) = 36 effective BP. * Wave Crash: 120 BP * 1.2 (Mystic Water) * 0.5 (Resist) = 72 effective BP. * Corviknight's bulk is high. Let's estimate: * Palafin-Hero Atk: 233. * Corviknight Def: 112-172. * Wave Crash damage: ( ( (2 * 233 / 150) + 2 ) * 72 * 233 / 150 / 130 ) ... wait, the formula is simpler. * Roughly: (120 * 1.2 * 0.5) * (233 / 140) ≈ 72 * 1.66 ≈ 120 damage relative to a standard defense. * Corviknight's HP is 173-205. 44% of 200 is 88. * Wave Crash will likely knock out Corviknight or leave it very low. * Jet Punch will do some damage but likely not KO. * Corviknight is at 44%. * If I use Wave Crash, I might KO it. * If I use Jet Punch, I guarantee the hit first (priority), but it might not KO. * If I use Flip Turn, I do some damage and switch to Gholdengo, but Corviknight is already low. * Corviknight's moves: Body Press (Fighting). Palafin-Hero has decent defense (117). * Corviknight is a wall. Getting it out of the way is priority. * Wave Crash is the most powerful water move and should be enough to finish Corviknight. * Jet Punch is safer if Corviknight is faster (though Palafin-Hero is generally faster than Corviknight unless Corviknight is max speed). * Wait, Corviknight's speed range is 78-130. Palafin-Hero is 122. It's possible Corviknight is faster, but unlikely to be significantly so. * Wave Crash: High damage, recoil. * Jet Punch: Priority, lower damage. * Since Corviknight is at 44%, Wave Crash is the most likely to secure the KO. * If I KO Corviknight, I'm in a better position. * If I use Jet Punch and it doesn't KO, Corviknight might use Body Press or switch. * Wave Crash is the strongest bet to remove the threat. * Palafin-Hero (Water) vs Corviknight (Flying/Steel). * Water is neutral (Steel resists, Flying is neutral). Wait, Steel resists Water. * Steel: 0.5x Water. * Flying: 1x Water. * Total: 0.5x. * So Wave Crash is 120 * 1.2 * 0.5 = 72 BP. * Jet Punch is 60 * 1.2 * 0.5 = 36 BP. * Corviknight's HP is 44%. * Wave Crash is the best option to try for the KO. * Wait, is there any other move? Close Combat is 120 * 0.5 (Flying) = 60 BP. * Wave Crash (72 BP) is better than Close Combat (60 BP). * Let's double check the damage. * Palafin-Hero Atk 233. * Corviknight Def (approx 140). * Damage = ( ( (2 * 233 / 150) + 2 ) * 72 * 233 / 150 / 140 ) ... no, that's not the right formula. * Standard formula: ( ( (2 * Atk / Def) + 2 ) * BP * Modifier / 50 ) / 2. * ( ( (2 * 233 / 140) + 2 ) * 72 / 50 ) / 2 = ( (3.32 + 2) * 1.44 ) / 2 = (5.32 * 1.44) / 2 = 7.66 / 2 = 3.83. * Wait, that's not right. Let's use a simpler estimate. * Wave Crash (120) * 1.2 (Mystic Water) * 0.5 (Resist) = 72. * Palafin-Hero's attack is massive (233). * Corviknight's defense is high (112-172). * Even with the resistance, Wave Crash should do significant damage. 44% is low enough that Wave Crash has a high chance of KOing or leaving it in range for Jet Punch. * If I use Wave Crash and it doesn't KO, I've dealt maximum damage. * If I use Jet Punch, I might not do enough damage to matter. * If I use Flip Turn, I'm just delaying. * Wave Crash is the best offensive move here. * Wait, let me re-evaluate the speed. Palafin-Hero (122) vs Corviknight (78-130). * If Corviknight is faster, it might use Body Press. * Palafin-Hero's Def is 117. Body Press uses Def. Corviknight's Def is 112-172. * Body Press damage: ( ( (2 * Def_Corvi / Def_Palafin) + 2 ) * 80 / 50 ) / 2. * ( ( (2 * 140 / 117) + 2 ) * 1.6 ) / 2 = ( (2.39 + 2) * 1.6 ) / 2 = 3.5. * It will hurt, but Palafin-Hero has 157 HP. It won't KO. * Therefore, Wave Crash is the best play to remove Corviknight. * Wait, let's check if Jet Punch would KO. * Jet Punch (36 BP) is half of Wave Crash (72 BP). * If Wave Crash is likely to KO, Jet Punch is unlikely to KO. * Decision: Wave Crash. - Turn 7Gemma 4 31B used
JetpunchOpposing Gholdengo is at 11% HP. Jet Punch is a priority move that will guarantee a knockout regardless of speed. This removes one of the opponent's Pokémon and keeps Palafin-Hero healthy by avoiding Wave Crash recoil.
Reasoning trace (176 words)
* My Palafin-Hero is active (100/207 HP). * Opposing Gholdengo is active (11% HP). * Opposing Garchomp (90% HP) and Corviknight (44% HP) are the other teammates. * Palafin-Hero's speed (122) vs Gholdengo's speed (93-149). * Gholdengo is at 11% HP. * Jet Punch: Priority +1, Water-type. Guaranteed to hit first. * Wave Crash: High damage, recoil. * Flip Turn: Damage and switch. * Close Combat: Fighting-type (ineffective against Ghost). * Gholdengo is at 11%. Jet Punch is a priority move and will definitely knock it out. * Wave Crash would also knock it out but causes recoil and might be slower than Gholdengo (though unlikely to matter since Gholdengo is so low). * Jet Punch is the safest and most efficient way to remove Gholdengo. * Opponent's team: Garchomp, Corviknight, Gholdengo. * My team: Palafin-Hero, Gholdengo (Choice Scarf). * Gholdengo is almost gone. Corviknight is at 44%. Garchomp is at 90%. * Palafin-Hero is a strong threat to Garchomp and Corviknight. * Jet Punch is the best move to secure the KO on Gholdengo immediately.MiMo V2.6 Flash switched toGarchompGholdengo at 22 HP is dead to any hit from faster Palafin; don't waste it attacking into priority (Jet Punch possible). Switch Garchomp in — sash intact, Dragon resists Water so Wave Crash is ~0.5x, Rough Skin + recoil punish Palafin further. Garchomp then threatens EQ/Scaleshot. Keep Gholdengo for a later free switch if possible; Corviknight at 44% too weakened to take Hero Palafin hits. Foe's last unrevealed mon still unknown.
Reasoning trace (352 words)
Gholdengo at 22 HP, Palafin Hero faster. Any attack KOs Gholdengo. Palafin likely uses Jet Punch (priority) or Wave Crash. We can't save Gholdengo easily — it will die to any attack unless we switch. Options: switch to Garchomp (sash intact, 90%) — takes Water hit; Palafin's Wave Crash vs Garchomp: Garchomp is Dragon/Ground, Water is neutral? Dragon resists Water... actually Dragon resists Fire, Water, Grass, Electric. Ground takes Water neutral. So Water is 0.5x. Garchomp at 165/183 takes it fine. Rough Skin + recoil from Wave Crash whittles Palafin. But opponent could also switch out Palafin (Flip Turn or hard switch). Palafin needs to stay in Hero form though — switching out reverts to Zero form but that's fine, it can come back. If we switch to Garchomp, Palafin's Wave Crash does ~40% maybe, Garchomp survives, and sash intact. Then Garchomp can EQ/Scalds. Palafin at 48%, recoil further. Alternatively sacrifice Gholdengo and get free switch. But Gholdengo with Shadow Ball could do damage... but it dies first anyway. Recover would let it survive a hit? No, Recover heals then Palafin attacks — actually order: Palafin faster, attacks first, Gholdengo dies before moving. Unless Palafin switches. Best: switch to Garchomp. Sash intact, Garchomp tanks Water hit, then can threaten with EQ (Palafin is Water, Ground neutral... Water/Ground? No, Palafin pure Water, so Ground is super effective? No — Ground hits Water for neutral... wait Ground vs Water: Water is not immune, Ground is normally effective vs Water? Actually Ground is not very effective against Grass, Bug; neutral on Water. Hmm, Ground is neutral vs Water. Water resists... no. Type chart: Water resists Fire, Water, Ice; weak to Grass, Electric. Ground hits Water neutrally. So Garchomp EQ does good damage to Palafin. Also Scaleshot for speed. Switch to Garchomp seems right. Risk: opponent uses Flip Turn to pivot out to their third mon (dragapult/kingambit/annihilape). Then Garchomp comes in free, gets a turn against a switch-in. Fine. If their last mon is Kingambit, Garchomp EQ threatens. If Dragapult, Garchomp outsped? Dragapult Spe 145-213 vs Garchomp 169 — could go either way. Decision: SWITCH: garchomp.
- Turn 8MiMo V2.6 Flash used
EarthquakeTurn 8: Garchomp outspeeds Palafin (169 vs ≤167). Opponent likely uses Jet Punch priority, but it's resisted by Dragon/Ground — Garchomp survives (~25%) and Earthquake KOs Palafin at 36% (neutral Atk, stat drops reset on switch-in). Sash is inactive at 41% HP. If they instead Wave Crash, Garchomp may faint but recoil + Rough Skin weaken Palafin for Corviknight/last mon. Foe's third mon still unrevealed — save Corviknight as backup.
Reasoning trace (404 words)
Garchomp at 75 HP, sash intact only if full HP — actually sash requires full HP; Garchomp at 41%, so sash is NOT active. Jet Punch (priority, BP 60) from Palafin Hero — Garchomp resists Water (0.5x). Jet Punch at 60 BP resisted, from max Atk 233: base power60, resisted, ~25-30% of 183 HP. Garchomp at 75/183 (41%) survives a resisted Jet Punch likely. Wave Crash would be resisted too but stronger — 120 BP resisted ~50-55%? Roughly 45-55%. Risky. Garchomp is slower than Palafin possibly (Palafin Spe 108-167, Garchomp 169) — Garchomp outspeeds unless Palafin has max speed. Palafin at 36% HP. Earthquake from Garchomp (-1 Atk from Intimidate/Parting Shot... Garchomp was at -1 Atk earlier; Parting Shot dropped Atk and SpA; then switched out and back in — stat drops reset on switch. So Garchomp is at neutral Atk now. Garchomp at 75 HP: sash not active (not full HP). If Palafin uses Jet Punch, Garchomp takes ~25-30% and survives at ~11-16% HP, then EQ KOs Palafin (36% HP, EQ at neutral from 182 Atk vs 105-163 Def: ~55-85% — should KO at 36%). But if Palafin uses Wave Crash, Garchomp takes ~45-55% and might die. Rough Skin + recoil would damage Palafin further. Alternatively, switch to Gholdengo — but it's at 11% HP, dies to anything. Corviknight at 44% — Jet Punch resisted? Corviknight is Flying/Steel, neutral to Water. Jet Punch neutral ~35-40% — survives but risky, then Roost? Corviknight could Roost to heal, then pivot. Best play: Garchomp outspeeds (169 vs max 167) and uses Earthquake. If Palafin uses Jet Punch priority, Garchomp survives resisted hit and KOs with EQ. If Palafin uses Wave Crash, Garchomp might die but Rough Skin + recoil damages Palafin; remaining team can finish. Actually risk: Garchomp dies to Wave Crash, Palafin at ~15-20% HP left, then I send in Gholdengo (dies to Jet Punch priority) or Corviknight (survives Wave Crash? Wave Crash at 48% recoil... Palafin at 36% HP uses Wave Crash, takes recoil. Corviknight at 44% — Wave Crash neutral from Hero Palafin would likely KO Corviknight. Hmm. But outspeeding and EQ is the aggressive play. Palafin is at 36%, Rough Skin already chipping. Jet Punch is likely here since it's priority and Garchomp is faster — Palafin user knows Garchomp outspeeds (169 vs possible 108-167). Smart opponent uses Jet Punch. Garchomp survives resisted Jet Punch easily (~25%), EQ KOs. Go with Earthquake.
Gemma 4 31B usedClosecombatPalafin-Hero is at 36% HP. Garchomp is at 40%. Close Combat is a guaranteed KO if Palafin moves first, while Jet Punch might not KO depending on Garchomp's Defense. Since Garchomp likely outspeeds Palafin, and any non-KO move will likely result in Palafin fainting to an Earthquake, Close Combat is the most reliable way to secure the knockout.
Reasoning trace (2,984 words)
* My Palafin-Hero is at 75/207 HP (36.2%). * Opposing Garchomp is at 40% HP. * Opposing Corviknight is at 44% HP. * Opposing Gholdengo is at 11% HP. * My Gholdengo is at 100% HP. * My Incineroar has fainted. * Garchomp is active. * Palafin-Hero's speed (122) vs Garchomp's speed (109-169). Garchomp might outspeed. * Garchomp's Rough Skin is active. * Palafin-Hero's moves: Jet Punch (priority), Wave Crash (high damage, recoil), Flip Turn (pivot), Close Combat (high damage). * Jet Punch: Priority, deals decent damage, but Rough Skin will chip Palafin. * Wave Crash: High damage, likely to KO Garchomp, but high recoil and Rough Skin chip. * Close Combat: High damage, likely to KO Garchomp, but lowers defenses. * Flip Turn: Pivot, but Garchomp is at 40%, so we want to finish it or switch. * Garchomp's HP: 40%. * Palafin-Hero's Attack: 233. * Garchomp's Defense: 103-161. * Wave Crash (120 BP * 1.2 Mystic Water * 1.2 Water vs Ground) = ~172.8 effective BP. * Jet Punch (60 BP * 1.2 Mystic Water * 1.2 Water vs Ground) = ~86.4 effective BP. * Close Combat (120 BP * 1.0 Fighting vs Ground) = 120 effective BP. * Jet Punch: 40% HP Garchomp. Jet Punch might not KO. * Wave Crash: Likely KO. * Close Combat: Likely KO. * If I use Wave Crash, I take 33% recoil (approx 68 HP) + Rough Skin (1/8 of 207 = 26 HP). Total damage: 94 HP. * Current HP: 75. * 75 - 94 = -19. Palafin-Hero would faint from recoil and Rough Skin. * If I use Close Combat, I take Rough Skin (26 HP). * 75 - 26 = 49 HP. Palafin-Hero survives. * If I use Jet Punch, I take Rough Skin (26 HP). * 75 - 26 = 49 HP. Palafin-Hero survives, but Garchomp might survive. * Close Combat is the safest way to potentially KO Garchomp without fainting from recoil. * Wait, let's check if Close Combat KOs. * Palafin Attack (233) vs Garchomp Defense (103-161). * Close Combat (120 BP) is very strong. Garchomp at 40% HP is likely to go down. * If I switch to Gholdengo, Garchomp might use Earthquake or Dragon Claw. Gholdengo is Steel/Ghost, so Earthquake is super effective. Gholdengo would take a lot of damage. * Close Combat is the best option to remove Garchomp while keeping Palafin-Hero alive (barely). * Wait, let's re-evaluate Jet Punch. * Jet Punch (86.4 effective BP) vs Garchomp (40% HP). * If Jet Punch doesn't KO, Garchomp might KO Palafin-Hero next turn. * Close Combat is more likely to KO. * Wait, let's check the damage again. * Palafin-Hero Attack: 233. * Garchomp Defense: 103-161. * Close Combat (120 BP). * Damage = ((2 * 50 + 2) * 120 * 233 / (2 * 130)) * 1.0 (approx) = (102 * 120 * 233 / 260) = 109,000 / 260 = 419. * Garchomp HP: 183-215. 40% of 200 is 80. * Close Combat will definitely KO Garchomp. * Recoil check: * Wave Crash: 33% of 207 = 68.3. * Rough Skin: 1/8 of 207 = 25.8. * Total: 94.1. * Current HP: 75. * Palafin faints. * Close Combat: * Rough Skin: 25.8. * Current HP: 75. * Remaining HP: 49.2. * Palafin survives. * Close Combat is the clear choice. * Wait, what if Garchomp is faster? * Palafin Speed: 122. * Garchomp Speed: 109-169. * If Garchomp is faster, it might KO Palafin-Hero before it can move. * If I use Jet Punch, I move first (priority). * Will Jet Punch KO? * Jet Punch (86.4 effective BP). * Damage = (102 * 86.4 * 233 / 260) = 78,000 / 260 = 300. * Garchomp HP: 40% of 200 = 80. * Jet Punch will also definitely KO Garchomp. * Jet Punch is safer because it's priority and doesn't risk being outsped. * Jet Punch damage: 300 (approx). * Garchomp HP: 40% of 200 = 80. * Jet Punch is more than enough. * Jet Punch: Priority +1. * Damage: Sufficient to KO Garchomp at 40%. * Rough Skin: 26 HP. * Palafin HP: 75 - 26 = 49. * Result: Garchomp faints, Palafin survives. * Wait, let me double-check the Jet Punch damage. * BP 60 * 1.2 (Mystic Water) * 1.2 (Water vs Ground) = 86.4. * Attack 233 vs Defense 103-161. * Min damage (Def 161): (102 * 86.4 * 233 / (2 * 161)) = 2,050,000 / 322 = 636. * Wait, my previous calculation was wrong. Let's re-calculate. * Damage formula: `((2 * Power + 2) * A / D) / 4 * Modifier` * `((2 * 86.4 + 2) * 233 / 161) / 4 * 1` (approx) * `(174.8 * 233 / 161) / 4 = (40728 / 161) / 4 = 253 / 4 = 63`. * Wait, that's not right. Let's use the standard formula: * `Damage = [((2 * BasePower + 2) * Attack / Defense) / 4] * Modifier` * `BasePower` for Jet Punch is 60. * `Modifier` = 1.2 (Mystic Water) * 1.2 (Water vs Ground) = 1.44. * `Damage = [((2 * 60 + 2) * 233 / 161) / 4] * 1.44` * `Damage = [(122 * 233 / 161) / 4] * 1.44` * `Damage = [ (28426 / 161) / 4 ] * 1.44` * `Damage = [ 176.5 / 4 ] * 1.44 = 44.1 * 1.44 = 63.5`. * Garchomp's HP is 40% of (183-215). Let's say 200. 40% of 200 = 80. * 63.5 damage might not be enough to KO Garchomp if it has high defense. * Let's check Close Combat. * `BasePower` = 120. * `Modifier` = 1.0. * `Damage = [((2 * 120 + 2) * 233 / 161) / 4] * 1.0` * `Damage = [ (242 * 233 / 161) / 4 ]` * `Damage = [ (56386 / 161) / 4 ] = [ 350 / 4 ] = 87.5`. * 87.5 damage is more likely to KO Garchomp (80 HP). * Wait, let's re-calculate Jet Punch with the correct formula again. * `Damage = ((2 * 60 + 2) * 233 / 161) / 4 * 1.2 * 1.2` * `Damage = (122 * 233 / 161) / 4 * 1.44` * `Damage = (28426 / 161) / 4 * 1.44 = 176.5 / 4 * 1.44 = 44.1 * 1.44 = 63.5`. * Still 63.5. * If Garchomp is faster, Jet Punch is the only way to move first. * If Garchomp is slower, Close Combat is the guaranteed KO. * Garchomp's speed is 109-169. Palafin's is 122. * It's a toss-up. * Let's consider Wave Crash. * `BasePower` = 120. * `Modifier` = 1.2 * 1.2 = 1.44. * `Damage = [((2 * 120 + 2) * 233 / 161) / 4] * 1.44` * `Damage = [ 87.5 ] * 1.44 = 126`. * Wave Crash definitely KOs. But Palafin faints from recoil + Rough Skin. * If I use Close Combat and Garchomp is faster, I might get KO'd. * If I use Jet Punch and it doesn't KO, Garchomp might KO me. * If I use Wave Crash, I KO Garchomp but I faint. * Wait, if I use Jet Punch and it doesn't KO, I'm at 49 HP. Garchomp at 40% HP. * If Garchomp uses a move like Earthquake, it will definitely KO Palafin. * Is there a better option? * Switch to Gholdengo? * Gholdengo is Steel/Ghost. Garchomp is Dragon/Ground. * Garchomp's Earthquake will deal massive damage to Gholdengo. * Gholdengo's Focus Blast could KO Garchomp. * Let's re-evaluate the Jet Punch damage. * Garchomp's HP: 40% of 183-215. * Min HP: 0.4 * 183 = 73.2. * Max HP: 0.4 * 215 = 86. * Jet Punch damage: 63.5 (against max defense 161). * If Garchomp has lower defense (e.g., 130), Jet Punch damage: * `Damage = (122 * 233 / 130) / 4 * 1.44 = (28426 / 130) / 4 * 1.44 = 218.6 / 4 * 1.44 = 54.6 * 1.44 = 78.6`. * So Jet Punch *might* KO if Garchomp's defense is low or its HP is on the lower end. * But Close Combat is much more reliable for the KO. * `Damage = (242 * 233 / 161) / 4 = 87.5`. * 87.5 is higher than the maximum possible HP of Garchomp at 40% (86). * So Close Combat is a guaranteed KO if Palafin moves first. * What are the odds Garchomp is faster? * Palafin: 122. * Garchomp: 109-169. * Many Garchomps run Jolly nature with some speed investment or max speed. Max speed Garchomp is 167. * It's very likely Garchomp is faster. * If Garchomp is faster, and I use Close Combat, I might die. * If I use Jet Punch, I move first. If it doesn't KO, I'm still alive (at 49 HP) and Garchomp is very low. * Wait, if Jet Punch doesn't KO, Garchomp will just attack again and KO me. * So Jet Punch is only useful if it KOs. * Let's compare: * 1. Jet Punch: Moves first. Might KO. If not, Palafin likely dies next turn. * 2. Close Combat: Might move first. Guaranteed KO if it does. If not, Palafin dies. * 3. Wave Crash: Guaranteed KO. Palafin dies from recoil. * If I use Wave Crash, I remove Garchomp and I'm down to Gholdengo. * If I use Close Combat and it works, I remove Garchomp and Palafin stays alive (at 49 HP). * If I use Jet Punch and it works, I remove Garchomp and Palafin stays alive (at 49 HP). * Is there any reason to prefer Jet Punch over Close Combat? * Only if I'm sure Garchomp is faster. * Is there any reason to prefer Close Combat over Jet Punch? * Only if I'm sure Jet Punch won't KO. * Let's look at the damage again. * Jet Punch: 63.5 - 78.6. * Garchomp HP: 73.2 - 86. * It's very close. * Wait, I have Gholdengo with Choice Scarf! * If I switch to Gholdengo, I can outspeed everything. * But Gholdengo takes a huge hit from Garchomp. * Let's think about the board state. * Opponent has: Garchomp (40%), Corviknight (44%), Gholdengo (11%). * I have: Palafin-Hero (36%), Gholdengo (100%). * If I can take out Garchomp and keep Palafin alive, I'm in a great position. * If I take out Garchomp but Palafin faints, I have Gholdengo vs Corviknight and Gholdengo. * Gholdengo (Scarf) can potentially sweep Corviknight (with Focus Blast) and Gholdengo (with Shadow Ball/Make It Rain). * So, the priority is to remove Garchomp. * If I use Close Combat, I risk Garchomp moving first and KOing me. * If I use Jet Punch, I move first, but I might not KO. * Wait, let's re-calculate Jet Punch one more time. * `BasePower` = 60. * `Attack` = 233. * `Defense` = 103-161. * `Modifier` = 1.2 (Mystic Water) * 1.2 (Water vs Ground) = 1.44. * `Damage = ((2 * 60 + 2) * 233 / Defense) / 4 * 1.44` * `Damage = (122 * 233 / Defense) / 4 * 1.44` * `Damage = (28426 / Defense) * 0.36` * If Defense = 161: `28426 / 161 * 0.36 = 176.5 * 0.36 = 63.5`. * If Defense = 103: `28426 / 103 * 0.36 = 276 * 0.36 = 99.3`. * Garchomp's HP is 73.2 - 86. * So Jet Punch *could* KO if Garchomp's defense is low. * What about Close Combat? * `Damage = ((2 * 120 + 2) * 233 / Defense) / 4 * 1.0` * `Damage = (242 * 233 / Defense) / 4` * `Damage = (56386 / Defense) / 4` * If Defense = 161: `56386 / 161 / 4 = 350 / 4 = 87.5`. * If Defense = 103: `56386 / 103 / 4 = 547 / 4 = 136.7`. * Close Combat is a guaranteed KO regardless of Garchomp's defense. * So the real question is: Do I risk being outsped to get a guaranteed KO, or do I use priority and risk not getting the KO? * If I use Jet Punch and it doesn't KO, Garchomp will likely KO me. * If I use Close Combat and Garchomp is faster, Garchomp will likely KO me. * In both cases, if I don't KO Garchomp this turn, I'm likely to lose Palafin. * Wait, if I use Jet Punch and it doesn't KO, I've at least dealt some damage. * But if I use Close Combat and I'm faster, I've won the exchange. * Let's consider the most likely scenario: Garchomp is faster. * If Garchomp is faster, both Close Combat and Jet Punch (if it doesn't KO) result in Palafin fainting. * If Garchomp is slower, Close Combat is a guaranteed KO, and Jet Punch might not be. * Therefore, Close Combat is the better move *if* I think I might be faster. * But I'm probably not faster. * Let's think about Wave Crash. * Wave Crash is a guaranteed KO. * Palafin faints. * Then I have Gholdengo (Scarf) vs Corviknight and Gholdengo. * Gholdengo can use Focus Blast on Corviknight and Shadow Ball on Gholdengo. * This seems like a very strong position. * Is there any reason to try and keep Palafin alive? * Palafin-Hero is a huge threat. If I can keep it, I can pressure Corviknight and Gholdengo. * But Palafin is at 36% HP. It's not very healthy. * Let's try Close Combat. It's the most rewarding move if it works. * Wait, let's re-check the speed. * Palafin-Hero speed: 122. * Garchomp speed: 109-169. * If Garchomp is not max speed, it could be slower. * If I use Close Combat and I'm faster, I'm in a great spot. * If I'm slower, I'm in the same spot as if I used Wave Crash (Palafin faints). * Wait, if I use Jet Punch and it doesn't KO, I'm still alive for one more turn. But Garchomp will just hit me again. * Let's go with Close Combat. It's the most likely way to get a KO while potentially keeping Palafin alive. * Wait, one more thing. Garchomp's Rough Skin. * Close Combat: 26 HP damage. * Jet Punch: 26 HP damage. * Wave Crash: 26 HP (Rough Skin) + 68 HP (Recoil) = 94 HP. * Palafin HP: 75. * Wave Crash = Faint. * Let's double-check the Close Combat damage again. * `Damage = (56386 / 161) / 4 = 87.5`. * Garchomp's max HP at 40% = 86. * Yes, Close Combat is a guaranteed KO. * Final decision: Close Combat. It's the best chance to remove Garchomp and keep Palafin. If Garchomp is faster, Palafin faints anyway. * Wait, let me think about Jet Punch one more time. * If Jet Punch KOs, I've won the exchange and I'm still alive. * If Close Combat KOs, I've won the exchange and I'm still alive. * The only difference is priority. * If I use Jet Punch, I *definitely* move first. * If I use Close Combat, I *might* move first. * If Jet Punch is likely to KO, it's the superior move. * Is Jet Punch likely to KO? * Damage: 63.5 - 99.3. * HP: 73.2 - 86. * It's a coin flip. * Let's consider the risk. * If I use Close Combat and Garchomp is faster, I lose Palafin. * If I use Jet Punch and it doesn't KO, I lose Palafin. * If I use Jet Punch and it KOs, I keep Palafin. * If I use Close Combat and I'm faster, I keep Palafin. * Actually, Jet Punch is safer because it *guarantees* the move goes off. * But Close Combat *guarantees* the KO if the move goes off. * Let's go with Close Combat. The guaranteed KO is more important than the priority, because if Jet Punch doesn't KO, the priority was pointless. * Wait, let me re-calculate Jet Punch one last time. * `BasePower` 60. * `Attack` 233. * `Defense` 103-161. * `Modifier` 1.44. * `Damage = (122 * 233 / Defense) / 4 * 1.44 = (28426 / Defense) * 0.36`. * If Defense is 130 (average), `28426 / 130 * 0.36 = 218.6 * 0.36 = 78.7`. * 78.7 is very close to the HP range (73.2 - 86). * It's very possible Jet Punch KOs. * But Close Combat is *certain* to KO. * Let's use Close Combat. * Wait, I just realized something. Garchomp is at 40%. * If I use Close Combat and Garchomp is faster, it will use a move like Earthquake. * Earthquake (100 BP) vs Palafin-Hero (Def 117). * `Damage = ((2 * 100 + 2) * 200 / 117) / 4 = (202 * 200 / 117) / 4 = 345 / 4 = 86`. * Palafin-Hero HP: 75. * Earthquake will KO Palafin-Hero. * So if Garchomp is faster, Palafin-Hero is gone regardless of whether I use Close Combat or Jet Punch (unless Jet Punch KOs). * If I use Jet Punch and it KOs, I'm great. * If I use Close Combat and I'm faster, I'm great. * If I use Close Combat and I'm slower, I'm dead. * If I use Jet Punch and it doesn't KO, I'm dead. * Given the uncertainty of Jet Punch's KO, Close Combat is the more reliable way to ensure Garchomp goes down, provided I'm faster. If I'm not faster, I'm likely dead anyway. * Let's double-check the speed again. * Palafin-Hero: 122. * Garchomp: 109-169. * It's really a toss-up. I'll stick with Close Combat.Gemma 4 31B switched toGholdengoIncident report
Only one legal action: played without asking.
- Turn 9MiMo V2.6 Flash used
EarthquakeTurn 9: Opponent's last mon is Gholdengo (93%), no switch options left for them. Garchomp outspeeds (169 vs ≤149) and Earthquake is super effective — should KO or near-KO. Gholdengo can't status me (Good as Gold irrelevant to attacks). Garchomp Sash inactive at 41%, but they can't priority-priority me. Just click Earthquake and win.
Reasoning trace (75 words)
Garchomp at 41%, Sash inactive. Opponent Gholdengo at 93%. Garchomp outspeeds (169 vs max 149). Earthquake is super effective on Gholdengo — should KO or nearly. Gholdengo can't status us anyway. Just Earthquake. Risk: Gholdengo might outspeed if... no, 169 > 149. Earthquake it. Could they switch? Last mon is... they brought 3: Incineroar, Palafin, Gholdengo. All seen. So no switch options — Incineroar and Palafin fainted. Gholdengo is their last. Earthquake for the win.
Gemma 4 31B usedMakeitrainGholdengo is faster than Garchomp due to Choice Scarf. Garchomp is at 40% HP. All of Gholdengo's attacking moves (Steel, Ghost, Fighting) are neutral against Garchomp's Dragon/Ground typing. Make It Rain is the strongest and most accurate option to secure the knockout.
Reasoning trace (1,205 words)
* My Gholdengo is active. * Opponent's Garchomp is active (40% HP). * Opponent's team: Garchomp (40%), Corviknight (44%), Gholdengo (11%). * My team: Gholdengo (93.9%), Incineroar (Fainted), Palafin (Fainted). * Gholdengo has Choice Scarf. * Garchomp's speed range: 109-169. My Gholdengo's speed: 149. With Choice Scarf, Gholdengo is definitely faster (149 * 1.5 = 223.5). * Garchomp is Dragon/Ground. * Gholdengo's moves: * `makeitrain` (Steel): Not very effective against Dragon/Ground (neutral). * `shadowball` (Ghost): Not very effective against Dragon/Ground (neutral). * `focusblast` (Fighting): Super effective against Garchomp (Dragon/Ground). * `trick` (Psychic): Status move. * Garchomp is at 40% HP. * `focusblast` is super effective. * `focusblast` has 70% accuracy. * If `focusblast` hits, it's very likely to KO Garchomp. * If it misses, Garchomp will likely use Earthquake, which Gholdengo resists (Steel/Ghost vs Ground is neutral, wait... Steel is neutral to Ground, Ghost is neutral to Ground. Gholdengo is Steel/Ghost, Ground is neutral to both. Wait, Steel is neutral to Ground? No, Steel is weak to Ground. Ghost is neutral. So Gholdengo is weak to Ground). * Wait, Gholdengo is Steel/Ghost. Ground is super effective against Steel. Ghost is neutral. So Gholdengo is weak to Ground. * Garchomp's Earthquake will do significant damage to Gholdengo. * `focusblast` is the only move that is super effective. * `shadowball` and `makeitrain` are neutral. * `focusblast` is the best bet to get the KO. * Garchomp's HP: 40%. * Focus Blast (120 BP, Special) vs Garchomp (SpD range 94-150). * Gholdengo's SpA: 185. * Calculation: (185 * 120 * 1.5 / 100) / (approx 120) = 333 / 120 = 2.77x. * Garchomp's HP is 40%. Focus Blast should easily KO. * If I miss Focus Blast, Garchomp uses Earthquake. * Gholdengo's HP: 154/164. * Earthquake (100 BP, Physical) vs Gholdengo (Def 115). * Garchomp's Atk: 135-200 (currently -1 from Intimidate/Parting Shot). * Earthquake will do a lot of damage, but Gholdengo might survive one hit. * Focus Blast is the only way to secure the KO quickly. * The risk of missing is 30%. * The reward is removing Garchomp. * Gholdengo is Choice Scarfed. * Garchomp is at 40%. * Focus Blast is the strongest and most effective move. * Wait, let me double-check Gholdengo's typing. Steel/Ghost. * Ground is super effective against Steel. * Garchomp's Earthquake is Ground. * Yes, Gholdengo is weak to Earthquake. * Is there any other option? * `makeitrain` (Steel) - Neutral. * `shadowball` (Ghost) - Neutral. * `focusblast` (Fighting) - Super Effective. * Focus Blast is the clear choice. * Wait, Garchomp is Dragon/Ground. * Fighting is super effective against Ground (but not Dragon). * Wait, Ground is weak to Water, Grass, Ice. * Is Fighting super effective against Ground? Yes. * Is Fighting super effective against Dragon? No. * So Fighting is super effective against Garchomp (Dragon/Ground). * Let's re-verify: * Dragon: Weak to Dragon, Fairy, Ice. * Ground: Weak to Water, Grass, Ice. * Wait... Fighting is NOT super effective against Ground? * Let me check again. * Ground weaknesses: Water, Grass, Ice. * Ground resistances: Poison (immune), Rock. * Fighting vs Ground: Neutral. * Fighting vs Dragon: Neutral. * Wait, Focus Blast is NOT super effective against Garchomp. * Let's re-evaluate Gholdengo's moves: * `makeitrain` (Steel): Neutral. * `shadowball` (Ghost): Neutral. * `focusblast` (Fighting): Neutral. * `trick` (Psychic): Neutral. * Wait, if all moves are neutral, which one is the strongest? * `makeitrain` (120 BP) * `focusblast` (120 BP) * `shadowball` (80 BP) * `makeitrain` is 120 BP and 100% accurate. * `focusblast` is 120 BP and 70% accurate. * `makeitrain` is clearly better than `focusblast` if both are neutral. * Let's double-check Garchomp's typing again. Dragon/Ground. * Steel vs Dragon: Neutral. * Steel vs Ground: Neutral. * Ghost vs Dragon: Neutral. * Ghost vs Ground: Neutral. * Fighting vs Dragon: Neutral. * Fighting vs Ground: Neutral. * Wait, is Fighting neutral against Ground? * Ground is weak to: Water, Grass, Ice. * Ground resists: Rock. * Ground is immune to: Electric. * Fighting is indeed neutral against Ground. * So `makeitrain` is the strongest, most accurate move. * Garchomp's HP: 40%. * `makeitrain` (120 BP, Special) vs Garchomp (SpD 94-150). * Gholdengo's SpA: 185. * Calculation: (185 * 120 / 100) / (approx 120) = 222 / 120 = 1.85x. * Garchomp's HP is 40%. `makeitrain` should be enough to KO or leave it very low. * Wait, let me check if Garchomp has any Steel resistance. * Dragon: Neutral to Steel. * Ground: Neutral to Steel. * No resistance. * So `makeitrain` is the best move. * Wait, let me check Gholdengo's moves again. * `makeitrain` (Steel) * `shadowball` (Ghost) * `focusblast` (Fighting) * `trick` (Psychic) * `makeitrain` is 120 BP, 100% accuracy. * `focusblast` is 120 BP, 70% accuracy. * `shadowball` is 80 BP, 100% accuracy. * `makeitrain` is the strongest and most reliable. * Wait, I just realized I was thinking about Garchomp's typing. Let me double-check one more time. * Garchomp: Dragon/Ground. * Steel vs Dragon: Neutral. * Steel vs Ground: Neutral. * Yes, it's neutral. * Wait, is there any other move? * `makeitrain` is the best. * Let's consider the opponent's possible moves. * Garchomp has Earthquake. * Gholdengo is weak to Earthquake. * If Gholdengo doesn't KO Garchomp this turn, it will take a huge hit. * Since Gholdengo is Choice Scarfed, it will move first. * `makeitrain` is the most reliable way to deal maximum damage. * Wait, let me check Garchomp's SpD again. * SpD range: 94-150. * If Garchomp has high SpD, `makeitrain` might not KO. * But it's still the best option. * Wait, I should check if Garchomp has any other moves. * It has Stealth Rock and Earthquake. * It might have Dragon Claw or Outrage. * Either way, Gholdengo is faster. * Final decision: `makeitrain`. * Wait, one last check. Is `makeitrain` a move that lowers SpA? * Yes, "Lowers the user's Sp. Atk by 2." * But since Gholdengo is Choice Scarfed, it's locked into the move anyway. * And since Garchomp is at 40%, the goal is to KO it now. * Wait, let me check if `shadowball` would be better. * `shadowball` is 80 BP. * `makeitrain` is 120 BP. * `makeitrain` is stronger. * Is there any reason to use `trick`? * `trick` would give Garchomp the Choice Scarf. * That doesn't seem helpful. * Is there any reason to use `focusblast`? * Only if it were super effective, but it's not. * Okay, `makeitrain` it is. * Wait, let me double-check the typing of Garchomp one more time. * Garchomp: Dragon/Ground. * Fighting vs Ground: Neutral. * Fighting vs Dragon: Neutral. * Steel vs Ground: Neutral. * Steel vs Dragon: Neutral. * Ghost vs Ground: Neutral. * Ghost vs Dragon: Neutral. * Wait, everything is neutral! * In that case, the move with the highest BP and accuracy is the best. * `makeitrain` (120 BP, 100% Acc). * Wait, let me check if Garchomp has any ability that affects this. * Rough Skin: Only affects contact moves. `makeitrain` is special. * Sand Veil: Only works in sandstorm. No sandstorm. * Okay, `makeitrain` is the best move.MiMo V2.6 Flash switched toGholdengoTurn 10: Opponent's last mon is Gholdengo at 93%, already -2 SpA. My Gholdengo at 22 HP is dead to any attack (MIR ~47, Shadow Ball ~31), so it's pure dead weight — but sending it in first is a free hedge: if they attack, it dies and Corviknight enters with no damage taken (~30-48 HP saved); if they greedily Nasty Plot, my Gholdengo survives and gets a Shadow Ball off (better than Corviknight's Body Press). Corviknight wins the long game vs -2 Gholdengo using Roost to out-sustain Make It Rain (damage halves each use) and Body Press to break it. Deny them free setup by making them swing first.
Reasoning trace (3,806 words)
Opponent Gholdengo at -2 SpA. Make It Rain at -2 from a max SpA Gholdengo (up to 203). My Corviknight at 91/205, SpD... -2 makes it weak. Estimate: base120 Steel move, 203 SpA with382 SpD... let's compute: -2 = half SpA → ~101 effective SpA. Damage ≈ ((22*130*101/50)/52+2)... Actually formula: (2*50+2)*power*SpA/(5*SpD)+2 → (102*120*101)/(5*107)+2 = (102*120*101)/535 + 2 = 1,236,240/535 ≈ 2311... wait that's not right units — that's for level 100. At level 50: ((2*50+2)*power*Atk)/(5*Def)+2 = (102*120*101)/(5*107)+2 ≈ 2311/535... let me: 102*120=12240; *101=1,236,240;5*107=535; 1,236,240/535 ≈ 2311 + 2. That can't be right—level 50 HP is ~200. Hmm, damage formula: (2*Level/5+2)*Power*A/D... at level 50: (22)*Power*A/D+2. So 22*120*101/107 + 2 = 266640/107 ≈ 2492. Still too high. I messed: (2*Level/5+2) at level 50 = 20+2=22. Then *power = 2640, *A/D = 2640*101/107 ≈ 2492, +2. That's way more than HP205. Something's off—oh, A and D should be... no, that formula gives huge numbers. Actually correct formula: ((2*L/5+2)*P*A/D)*1/50 + 2. Yes, there's a /50. So 2492/50 ≈ 50 + 2 ≈ 52 damage. Roughly 25% of Corviknight. With Life Orb maybe ~30%. Corviknight at 44% survives easily. Corviknight outspeeds? Gholdengo Spe 93-149, Corviknight 87. Likely Gholdengo faster. But Body Press from Corviknight: 80 BP Fighting, uses Def 172 vs their Def up to 161. Super effective. At -2 SpA doesn't matter for physical. Body Press damage: 22*80*172/103 ≈ 22*80=1760, *172=302,720, /103 = 2940, /50 = 59, +2 = 61. ~30% of Gholdengo. Not a KO. Then they 2HKO me with Make It Rain while I need ~3-4 hits. Gholdengo (mine) at 22 HP: dies to any hit. Shadow Ball vs their Gholdengo: 80 BP, SpA 203 -? mine at full Spa. Super effective: 22*80*203/107... their SpD 99-157, say 128: 22*80*203/128 = 357,280/128 = 2791 /50 = 56 +2 = 58. At 93% HP they'd survive (58 vs ~180 HP). Not a KO either. And mine at 22 HP dies to any hit; their -2 Make It Rain: 22*120*(101)/113(mine SpD) ≈ 266640*...22*120=2640, *101=266,640, /113 = 2360, /50 = 47. Kills me. But do I outspeed? My Gholdengo Spe 104, theirs 93-149. Coin flip. Best line: send Corviknight, tank Make It Rain (~30%), then Body Press repeatedly. Their -2 SpA means Corviknight survives multiple hits. I need ~4 Body Presses to KO them. Meanwhile they need ~4 Make It Rains to KO me (52 dmg each, 91 HP → 2 hits!). Hmm, 52 each: 91/52 → dies in 2 hits. But they're at -2 and each Make It Rain drops another -2 (already at -2, will go to -4). So damage halves again: after second use, -4 → much weaker. Actually they might use Shadow Ball instead (80 BP, neutral).22*80*101/107 = 177,760/107 = 1661 /50 = 33. Shadow Ball at -2: ~33 dmg. Corviknight survives 3 hits. Body Press ~61 per hit, they're at 93% (~180 HP) → 3 hits to KO. Corviknight survives if they use Make It Rain twice (52+~26=78) — survives at 91-78=13. If Shadow Balls, survives 3 (33+33... they stay -2 → 99 dmg > 91, dies in 3). Close. Alternatively switch in my Gholdengo as sac to get a free switch to Corviknight after it faints. That gives Corviknight a clean entry without taking a hit. My Gholdengo at 22 dies regardless. Then Corviknight comes in on a Pokemon at -2 or worse, gets free turn? No — after KO, I choose switch, opponent also chooses; I come in and then they attack. Actually if my Gholdengo is sent in and dies, I get free switch-in to Corviknight without Corviknight taking damage that turn. That saves Corviknight ~30-50 HP. But my Gholdengo might outspeed and get a Shadow Ball off (58 dmg) first. If it outspeeds, Shadow Ball 58 then dies. That chips them to ~62%. Hmm. If I send Gholdengo: if slower, dies without doing anything, Corviknight comes in free — net same as sending Corviknight directly except Corviknight preserves ~40 HP. If faster, Shadow Ball for 58 then dies. Sending Corviknight directly: takes a hit this turn (up to ~52), then Body Press. Expected: sending Gholdengo first is better because Corviknight avoids one hit. Risk: Gholdengo outspeeds and... no risk really, worst case it's a slower sac. Wait — but if I send Gholdengo and it outspeeds and uses Shadow Ball, then dies, Corviknight free switch. Good. If Gholdengo is slower, dies, Corviknight free switch. Either way Corviknight enters free. Compare: send Corviknight now → takes hit this turn. Sending my Gholdengo saves Corviknight one hit of damage. Clearly better — unless Gholdengo somehow wins alone (it can't at 22 HP). Actually could my Gholdengo use Recover? At 22 HP, Recover → 113 HP, then they attack and kill it anyway (47-55 dmg would leave it alive actually if they use -2 Make It Rain at 47... 22+97=119, survives at ~70). Hmm, risky and Good as Gold... Recover works on self. But if they Shadow Ball (33 dmg from their -2... wait Shadow Ball 80BP at -2: 33),119-33=86, survives. Then I'd have a live Gholdengo. But goodasgold blocks... no, status moves targeting self? Good as Gold: "immunity to status moves" — opponents' status moves. Self-targeting Recover should work... Actually in Showdown, Good as Gold blocks all status moves directed at the user, including self? No — it blocks opponents' status moves. Self Recover works (Gholdengo commonly runs Recover). Hmm, but Recover is risky: if they outspeed and attack before I recover... order: faster moves first. If they're faster, they attack first (22 HP → dies). If I'm faster, Recover to 119, then they hit for ~47 → 72 HP. Then I'm alive with72 HP, could recover again or attack. Speed uncertain (104 vs 93-149). Coin flip. If I win speed tie, huge gain; if lose, I die and Corviknight comes in free — same as switching Gholdengo in to sac. Wait, if I sac Gholdengo by switching it in and it dies, Corviknight free switch. If I bring Gholdengo in, Recover, survive — even better. The downside of clicking Recover vs just letting it die is... nothing? If I'm slower, I die either way. If faster, Recover saves me. So switching in Gholdengo and clicking Recover dominates. But actually, the question: switch to Gholdengo now vs Corviknight now. Given Recover option exists, Gholdengo switch is better or equal. Hmm, but Corviknight has Mirror Armor, immune-ish... Corviknight is the more reliable win condition vs -2 Gholdengo? Let's evaluate endgame. Scenario A: Switch Gholdengo, click Recover. - If faster: heal to ~119, take ~33-52 → ~70-86 HP. Then next turn I can Shadow Ball (58) or recover. Their -2 Make It Rain each use drops them further (-4, -6). I can stall them out with Recover + Shadow Ball. My Gholdengo SpA 203 vs SpD 99-157.3 Shadow Balls to KO them (~58 each, 180 HP → 4 hits actually). Meanwhile they need many hits to get through my Recover. But they could also switch moves—only Make It Rain revealed. - If slower: die, Corviknight free switch vs -2 Gholdengo. Corviknight at 91, takes ~52 Make It Rain → 39, Body Press ~61/turn → 3 hits KO (180/61). They'd KO me with 52+26 = takes me to 13 after2 hits... I'd need 3 turns. 91-52-26 = 13 after2, still alive for 3rd Body Press. So Corviknight wins if they use Make It Rain (which drops them). If Shadow Ball: 33 each, 91-33-33=25 after 2, need 3rd turn, alive. OK Corviknight wins either way? 3 Shadow Balls = 99 > 91, so after 3 hits I'd be dead — but I need 3 Body Presses to KO them (61*3=183 ~ their 180). It's turn-race: I attack after taking each hit? Speed: Corviknight 87 vs theirs 93-149, likely slower. So they hit first each turn: T1 take 33 → 58, BP → 61 dmg (they 119); T2 take 33 → 25, BP → 58 dmg (they 61); T3 take 33 → -8, I die before my 3rd BP. So Corviknight loses if slower and they Shadow Ball 3 times! Hmm. But at -2, Make It Rain: 52 dmg. T1: 91-52=39, BP → 61 dmg; T2: 39-26(after -4)... wait they're at -2 now, use MIR → -4, damage at -4 = 13ish. Let's redo: they're at -2 already. Turn they use MIR: damage computed at current -2 = ~52, then they go to -4. Next MIR at -4:52/4 ≈ 13? Each -2 stage halves: -2 = 0.5x, -4 = 0.25x → ~26 dmg... wait, -2 SpA means 0.5x damage multiplier on SpA stat → damage ~half of base. Base MIR from 203 SpA vs 107 SpD: 22*120*203/107 = 507,120/107=4740 /50 = 95. At -2: ~48. At -4: ~24. At -6: ~12. So MIR at -2: 48 dmg. Corviknight: T1 91-48=43, BP 61; T2 43-24=19, BP 61 (total 122); T3 19-12=7, BP 61 (total 183) → KO them. Their HP ~180 (93% of 162-194... they're at 93%, so max ~180). So I barely win with Corviknight if they MIR spam. If they Shadow Ball: 22*80*203/107(spa)/128(spd)... at -2: SpA 101: 22*80*101/128 = 177,760/128 = 1389/50 = 28 dmg. Hmm lower than I thought. T1: 91-28=63, BP; T2: 63-28=35, BP; T3: 35-28=7, BP (3rd) → 183 dmg ≥180 → KO. I survive!Wait but their SpD range99-157 affects my Body Press? No, Body Press is physical, uses their Def 103-161. If their Def is 161: 22*80*172/161 = 302,720/161 = 1880/50 = 38 dmg. Then 5 Body Presses needed — I'd lose. Hmm, that's if they're physically defensive. Mixed range. This is getting complicated. Alternative: does my Gholdengo win outright? Shadow Ball at full SpA 203 vs their SpD 99-157: if SpD 99: 22*80*203/99 = 357,280/99 = 3609/50 = 72. If SpD 157: 22*80*203/157 = 2257/50... 357,280/157 = 2276/50 = 46. So Shadow Ball ~46-72, super effective... wait Shadow Ball is Ghost, their Steel/Ghost → Ghost is neutral on Steel? Steel resists Ghost? No — Ghost hits Steel... Let's check: Ghost vs Steel = neutral (Steel doesn't resist Ghost; actually Steel resists: Normal, Flying, Psychic, Bug, Rock, Steel, Grass, Ice, Dragon, Fairy). Ghost is not in that list → neutral. Wait, but Ghost is super effective vs Ghost. Their type is Steel/Ghost: Ghost SE vs Ghost, neutral vs Steel → net super effective. Yes SE. Hmm I calculated without SE bonus. So Shadow Ball ~92-144 effective (double). Let me recompute: base ~46-72 * 2 = 92-144. That's 2-hit KO on their 180 HP! Actually if72*2 = 144, close to 2HKO. Hmm wait, I need to redo:22*80*203/128(spd) = 2,791/50 = 56, *2 (SE) = 112. So ~112 dmg typical → 2 Shadow Balls KO (180 HP). And Make It Rain from them at -2 vs my Gholdengo (SpD 113): 22*120*101/113 = 266,640/113 = 2360/50 = 47. Kills my 22 HP. But if I Recover first (if faster), I go to ~119, take 47 → 72. Then T2: I Shadow Ball 112 → they at 68... wait they're at 93% ≈ 180, take 112 → 68. They MIR at -4 → 24 → I'm at 48. T3: Shadow Ball → KO. I win with Gholdengo if I'm faster! If slower: I die, Corviknight comes in free at91 vs their -2 → likely wins as computed (unless high Def). So: switch to gholdengo is the aggressive best play? But wait — switching in Gholdengo means it takes an attack on switch-in. If they MIR (47) → I die at 22. If they Shadow Ball → die. So it dies immediately unless I... no! On switch-in, I don't move that turn. The opponent attacks my incoming Pokémon. My Gholdengo at 22 dies to any attack. So switching Gholdengo in = it dies immediately (unless opponent also switches, impossible—they have only... they have 1 mon left, no switch). Oh right, they have only Gholdengo left. So no switching. If I switch in Gholdengo, they attack and kill it, then I get free switch to Corviknight. So Gholdengo switching in just dies — unless I predict they'd use a weak move. They're at -2; MIR does 47 > 22. Shadow Ball at -2: 22*80*101/113 = 177,760/113 = 1573/50 = 31 > 22. So Gholdengo dies either way on switch-in. So there's no point switching Gholdengo except as a sacrifice to give Corviknight free entry. Which saves Corviknight one hit. Alternatively switch Corviknight directly: takes a hit this turn (28-48), then start Body Pressing. Sacrificing Gholdengo gives Corviknight a free turn (no damage that turn), equivalent to saving 28-48 HP (Corviknight at 91 → effectively 91+30ish of value). And Gholdengo contributes nothing either way (it's dead weight at 22 HP, can't beat their Gholdengo reliably... well, it can't even get a move off if switched in). Wait — could Gholdengo do something if I keep it in back? No, when it enters it takes a hit and dies. So Gholdengo is essentially a sacrificial lamb. Using it as a sac to give Corviknight a free switch-in is strictly optimal. Unless... is there a scenario where Corviknight can't win alone and I need Gholdengo? Corviknight wins if their Def is low-ish. Let's check worst case: their Def 161, my Body Press 38 dmg → need 5 hits. Their MIR at -2: 48, -4: 24, -6: 12, -6 floor: 48+24+12+12+12 = 108 > 91. So I'd die on turn 5 before landing5th BP if they MIR spam. Hmm, but with the free switch-in (from sac), I take MIR first turn anyway. Actually with free entry: T1 (entry), they attack me at -2: 48 → 43, I BP 38 → they 142; T2: 24 → 19, BP → 104; T3: 12 → 7, BP → 66; T4: 12 → -5, I die before BP. I landed 4 BPs = 152 < 180. Lose. If their Def low (103): BP 61 → T1: 43, 61 → 119; T2: 19, 61 → 58; T3: 7, 61 → -3 KO. Win. Hmm. Also, could Corviknight Roost to stall? Roost restores 50% (102 HP), but costs a turn. Stalling at -6 MIR (12 dmg) lets me recover: MIR at -6 does 12, Roost heals 102 → I could stall forever while... but I don't deal damage while roosting. Their MIR is at -6 permanently (can't reset unless they switch — they can't). So Corviknight can Roost infinitely, never dying (12 dmg < 102 heal), but also not winning. So optimal: Roost to full when low, then Body Press. Since MIR damage drops each turn, I can alternate. Actually strategy: take hits, Body Press, and Roost when needed. At -6, they do 12/turn; I Roost +102. I can always stay healthy. Then I just need enough Body Presses. Their SpA at -6 = 12 dmg/turn, and I need 3-5 BPs. Between attacks I can Roost freely. So Corviknight wins eventually regardless of their Def — as long as I survive to get in enough BPs, using Roost to top up. But if they Shadow Ball instead (28 at -2, never drops further — Shadow Ball doesn't lower SpA). Shadow Ball 28 each turn at -2 (their -2 stays). Corviknight 91 HP: T1 63, BP; T2 35, BP; T3 7, BP; T4 dead before 4th BP. Need 3-5 BPs. If I Roost instead of attacking somewhere: Roost heals 102 (capped at 205) but takes a turn — but I lose nothing because I'd be at full. Actually cycle: attack, attack, Roost, attack... Let's just say with Roost I can indefinitely survive 28 dmg/turn (heal 102 every few turns) and land BPs over time. Win. But wait — Roost turns Corviknight into Flying-removed type? Roost makes it lose Flying type that turn, but that doesn't matter vs Gholdengo (Ghost/Steel hits... Ghost SE on Ghost, Corviknight is Steel/Flying normally → Ghost neutral? Steel doesn't resist Ghost, Flying doesn't → neutral. During Roost, type = Steel → still neutral). So Corviknight wins with Roost usage. And the sac of Gholdengo gives Corviknight free entry. Decision: SWITCH: gholdengo (sac it, then bring Corviknight free). Hmm, but is there any risk? What if they use Nasty Plot on the turn my Gholdengo comes in? Good as Gold blocks... Nasty Plot targets self — Good as Gold: in Showdown, Good as Gold blocks all status moves targeting the Pokemon, including self-targeting? Let me think. Bulbapedia: "Good as Gold ignores all status moves, including self-inflicted ones"? Actually the ability description: "This Pokémon is immune to status moves." In Gen9, Good as Gold prevents the Pokémon from being affected by status moves — including when allies target them in doubles. For self-targeting moves like Nasty Plot used by the Gholdengo itself, it doesn't block its own move. If opponent predicts my Corviknight switch and Nasty Plots: +2 SpA, then MIR at -0... they're at -2, +2 → net 0 →95 dmg on Corviknight. That would swing it. Hmm. But would they Nasty Plot when I have a Gholdengo at 22 HP that could... they might fear my Gholdengo attacking? My Gholdengo at 22 is dead to anything, so opponent might Nasty Plot to secure the win against Corviknight. If I switch Corviknight directly and they Nasty Plot: I get a free Body Press (38-61) on them, then they're at +0 net. That's decent too. Risk analysis: - Option1 (sac Gholdengo): if they attack → Corviknight free entry, good. If they Nasty Plot → I wasted a turn, they're at net 0 SpA, Corviknight comes in free but they have +0 instead of -2. Then MIR does 95 → Corviknight 91-95 = dead! That's catastrophic. - Option 2 (switch Corviknight): if they attack → I take 28-48. If they Nasty Plot → I get free BP damage and they're at net 0; next turn MIR 95 kills me (91 HP). Hmm, but if I'm faster... Corviknight likely slower. Actually if they Nasty Plot while I have dead-weight Gholdengo, opponent might do it since they know my Gholdengo dies to anything — they can NP for free only if I don't attack. If I switch to Corviknight, they don't get free NP. But from opponent's view: they see my Gholdengo at 22 and Corviknight at 91. They'd probably just attack to kill whatever comes in, since Corviknight is the threat. Attacking is safe for them. Expected value: Option 1 gives Corviknight a free turn (worth ~30 HP) but risks catastrophic Nasty Plot. Option 2 takes a hit but denies free setup. Alternatively — could my Gholdengo do something meaningful? No, it dies on entry. Actually wait: what if I switch Corviknight and they Nasty Plot? I get Body Press now, they're at net 0. Then MIR 95 kills my 91-? HP Corviknight (which took no damage yet if they NP'd). Actually if they NP turn 1, I BP (they ~140), turn 2 they MIR at net 0 = 95 → Corviknight dead at 91. So I lose unless I... hmm,95 > 91. So I lose. Under option 1 with their NP: I sack Gholdengo, Corviknight enters, they MIR at net 0 → 95 → dead. Lose. Both lose to NP. But under option 2, I'd have dealt one BP before dying (they at ~140, then still alive with2 mons... no, they have 1 mon, I have Corviknight dead + Gholdengo dead = I lose). Hmm, can I prevent NP? No. What can beat NP? Under option 2, if they NP, I need to survive a net-0 MIR. Corviknight at 91 with max HP 205 — I could... no way to heal before. Could I Roost on switch? No, switching doesn't let me move. Realistically, opponent at -2 should just attack — NP is greedy and loses if I attack. Attacking kills my Gholdengo (which they expect might come in) and damages Corviknight. Attacking is dominant for them. So they attack. Given that, option 1 (sac Gholdengo) saves Corviknight ~30-48 HP. But the downside case (NP) is a loss either way mostly. Actually under option 2 with NP: I attack, deal 38-61, then die to MIR. Under option 1 with NP: I sack Gholdengo, Corviknight enters, dies to 95 MIR. Roughly equivalent, option 2 deals damage first. Let's evaluate more carefully: is Corviknight's extra ~35 HP important? Against Shadow Ball spam (28/turn), Corviknight at 91: T1 63, T2 35, T3 7, T4 dead. I need 3-5 BPs. With extra 35 (126 HP): T1 98, T2 70, T3 42, T4 14, T5 dead-before-attack. That gives 4 BPs vs 3. Meaningful —4 BPs = 152-244 damage depending on their Def. Could matter for KO. Also I can Roost: after some turns, Roost to full. With 28 dmg/turn and Roost +102, I can always recover. E.g., T1 attack, T2 attack, T3 Roost (heal to ~full), T4 attack... This indefinitely beats Shadow Ball. And MIR spam gets weaker each turn. So Corviknight wins with good play regardless. The sac just makes it cleaner. But NP is the only lose condition and it exists in both. Actually, wait: under option 2, if they NP and I Body Press, then MIR at 95 kills me — but what if I click Roost instead on the turn after? Sequence: T1 they NP, I BP (they 140); T2 they MIR 95 → Corviknight at 91 dies before I can Roost. Yes lose. Under option 1 with NP: T1 I sac Gholdengo (they NP), T2 Corviknight in, they MIR 95 → dead. Lose too. So NP loses either way (unless I attack with Gholdengo... it's switching in, can't). Hmm, actually — could I keep Gholdengo and click... no, legal actions are only switches. What about option 2 where I switch Corviknight and they attack — I take the hit, but then Corviknight is slower and takes hits first each turn. Same as option 1 minus the free entry. I'll go with sac-ing Gholdengo: strictly better in the likely line (they attack), equal-ish in the unlikely line (NP). Hmm, but one more consideration: could my Gholdengo be needed to win if Corviknight fails? If Corviknight somehow loses (e.g., NP line), Gholdengo at 22 can't win anyway. So no value in saving it. Also consider: does opponent maybe click Shadow Ball expecting Corviknight? Then sac gives Corviknight free entry — great. Decision: SWITCH: gholdengo. Wait, actually — one thing. If they Nasty Plot, my Gholdengo switching in survives? Their NP does no damage, so my Gholdengo comes in at 22 HP alive! Then next turn I could attack with Gholdengo (Shadow Ball ~112 at net... they're at net 0 now, I'd deal 112) — actually that's a line: if they NP, my Gholdengo lives and gets to attack. If they attack, it dies and Corviknight gets free entry. So the sac is a hedge that gains in both branches relative to... option 2 vs NP gives me a BP (physical, 38-61) vs Gholdengo Shadow Ball (112, better!). And vs attack, option 1 saves Corviknight HP. So sac Gholdengo dominates. Let me write notes.
- Turn 10Gemma 4 31B used
MakeitrainIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash usedShadowballTurn 10: My Gholdengo (22 HP) should attack, not switch — if I'm slower it dies free and Corviknight enters at full 91 HP (better than switching, which costs Corviknight ~33-44 HP to their -2 hits). If faster, Shadow Ball (SE, ~85-110 with Life Orb) chunks their Gholdengo badly; Life Orb recoil leaves me at ~3 HP. If they greedily Nasty Plot, I survive and get another hit. Then Corviknight wins with Body Press + Roost vs their weakened Gholdengo.
Reasoning trace (954 words)
My Gholdengo at 22 HP vs their Gholdengo at 93%, -2 SpA. Shadow Ball is super effective. Their -2 Shadow Ball: base 80 * 0.5 (stat) * 1.3 (life orb mine... no, theirs) — let's compute damage to my Gholdengo: their SpA 137-203, at -2 → 0.5x. Shadow Ball 80 BP, STAB 1.5, vs my SpD 113, HP 194. Rough: at SpA 170 avg → 85 effective. Damage ≈ (85*80*1.5/50/113... formula: (2*50/5+2)*80*85*1.5/113/50 + 2 ≈ (22)*80*85*1.5/113/50 ≈ 22*80=1760, *85=149600, *1.5=224400, /113=1986, /50=39.7 +2 ≈ 42. So ~42 damage, my 22 HP dies. Even at min SpA it's likely >22. Make It Rain at -2: 120 BP, similar → much more. So my Gholdengo dies to any attack. But speed uncertain: if I'm faster, Shadow Ball super effective: my SpA 203 * 1.3 life orb, vs their SpD 99-157. Damage: (2*50/5+2)=22 * 80 * 203 * 1.5 / 130 / 50 ≈ 22*80=1760*203=357280*1.5=535920/130=4122/50=82.4+2 ≈ 84. With life orb 1.3 → ~110. Their HP 162-194 at 93% → ~150-180. So Shadow Ball does ~55-70%. Not a KO. If I'm slower, I die before moving. If faster, I hit Shadow Ball then die next turn (life orb recoil also kills me: 194/10 ≈ 19, I have 22 → after attack, 22-19=3 HP, survives life orb barely! Actually life orb recoil 10% of 194 = 19.4 → 22-19 = 3 HP. So I'd survive at 3 HP if they don't kill... but they will attack next turn. Hmm, but wait — if I'm faster and Shadow Ball, then they attack and I die. Net: I dealt ~84+ damage (with SpDef drop chance). Then Corviknight comes in free. Alternative: switch to Corviknight directly. Corviknight at 91/205 takes Make It Rain at -2: resisted (Steel vs Steel = 0.5x). Damage: 22*120*85*1.5/113... wait their SpA at -2. Compute: 22 * 120 * (85) * 1.5 (STAB) * 0.5 (resist) / 107 (my SpD) / 50 ≈ 22*120=2640*85=224400*1.5=336600*0.5=168300/107=1573/50=31.5+2 ≈ 33. So ~33 damage, Corviknight to ~58. Shadow Ball at -2 on Corviknight: neutral, 80 BP: 22*80*85*1.5/107/50 ≈ 22*80=1760*85=149600*1.5=224400/107=2097/50=42+2 ≈ 44. Corviknight takes ~44 → 47 HP. Corviknight wins long game: Body Press uses my Defense (172) vs their Def 103-161. Body Press: 22*80*172/... formula uses Atk stat = Def. Damage ≈ (22 * 80 * 172 * 1.0) / (their Def ~130) / 50 ≈ 302720/130/50 = 46.6 + 2 ≈ 48. Hmm, that's not huge. Their Gholdengo at 93% (~150-180 HP) would take ~4 Body Presses. Meanwhile they're -2 so their attacks do ~33-44 per hit. Corviknight at 91 HP survives ~2-3 hits. Roost heals 50% (102). So Corviknight can sustain: Roost when low, Body Press otherwise. But they could Nasty Plot to reset... wait, Good as Gold — my status moves don't affect them, but their own Nasty Plot works on themselves. If they Nasty Plot (+2), they go back to 0 SpA net. Then Make It Rain on Corviknight: 22*120*170*1.5*0.5/107/50 ≈ 22*120=2640*170=448800*1.5=673200*0.5=336600/107=3146/50=63+2 ≈ 65. Corviknight at 91 dies in 2 hits. Hmm, but I'd Roost. Actually the key question: should I sacrifice Gholdengo for damage first, or switch to Corviknight? My Gholdengo at 22 HP: if faster, Shadow Ball deals ~84-110 damage (super effective). That's significant — brings them to ~40-60%. Then they kill me, Corviknight comes in free (no damage taken on entry). Then Corviknight Body Press + Roost vs weakened Gholdengo. If I'm slower, Gholdengo dies without doing anything, Corviknight enters free. Same as switching, except I lose nothing. Wait — if I switch directly, Corviknight takes a hit (~33-44). If I sacrifice Gholdengo, Corviknight enters at full 91 HP. So sacrificing Gholdengo is strictly better IF I'm faster (I get damage too) and equal if slower (Corviknight enters undamaged either way... no wait). If I switch to Corviknight: Corviknight takes a hit, goes to ~47-58. If I attack with Gholdengo and die: Corviknight enters at 91. So attacking is never worse, and better if faster. Unless... they Nasty Plot when I switch? If I switch to Corviknight and they Nasty Plot, Corviknight takes no damage and they're at +2 net 0. Then I Body Press. Hmm. If I attack with Gholdengo and they Nasty Plot: I'm faster maybe, Shadow Ball hits them (they're at +2 now? order matters). If they Nasty Plot, my Shadow Ball still hits. Then next turn I'm at 3 HP (life orb), they attack, I die. Actually careful: life orb recoil. 22 - 19 = 3. I survive at 3. Then next turn they attack (faster or not, they kill me at 3 HP). So I get one attack guaranteed if faster, and if slower I die before attacking. Hmm, but there's another consideration: if I'm faster and Shadow Ball, they're at ~50-60%. Then Corviknight comes in and can Body Press to finish. Also Shadow Ball has 20% SpDef drop chance. What if they use Make It Rain (drops their own SpA -2 more, to -4)? Doesn't matter. Decision: MOVE: shadowball. It's the highest expected value: if faster, big chip damage; if slower, Corviknight enters free at 91 HP (same as if I'd switched, except switching would've cost Corviknight HP). Wait, one nuance: if I switch to Corviknight and they attack, Corviknight takes 33-44. If I use Gholdengo and die, Corviknight enters at 91. So Gholdengo attack dominates switching. Unless they predict the sacrifice and Nasty Plot — then my Gholdengo (if faster) still gets a Shadow Ball off before... no, if I'm faster I move first anyway. If they Nasty Plot and I'm slower, my Gholdengo survives at 3 HP (no damage taken), and I get a Shadow Ball next turn! That's even better. So Shadow Ball is clearly the play. Notes: plan for Corviknight to clean up with Body Press/Roost.
MiMo V2.6 Flash switched toCorviknightIncident report
Only one legal action: played without asking.
- Turn 11Gemma 4 31B used
MakeitrainIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash usedUturnWin condition: chip their Gholdengo down with U-turn (~4-5% per hit, 32 PP) while Roosting to stay healthy — Body Press has no effect on Ghost. Their Gholdengo is -4 SpA: Make It Rain ~25-30, Shadow Ball ~35-40 to Corviknight; I heal 102 per Roost (8 PP). U-turn now while safe at 91 HP (can't be KO'd in one hit), Roost when below ~55%. Watch for Nasty Plot/Recover greed.
Reasoning trace (2,273 words)
Body Press has no effect on Gholdengo (Ghost type). U-turn is 1/4x (Steel resists Bug, Ghost immune... actually Ghost is immune to Bug? No — Bug is resisted by Ghost? Ghost resists Bug? Let's check: Bug moves are not very effective against Ghost? Actually Ghost resists Bug: no. Type chart: Bug is resisted by Fire, Fighting, Poison, Flying, Ghost, Steel, Fairy. Ghost is immune? No, Ghost is not immune to Bug. Bug vs Ghost =0.5x. Ghost vs Bug... Anyway it says 1/4x here (Bug resisted by Ghost and Steel? Ghost doesn't resist Bug... but the game says 1/4x so whatever). Very weak. Corviknight can't touch Gholdengo with attacks. Best play: Roost to heal, or U-turn out — but only Corviknight remains. So switching isn't possible (no other alive Pokémon). U-turn would fail or leave me with no mon? Actually U-turn with no switch targets — in Showdown, if no switch possible, U-turn still deals damage and user stays in. Opponent at -4 SpA. Make It Rain at -4: base 120, STAB 1.5 → 180, ×3/7 (stat) ≈ ... At -4, multiplier = 2/(2+4) = 1/3. So effective power ~60 equivalent vs neutral. Corviknight at 91/205 with SpD 107. Previous Make It Rain at -2 did... Garchomp fainted from full (183) — that was -2. Then vs my Gholdengo (22hp) not effective. Estimate: -2 Make It Rain vs Garchomp (183 HP, SpD ~107ish): did183+. At -4, damage ≈ previous × (1/3)/(1/2)... wait -2 = ×1/2, -4 = ×1/3. So -4 does2/3 of -2 damage. -2 did ≥183 to Garchomp. Hmm that's a lot — Garchomp SpD at 50... Let me compute: 203 SpA Gholdengo, Make It Rain 120 BP STAB 1.5, Life Orb? unknown item. -2 → 183+ damage to Garchomp. At -4 → ~122 to Garchomp-type. Corviknight is Steel/Flying, resists Steel (0.5x). So ~61 damage to Corviknight. Corviknight at 91 → survives at ~30. But wait, Corviknight's SpD 107 vs Garchomp's... Garchomp SpD 107 too. Similar bulk. So ~60 damage, Corviknight survives. Plan: Roost repeatedly while their damage shrinks? Their SpA keeps dropping each Make It Rain (-4 now, will go -6). Roost heals 50% = ~102 HP. Their hits do less than that. But they could switch moves — Shadow Ball (80 BP Ghost) is neutral vs Corviknight (Steel/Flying — Ghost hits Steel? Ghost is neutral on Steel/Flying). Shadow Ball at -4: 80×1.5 STAB... no STAB? Gholdengo is Steel/Ghost, Shadow Ball gets STAB 1.5 = 120 effective, similar to Make It Rain 120. Similar damage, ~40 at -4 minus... Make It Rain is Steel, resisted 0.5x, so120×1.5 stab ×0.5 = 90 vs Shadow Ball 80×1.5=120 neutral. Shadow Ball does more: ~80 damage at -4? Let me estimate: at -2, Make It Rain neutral did 183 to Garchomp. Shadow Ball at -4, neutral, 120 effective power vs Make It Rain at -2, 90 effective (with resist) — hmm compare: -2 Make It Rain vs Garchomp = 180 power × 0.5 stat = 90 equivalent. Shadow Ball at -4 = 120 power × 0.33 = 40 equivalent. So ~183 × (40/90) ≈ 81 damage to Garchomp-equivalent bulk. Corviknight similar SpD but... ~80 damage? Corviknight at 91 would die to Shadow Ball! Hmm, careful. Corviknight HP 205, Garchomp 183. Damage ~81 scaled → maybe ~75 to Corviknight. At 91 HP, survives barely at ~16. Risky. But their Gholdengo is faster, so it moves first. If they Shadow Ball and I Roost, I take 75 then heal 102 → net positive (91-75=16, +102 = 118). Actually Roost heals after damage if I move second. Order: they attack first (faster), I Roost: 91 → 16 → +102 = 118 (cap 205). Good. Next turn they're at -6 SpA (if they attack again) or... wait, if they use Shadow Ball, no SpA drop. Make It Rain drops SpA each use: -4 → -6 → -8 (floor -6). So after another Make It Rain they're at -6, minimal damage. If they Shadow Ball every turn at ~75-80 damage and I Roost 102 every turn, I win the war of attrition as long as I don't get crit. Roost is the play. Do I even need to attack? Body Press has no effect. U-turn 1/4x — tiny damage but also heals nothing. Their Gholdengo is at 93% and I can barely scratch it. Only win condition: stall them out? I can't KO them with these moves... U-turn at 1/4x does maybe 3-5%. That would take 20+ turns. Hmm. Wait — can I win at all? Corviknight has Body Press (no effect), U-turn (1/4x), Roost, Defog. Their Gholdengo has Make It Rain, presumably Shadow Ball, maybe Nasty Plot/Recover. If they have Recover, stall is unwinnable. If I can't damage them, it's a tie or loss on timer? Actually Showdown has a timer — eventually one player's timer runs out. Hmm. But maybe I can win: U-turn damage accumulates. 1/4x of 70 BP physical vs their Def... Corviknight Atk 96 (weak). Their Def ~103-161. U-turn: 70 BP × Atk 96 (min stats at50?) — damage maybe 3-6% per hit. Rough ~20-30 turns. Alternatively, if they use Make It Rain repeatedly, their SpA goes to -6 and their damage becomes trivial; then I could... still can't KO them. Actually, maybe they only have Make It Rain revealed and I should chip with U-turn while healing as needed. Their timer: each player has time. If I keep attacking with U-turn while they stall, whoever's timer runs out... The typical strategy when you can't KO: attack to pressure their timer? Actually the player who does nothing loses on timer (each move consumes time). Both consume time on each turn. Timer loss goes to whoever runs out — it depends on clock usage, not move choice. Hmm, but realistically, maybe their Gholdengo has limited PP on Make It Rain (8 PP) and Shadow Ball (24). If they run out of PP, Struggle — Struggle would deal damage to themselves. Make It Rain 8 PP + Shadow Ball 24 = 32 attacks. My Roost 8 PP... but each Roost heals 102, and I take less than that per turn, so HP-wise I'm fine. Roost PP: 8, and I can use all 8. If they Struggle: Struggle is typeless50 BP physical, recoil 1/4 of damage dealt. Their Atk is72-123 (min likely). Corviknight Def 172 — takes tiny damage. Their recoil ~ could chip them down. Struggle recoil = 25% of damage dealt, so even if they deal 5% to me, they lose 1.25%... that's a slow path to KO them — 80 struggles. Not realistic within timer. Hmm, wait — do I actually have a way to win? Let's reconsider U-turn damage more carefully. Level 50, Corviknight Atk... given stats [HP 205, Atk 96, ...] — that's the actual built stat (they gave exact stats for my mons). Atk 96. U-turn BP 70, but 1/4x → effective 17.5 BP. Their Def: at level 50, Gholdengo def range 103-161, likely ~130ish. Damage = ((2×50/5+2)×70×96/def)/50 + 2... standard: ((2*Level/5+2)*BP*A/D)/50 + 2 = (22*17.5*96/D)/50+2 ≈ (36960/D)/50 + 2 = 739/D + 2. With D=130 → 5.7+2 ≈ 7.7, then ×1 (no STAB) → ~8 damage? Wait I need effective BP = 70 × 0.25 = 17.5. So ~8 damage out of ~180 HP = 4.5%. So ~22 hits to KO. U-turn PP 32 — enough. Meanwhile they need to KO me first. Can they KO me? Their attacks at -4/-6 do ~75/~50. I have Roost 8 PP healing 102 each. If I alternate U-turn and Roost, I can sustain. They'd need consistent strong hits. At -6, Shadow Ball: equivalent power = 120 × 1/3... wait -6 = 1/4 multiplier. Compare at -4 = 1/3. So -6 damage =3/4 of -4 damage ≈ 60. If they use Make It Rain to drop stats they do less. So plan: chip with U-turn, Roost when low. That's the winnable line. Their timer also matters. Turn 11 decision: I'm at 91/205 (44%). Their Gholdengo at -4 SpA. Options: Roost (safe, heal to ~193 after their hit or full) or U-turn (chip4%). If they Make It Rain at -4: damage ~ steel resisted... let me compute properly. Effective power:120 × STAB 1.5 × resist 0.5 = 90, at -4 ×1/3 = 30 equivalent. Vs my Garchomp-equivalent calculation earlier: -2 Make It Rain vs Garchomp neutral... wait Make It Rain vs Garchomp (Dragon/Ground) is neutral, so -2: 120×1.5 = 180 × 1/2 = 90 equivalent → did 183+ (fainted from 75... wait, Garchomp was at 75/183 when Gholdengo used Make It Rain and fainted. So damage was ≥75, likely ~100+). Hmm right! Garchomp was at 75/183. So -2 MIR did ≥75 to Garchomp. Equivalent power 90 → ≥75 damage. Then -4 MIR vs Corviknight: power equivalent 30 (vs 90), plus resist 0.5 already counted... wait let me redo: vs Garchomp neutral: 180 × 1/2 stat = 90 → ≥75 dmg (call it 75-90). Vs Corviknight: 180 × 0.5 resist × 1/3 (-4) = 30 → ratio 1/3 → ~25-30 damage. Oh, much less than I estimated. Plus Corviknight HP 205 vs Garchomp 183, similar defenses (Corv SpD 107 same). So MIR at -4 does ~25-30 to Corviknight. Very manageable. Shadow Ball at -4: 80×1.5 = 120 × 1/3 = 40 equivalent, neutral vs Corviknight → vs Garchomp-benchmark: 90 equiv → 75-90 dmg, so 40/90 ≈ 0.44 → ~33-40 damage. Also manageable. So I can Roost comfortably. But to win I need to chip. Strategy: U-turn when healthy, Roost when under ~50%. Actually if their damage is only ~30-40/turn and I U-turn every turn, they deal30-40 while I deal ~8: I lose HP race (net -25/turn). I need to Roost occasionally. Sustainable cycle: e.g., 2 U-turns then Roost? Net: -70 + 102 = +32... they deal 30-40/turn, over 3 turns they do 90-120, I heal 102 and deal 16 chip. Net HP roughly stable, chip accumulates. But Roost PP is only 8 — 8 Roosts × 102 = 816 heal total. Over 22+ turns of chipping I need to survive 22 × ~35 = 770 damage + initial deficit. Tight but plausible. Also their SpA keeps dropping if MIR, reducing incoming damage further. Alternatively, my timer — should I be efficient? Just play it out. This turn: I'm at 91 (44%). If I Roost first: take ~30, heal → ~163. Then U-turn while healthy. Given I'm below half and they're faster, Roost first seems safe. But U-turn first gains chip while I'm still above their2-hit range. Consider: at 91, if they Shadow Ball (~35) I'm at 56, then I Roost → 158. Or if I U-turn now: 91-35 = 56, deal 8 → they at ~88%. Then Roost next turn. Either is fine. Chip is the win condition and Roost PP is limited — but HP is the real constraint. I think starting with U-turn is better to begin chipping since I'm not in immediate danger (they can't KO me from 91 in one hit at -4). Two hits might:70-80 total, leaving me at ~11. So after one U-turn I'd be at ~56, still safe from 2HKO? 56 - 70ish... two more hits would KO. But I can Roost turn 12. Risk: if they're faster and get two attacks before... no, one attack per turn. From 91, worst case after turn 11: 91 - ~40 = 51. Safe. Turn 12 Roost. Actually wait — could their Gholdengo have Nasty Plot? Good as Gold blocks status moves targeting... Nasty Plot is a self-status, works (Good As Gold only blocks status moves targeting others? Actually Good As Gold blocks status moves that target it — self-targeting works fine). If they Nasty Plot +2, then damage doubles: +2 net from -4 = ×... -4+2 = -2, equivalent 90 → ~75-90 damage to me. Two hits would KO. Hmm. But they'd be wasting turns; I'd heal. They might also have Recover (status, self-target — works). The opponent's realistic line: attack with Shadow Ball / Make It Rain. Let's go U-turn for chip... hmm, but if they Nasty Plot while I U-turn, they're at -2 effective and next hit does75+, I'd be at ~50-55 → then Roost. I'll go with U-turn this turn to start the chip clock — actually, let me reconsider: Roost now puts me at ~163-170, giving huge buffer, then I can U-turn several turns in a row without roosting, saving Roost PP. Total heal is the same either way (heal is 50% of max = 102 each time; healing when lower wastes... no, Roost heals 50% of max HP = 102 always, but overheal is wasted). So heal early when low = less waste. I'm at 44% — healing now gives ~102 - (waste if at 91+... 91+102 = 193 < 205, no waste). After their hit (~30) I'd be at 61+102 = 163. No overheal. Healing later also no overheal until above 103. Key: heal when low to avoid being KO'd. I'm at 91, can't be KO'd this turn. So U-turn now is fine and gains chip. Hmm, but there's a subtlety: is this actually winnable, or should I aim for a stall/timer? U-turn chip is the only damage I have. Go with it. Let me also double check: does U-turn switch me out? I have no other Pokémon (both fainted) — in Showdown, U-turn with no valid switch keeps the user in (it just doesn't switch). Actually in Gen 9 singles, if all teammates fainted, U-turn fails to switch and user stays. It still deals damage. Legal action is offered, so fine. Notes: keep concise, plan: chip with U-turn, Roost when <60%, their Gholdengo -4, MIR/Shadow Ball ~30-40 dmg; U-turn ~4-5%; win via PP/timer or chip KO.
- Turn 12Gemma 4 31B used
MakeitrainIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash usedRoostWin condition: chip their Gholdengo from 90% to 0 with U-turn (~4-5% per hit) while Roosting to stay healthy. Body Press has no effect on Ghost. Their Gholdengo is at -6 SpA (Make It Rain negligible, Shadow Ball ~35-40). Roost first since I'm at 68/205 — get healthy before starting the chip cycle. Both my other mons are fainted so U-turn's switch will fail (stay in), but damage still applies. Watch for their Recover greed.
Reasoning trace (143 words)
U-turn would switch me out but I have no other Pokémon (both fainted). So U-turn would fail or be problematic. Let's just Roost to heal. At -6 SpA, their Make It Rain does very little. Shadow Ball ~35-40. Roost heals 102. I should Roost up while chipping with U-turn. Actually wait, if I U-turn with no mons to switch to... that could be a problem. Better to Roost now while I'm at 68/205. Strategy: Roost to full, then chip with U-turn. Their Gholdengo is at 90%, I need to whittle it down. U-turn does ~4-5% per hit but I can't switch after. Let me just use U-turn — wait, if switch fails I stay in? In Showdown, if no pokemon available, U-turn fails and you stay. Let me Roost first to get healthy, then U-turn repeatedly (even if switch fails, the damage applies).
- Turn 13Gemma 4 31B used
MakeitrainIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash usedUturnWin condition: chip their Gholdengo from 90% to 0 with U-turn (~4-5% per hit) while Roosting to stay healthy. Body Press has no effect on Ghost. Their Gholdengo is at -6 SpA — all its attacks are negligible (~5-10%). At 154/205 I can safely U-turn several times before needing Roost. Only 2 mons left total; U-turn switch will just fail (no valid switch-ins), so damage still applies and I stay in. Watch for a possible Recover stall, but PP favors me (31 U-turn PP vs their 8 Recover).
Reasoning trace (55 words)
Their Gholdengo is at -6 SpA, so its attacks do nothing. I just U-turn chip forever while Roosting. U-turn does 4-5% per hit. I have 31 PP. They can't break me. Just keep U-turning. Actually, Roost when needed. At 154/205 (75%), I can afford several hits. Their Shadow Ball at -6 is ~5-10%. Just U-turn.
- Turn 14Gemma 4 31B used
MakeitrainIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash usedUturnWin condition: chip their Gholdengo from 87% to 0 with U-turn (~4-5% per hit) while Roosting when needed. Their Gholdengo is at -6 SpA — attacks negligible (~5-10%). At 138/205 I can safely U-turn several times before Roosting. No switch-ins available, so U-turn just deals damage and I stay in. PP: 30 U-turn vs 7 Roost.
Reasoning trace (16 words)
Their Gholdengo is at -6 SpA, attacks negligible. Just keep U-turning. At 138/205, safe to U-turn.
- Turn 15Gemma 4 31B used
MakeitrainIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash usedUturnWin condition: chip their Gholdengo from 81% to 0 with U-turn (~4-6% per hit) while Roosting when needed. Their Gholdengo is at -6 SpA — attacks negligible (~5-10%). At 121/205 I can safely U-turn a couple more times before Roosting. No switch-ins, so U-turn just deals damage and I stay in. PP: 29 U-turn vs their 7 Recover. Stealth Rock irrelevant now.
Reasoning trace (11 words)
At 121/205, continue U-turn. Their attacks negligible. Keep chipping81% → ~77%.
- Turn 16Gemma 4 31B used
MakeitrainIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash usedUturnWin condition: chip their Gholdengo from 78% to 0 with U-turn (~4-6% per hit) while Roosting when needed. Their Gholdengo is at -6 SpA — attacks do only ~17 HP (10%). At 106/205 I can safely U-turn a couple more times before Roosting. No switch-ins, so U-turn just deals damage and I stay in. PP: 28 U-turn vs their 7 Recover.
Reasoning trace (57 words)
Their Gholdengo is at 78%, -6 SpA. My Corviknight at 106/205. Their attacks do ~10% (17 HP). I can U-turn at 106 safely — take ~17, then next turn Roost if needed. Actually106 - 17 = 89, still fine. U-turn now. Note: opponent might Recover. Their Gholdengo at 78%. PP favors me: 28 U-turn vs 7 Recover.
- Turn 17Gemma 4 31B used
StruggleIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash usedUturnWin condition: chip their Gholdengo from 74% to 0 with U-turn (~4-6% per hit) before my PP/HP run out. Their Gholdengo at -6 SpA hits only ~17 HP (10%). At 91/205 I can safely U-turn ~2-3 more times before Roosting. No switch-ins (others fainted), so U-turn just chips. PP: 27 U-turn, 7 Roost. Watch for their Recover.
Reasoning trace (85 words)
At 91/205, opponent deals ~17 per hit. I can U-turn or Roost. Chip at 74%, need ~19 hits. Their Gholdengo might Recover eventually? They haven't. Actually at -6 they can't hurt me much; but they may switch... they have no other pokemon (all 3 seen,2 fainted). So it's just Gholdengo. Their Gholdengo could use Recover to heal. It has makeitrain revealed. Could have shadowball too. I should keep U-turning. At 91 HP, I take ~17, going to 74. Safe to U-turn a couple more times.
- Turn 18Gemma 4 31B used
StruggleIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash usedUturnTheir Gholdengo is now Struggling — Make It Rain PP exhausted. Struggle costs them 25% max HP in recoil per use: at 45%, they faint in ~2 turns from recoil alone. Their Struggle only deals ~10 HP to me. U-turn chips ~4% more and, with no switch-ins available, I simply stay in as before. Roost only if HP drops low.
Reasoning trace (506 words)
Their Gholdengo is Struggling now — it ran out of PP on Make It Rain. Struggle is typeless, ~25% recoil of user's max HP. It's at 45%, so recoil per Struggle ≈ 25% of max HP... wait, Struggle recoil is 25% of the user's maximum HP, not current. So each Struggle costs them ~25% of max HP. They're at 45% — they can only Struggle ~1-2 more times before fainting from recoil! Actually, recoil = 1/4 of max HP. At 45% they'd go to ~20% after one Struggle, then faint after another. Meanwhile their Struggle does 50% typeless power to me — at 81/205 I took 10 HP last turn (they were at -6 SpA? No, Struggle uses Attack stat... actually Struggle is typeless physical? Struggle uses Attack and is typeless. Their Atk is 72-123 base. It did 81→81? Wait log: turn 17, Corviknight went from 91 to 81, so 10 damage from Struggle. So their Struggle does ~10 damage to me, and costs them 25% max HP. They'll Struggle themselves to death in 2 turns. I just need to survive — Roost to be safe, or U-turn to speed it up. If I U-turn: they take ~4% + recoil 25% → ~16%. Then next turn they Struggle again, recoil kills them. Even if they hit me for 10, I'm fine at 71. But wait — could they have Recover? They revealed only Make It Rain. They've used Make It Rain many times (12 PP? Make It Rain has 8 PP at level 50... actually 5 PP normally, 8 with PP up). They Struggled, so Make It Rain PP is exhausted. Do they have Recover? If they Recover, they'd heal. But Good as Gold blocks status moves? No — Recover is self-targeting, Good as Gold only blocks moves targeting others... actually Good as Gold blocks status moves that target the opponent. Self-status like Recover works. Hmm, but they've been spamming Make It Rain instead of Recovering, suggesting they might not have Recover or chose not to. If they had Recover they'd probably have used it at -6 SpA. Safest: Roost to get back to full-ish, then U-turn. But if they have Recover, stalling could drag. Their Struggle recoil kills them in 2 turns regardless unless they Recover. If they Recover, they heal 50% but Struggle recoil... they'd only Struggle when they attack. Actually the fastest safe line: U-turn now. They take 4% chip + 25% recoil = down to ~16%. I take ~10 damage → 71/205. Next turn U-turn again → they faint from recoil or chip. Roost is safer if worried about their Struggle damage, but their damage is trivial (10 HP). U-turn it is — but U-turn forces me to switch, and my other two are fainted! What happens if U-turn has no switch target? In Showdown, if no valid switch, the U-turn user just stays in (the switch is skipped). Earlier turns I spammed U-turn with no switch-ins and it worked fine (log shows I stayed in). So U-turn is safe. Decision: U-turn.
- Turn 19Gemma 4 31B used
StruggleIncident report
Only one legal action: played without asking.
MiMo V2.6 Flash usedRoostTheir Gholdengo is at 17% and must Struggle (Make It Rain PP gone). Struggle recoil is 25% max HP, so it faints from recoil this turn after hitting me for ~10% (~20 HP). I survive at ~47+ HP regardless. Roost is the safest — no need to risk anything, and U-turn would try to switch me out with no living teammates.
Reasoning trace (155 words)
Struggle recoil: 25% of max HP per use. Gholdengo at 17% — next Struggle will make it faint from recoil (17% - 25% recoil... actually it takes recoil equal to 25% of its max HP, which is more than 17%, so it faints). But it moves first, dealing ~10% of my HP (~20 HP). At 67/205, taking ~17-20 HP → ~47-50 HP, still fine. Then it faints from recoil, I win. So any move works. U-turn to chip is fine, or Roost for safety. U-turn faints it and ends battle. Roost is safer if Struggle doesn't kill it — but it will. Actually Struggle recoil kills it regardless of what I do. Just U-turn or Roost. Roost safest. Actually let me use U-turn to end it — if for some reason it survives, U-turn switches... but I have no switch-ins (all fainted), so U-turn would fail or I'd have to stay in. Roost is cleaner.