Matches · 2026-10-15 · rules version c5
Gemini 3.8 Flash vs MiMo V2.6 Flash
Gemini 3.8 Flash won in 8 turns · 4 min wall clock · 83,252 tokens · $0.064
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Decisions
- Team previewMiMo V2.6 Flash brought
Garchomp,kingambit,gholdengoPlan: lead garchomp (sash) for rocks/SD and EQ spam — EQ hits nearly their whole team. Kingambit cleans with sucker punch/kowtow; gholdengo breaks mimikyu/primarina-ish and recovers. Watch their dragonite DD sweeps and primarina water moves. Dragapult scarf saved out; kingambit priority more valuable vs gholdengo/mimikyu.
Reasoning trace (266 words)
My team: garchomp (sash, SD, EQ, scaleshot, rocks), kingambit, gholdengo, dragapult scarf, corviknight, slowkinggalar. Opponent threats: dragonite, gholdengo, kingambit, garchomp, primarina, mimikyu. Good core: garchomp lead (rocks/SD), gholdengo, kingambit or dragapult. Dragapult scarf handles dragonite/mimikyu/primarina speed. Kingambit sucker punch handles gholdengo... actually sucker punch vs gholdengo (ghost) — sucker punch works on ghosts? Sucker Punch fails against... it works on Ghost types (it's not blocked by ghost). Yes, sucker punch hits ghosts fine. I'll bring garchomp, gholdengo, dragapult? Or kingambit. Opponent's gholdengo threatens my gholdengo. Kingambit with sucker punch beats gholdengo and dragapult... but I don't know their items. Lead garchomp: sash + rocks/SD good vs most. Their lead could be primarina (ice beam?) or gholdengo. I'll go: garchomp, kingambit, gholdengo — solid. But dragonite with multiscale and dragon dance could sweep kingambit/gholdengo... garchomp EQ handles it. Dragapult scarf outspeeds dragonite even +1? Dragonite base 100, at +1 speed... dragapult 178, dragonite max 145 at +1 = 218 > 178. Hmm. But scarf dragapult still useful. I'll bring garchomp, dragapult, kingambit? Gholdengo is my best special breaker with recover. Kingambit sucker punch priority good. Consider: opponent likely brings gholdengo, kingambit, dragonite/primarina/mimikyu. My garchomp beats kingambit (EQ), gholdengo (EQ), dragonite (EQ), primarina (EQ), mimikyu (EQ but disguise). Garchomp is great. Kingambit beats gholdengo, mimikyu (ironhead), dragapult. Gholdengo beats primarina? Not really, primarina water move. Gholdengo beats mimikyu (shadowball), kingambit (make it rain... kingambit resists? steel resisted by steel, ghost neutral... make it rain on kingambit: steel resisted, neutral? Kingambit Dark/Steel: steel vs steel = 0.5, ghost... make it rain is steel. So resisted). Bring: garchomp, kingambit, gholdengo.
Gemini 3.8 Flash broughtGholdengo,mimikyu,kingambitOpponent has Dragapult, Garchomp, Gholdengo, Kingambit, Corviknight, Slowking-Galar. Scarf Gholdengo outspeeds Dragapult (223 effective Spe vs 213 max) and OHKOs with Shadow Ball. Mimikyu provides Disguise counterplay to Dragons and Kingambit. Kingambit is a great endgame cleaner with Supreme Overlord.
Reasoning trace (73 words)
**Analyzing Opponent's Threats** I'm currently focusing on how Dragapult's speed and Corviknight's physical bulk will impact our strategy. I'm evaluating how my team's offensive presence and defensive capabilities can counter these key threats. **Evaluating Offensive Options** My focus has shifted to proactive counterplay. I'm considering how a Choice Scarf Gholdengo can outspeed and OHKO Dragapult, and how Primarina's typing offers broad coverage against their major threats. Mimikyu remains a strong defensive pivot.
- Turn 1MiMo V2.6 Flash used
EarthquakeTurn 1: Garchomp leads vs their Gholdengo. I outspeed (169 vs 93-149). EQ is super effective and my best immediate damage. Risk: they switch to Dragonite (flying) to dodge it — acceptable, since rocks/SD later still fine with sash intact. Don't waste sash setup turn; press damage now.
Reasoning trace (124 words)
Gholdengo is weak to Ground. EQ super effective. But Gholdengo might switch out to a flier (dragonite) or levitate... no levitate users except... dragonite is flying. Opponent could switch to dragonite to avoid EQ. If I EQ and they switch dragonite, EQ does neutral ~50%? Dragonite has multiscale possibly at full. Alternatively set up SD or rocks. If they switch, SD gives me advantage. But Gholdengo threatens with shadow ball / make it rain. Safest: EQ — super effective, likely 2HKO or KO. If they switch to dragonite, we learn. Actually Gholdengo outspeeds? My garchomp 169 vs 93-149 — I move first. EQ super effective on Gholdengo: 182 Atk vs 103-161 Def... could be a 2HKO, maybe OHKO if low def. I'll go earthquake.
Gemini 3.8 Flash usedMakeitrainScarf Gholdengo (223 Spe) outspeeds non-Scarf Garchomp. Make It Rain deals 70-80% chunk. If Garchomp EQs, Gholdengo chips it heavily so Mimikyu can revenge kill while preserving Disguise. If Garchomp sets hazards or switches, Make It Rain punishes hard.
Reasoning trace (161 words)
**Analyzing Speed Dynamics** My focus has been on Gholdengo's Speed with Choice Scarf, hitting 223. I'm assessing if Garchomp, typically a Focus Sash lead, can outspeed it, considering its base 169 Speed and potential Scarf set. **Evaluating Counter-Plays** I'm re-evaluating Gholdengo's matchup against Garchomp. Make It Rain won't OHKO, meaning Garchomp survives and retaliates. Mimikyu, while initially seeming like a good switch, actually gets outsped by Jolly Garchomp, making it vulnerable. **Considering Garchomp's Lead** I'm now considering Garchomp's potential lead with Stealth Rock. If Gholdengo switches in and uses Make It Rain, Garchomp survives and retaliates. Tricking a Choice Scarf onto a Sash Garchomp is risky if it pre-emptively uses Earthquake. **Assessing Speed Interactions** My current analysis confirms that a Choice Scarf Gholdengo, at 223 Speed, will indeed outspeed a standard Garchomp. This allows it to land a significant hit before Garchomp can retaliate. Mega Garchomp is slower and also outsped. The Disguise on Mimikyu offers a crucial safety net.
Gemini 3.8 Flash switched toMimikyuGholdengo chipped Garchomp to 32%. Send out Mimikyu to revenge kill safely behind Disguise. Kingambit stays in the back to act as a Supreme Overlord cleaner later. Mimikyu can finish Garchomp with Shadow Sneak or Play Rough.
Reasoning trace (39 words)
**Assessing Defensive Switches** My Gholdengo has unfortunately fainted. I'm now weighing whether Mimikyu, with its Disguise and offensive pressure, or Kingambit, leveraging its Sucker Punch against Garchomp's predicted moves, is the superior switch-in given Garchomp's current 32% health.
- Turn 2Gemini 3.8 Flash used
PlayroughTurn 1: Gholdengo chipped Garchomp to 32% before falling to Earthquake. Mimikyu is in at 100% with Disguise intact. Shadow Sneak cannot finish Garchomp from 32% (deals ~25%). Play Rough easily finishes it, and Disguise protects against any single hit if Garchomp outspeeds. Plan: KO Garchomp with Play Rough, keep Kingambit fresh for endgame.
Reasoning trace (220 words)
**Calculating Damage Output** I'm currently assessing if Mimikyu's Shadow Sneak will achieve a knockout on Garchomp. My analysis indicates Garchomp has approximately 58 HP remaining from its total. Mimikyu's attack stat is 142, which I'm using to estimate the potential damage. **Evaluating KO Scenarios** I'm now considering Play Rough as my primary offensive option. My current assessment suggests it offers a much higher KO chance, even accounting for a potential miss. Garchomp outspeeding breaks Disguise, but Play Rough should still secure the KO on its subsequent turn. **Revising KO Projections** My previous calculations regarding Shadow Sneak were incomplete; it won't secure a knockout. I'm now prioritizing Play Rough due to its higher damage output. Even with a potential miss, it still guarantees a KO after Disguise is broken. **Considering Sweeping Potential** I've identified an opportunity to utilize Swords Dance. If I use it, Garchomp breaks Mimikyu's Disguise, allowing for a +2 Shadow Sneak KO on the following turn and setting up Mimikyu for a potential sweep. **Analyzing Counter Threats** I'm now considering Garchomp's potential to run Scale Shot. If it has this move, my Swords Dance strategy is severely compromised, as multiple hits could quickly break Disguise and defeat Mimikyu. I'm also re-evaluating speed tiers to determine if Garchomp will outspeed my Mimikyu, which impacts move order and viability.
MiMo V2.6 Flash switched toKingambitMimikyu's disguise blocks my first hit (only 1/8 damage), so attacking with Garchomp wastes it; Shadow Sneak would then KO my 59 HP Garchomp. Switch to Kingambit — resists Play Rough, shrugs off Shadow Sneak, and Defiant punishes any T-wave/stat drops. Garchomp preserved for later revenge EQ. Watch for Mimikyu Swords Dance.
Reasoning trace (414 words)
Mimikyu: EQ does nothing (immune? No — Mimikyu is Ghost/Fairy, Ground hits neutrally? Ground vs Fairy: neutral. Ground vs Ghost: neutral. So EQ hits neutrally). Wait, scaleshot "no effect on mimikyu" — Dragon vs Fairy is immune. EQ is neutral effective. Mimikyu likely has Disguise up — first hit breaks disguise with 1/8 damage. Then it may have Shadow Sneak, Play Rough, Swords Dance, Wood Hammer. Garchomp at 59 HP, sash not active (not full HP). Mimikyu speed 104-162 vs my 169 — I outspeed unless scarf. But Shadow Sneak priority would kill me at 59. Options: EQ breaks disguise (does ~1/8 + damage after? No — disguise blocks the hit entirely, only 1/8 damage). So EQ does 1/8 to Mimikyu. Then Mimikyu hits me with Shadow Sneak/Play Rough, likely KO. Better: switch to Kingambit — Defiant, Dark/Steel resists... Play Rough (Fairy) vs Steel = resisted. Shadow Sneak weak. Kingambit takes hit well. But if they SD, problem. Or switch to Gholdengo — Ghost/Steel, immune to... Play Rough hits, Shadow Sneak hits (Dark vs Ghost super effective? Ghost is weak to Dark, yes). Gholdengo takes Shadow Sneak super effective — bad. Kingambit is the safe switch. Mimikyu's Disguise still up, so my attack would be wasted anyway. Switch to Kingambit. But opponent might predict switch and SD. Still, Kingambit can beat Mimikyu with Iron Head. Actually, alternatively keep Garchomp and EQ to break disguise, then sack? Garchomp at 59 could still be useful with sash... sash requires full HP, so it's dead anyway. Garchomp's value: it's already weakened. Could sac it to break disguise and then bring Kingambit in free. Hmm — if I EQ, disguise breaks (1/8 damage), Mimikyu kills me with Shadow Sneak or Play Rough. Then I bring in Kingambit clean. That's essentially the same as switching, but I lose Garchomp. Garchomp at 59 HP with roughskin and EQ could still do work later — e.g., revenge kill. But against Mimikyu with Shadow Sneak it's dead. Switching to Kingambit: if Mimikyu attacks, Kingambit takes little. If Mimikyu SDs, Kingambit can still Iron Head or SD itself. Kingambit is the better play — preserve Garchomp for later (it can still EQ something). Actually wait — if I switch and Mimikyu uses Play Rough, Kingambit resists (Steel). Shadow Sneak: Dark vs Steel neutral... Dark vs Steel: neutral. Super effective on Ghost only. Kingambit is Dark/Steel, so Shadow Sneak is neutral, weak (40 BP * 0.5 priority... actually 40 BP). Fine. Switch to Kingambit.
- Turn 3Gemini 3.8 Flash used
DrainpunchKingambit switched in and took 35% from Play Rough (now at 65%). Mimikyu still has Disguise intact. Drain Punch is 4x super effective and easily KOs Kingambit from 65% (deals ~75-85% max HP). Even if Kingambit uses Sucker Punch or Iron Head, Disguise absorbs the hit completely.
Reasoning trace (89 words)
**Assessing Drain Punch Opportunity** My current focus is evaluating the effectiveness of Drain Punch against the opponent's Kingambit. With Mimikyu's Disguise still active and Kingambit at 65% HP, I'm calculating the damage output, considering Mimikyu's Life Orb and the 4x super effective nature of Drain Punch. **Calculating Drain Punch Impact** I've confirmed Drain Punch's significant damage potential against Kingambit, easily securing a KO even with Mimikyu's Disguise intact. My calculations indicate it will bypass Disguise and defeat Kingambit, with a neutral hit on Garchomp if they switch in.
MiMo V2.6 Flash usedSuckerpunchTurn 3: Mimikyu's disguise is intact — any hit only deals 1/8. Sucker punch has priority, so it breaks the disguise before Mimikyu moves and, if Mimikyu attacks (Play Rough/Shadow Sneak), I keep Kingambit alive (~65 HP after) and can finish Mimikyu next turn with priority before it KOs me. Risk: Mimikyu Swords Dances — then sucker punch fails, but Gholdengo revenge-kills it anyway. Iron Head would be slower and let Mimikyu hit first.
Reasoning trace (709 words)
Mimikyu at 90%, disguise already broken? Wait — disguise broke? Turn 2 Mimikyu used Play Rough, Kingambit took damage. Disguise still intact on Mimikyu (it hasn't been hit yet). So my first hit on Mimikyu only does 1/8. Iron Head would break disguise and do super effective... but first hit only deals 1/8. Actually the disguise blocks the hit entirely, dealing 1/8 instead. So Iron Head breaks disguise, then next turn kills. Mimikyu likely has Shadow Sneak, Shadow Claw, Play Rough, maybe Swords Dance. It outspeeds Kingambit. Play Rough did ~71 damage (207→136). Another Play Rough would KO (136 - 71 = 65, yes KO). Options: Sucker punch — fails if Mimikyu uses status. But sucker punch is Dark, super effective on Ghost... Mimikyu is Ghost/Fairy, Dark is neutral? Ghost weak to Dark, Fairy resists Dark... no, Fairy doesn't resist Dark. Fairy resists Dark? No. Dark vs Fairy: Dark is not very effective against Fairy? Actually Fairy resists Dark (yes, Fairy resists Dark-type moves). Ghost is weak to Dark. So neutral. Best: Iron Head breaks disguise with super effective hit... but disguise blocks it. Hmm, disguise blocks the damage entirely, so it just does 1/8. Actually strategy: use Iron Head to break disguise this turn (Mimikyu attacks, likely KO's Kingambit with Play Rough). Or sucker punch: if Mimikyu attacks, sucker punch goes first (priority), breaks disguise for 1/8 + damage? No — disguise blocks the first hit entirely regardless. Wait, does disguise block only once? Yes. So any attack does 1/8 first time. If Mimikyu attacks and KOs Kingambit, I bring in Garchomp (59 HP, sash) — but Shadow Sneak priority kills it. Or Gholdengo. Better: switch to Gholdengo? Gholdengo is immune to... Play Rough hits it (Fairy super effective on... Gholdengo is Steel/Ghost, Fairy not very effective vs Steel? Steel resists Fairy, Ghost weak to... no. Fairy vs Steel: not very effective. Fairy vs Ghost: neutral. So resisted). Shadow Sneak (Ghost) vs Steel/Ghost: neutral? Ghost vs Ghost: neutral, Ghost vs Steel: resisted... hmm. Actually Gholdengo blocks Shadow Sneak? No, not immune. Simplest: Iron Head — breaks disguise, does 1/8 (~16 HP → Mimikyu ~74%), Mimikyu likely KOs Kingambit with Play Rough. Then I bring in Gholdengo to revenge kill Mimikyu (Shadow Ball super effective on Ghost... Mimikyu at 74%, Shadow Ball from 203 SpA should KO). Alternatively sucker punch: if it works, breaks disguise + priority. Same result basically but Mimikyu still attacks after. Or Swords Dance — Mimikyu attacks, breaks... no, Mimikyu's attack on Kingambit. If Mimikyu uses Play Rough, KO's Kingambit. SD wasted. I think keep Kingambit alive? At 136 HP, Play Rough does ~71, so it survives one more? 136-71 = 65, survives! Wait earlier it did 71 (207→136). So Kingambit survives another Play Rough at 65 HP. So Iron Head: breaks disguise (1/8), Mimikyu at ~78%, Mimikyu attacks Kingambit → 65 HP. Then next turn Iron Head or Kowtow cleave KOs... but Mimikyu outspeeds and Play Rough KOs 65 HP Kingambit first. Hmm. Sucker punch priority: breaks disguise this turn at priority, then Mimikyu attacks (65 HP left), then next turn sucker punch KOs Mimikyu before it moves. That's better — but sucker punch fails if Mimikyu uses status (Swords Dance, Shadow Sneak is attacking so works). Risk: Mimikyu uses SD turn 3. Then sucker punch fails, Mimikyu at +2, KOs Kingambit, then sweeps. But Gholdengo revenge kills Mimikyu anyway. Sucker punch seems best: priority, breaks disguise, and if Mimikyu attacks I get to finish it next turn with priority before it kills me. Actually wait — if sucker punch breaks disguise doing only 1/8, Mimikyu at 90% - 12.5% = ~78%, minus life orb recoil. Then Mimikyu attacks Kingambit → 65 HP. Turn 4: sucker punch does 70 * 1.2 (black glasses) * STAB... sucker punch is Dark, STAB 1.5, black glasses 1.2 = 126 base effective. vs Mimikyu 78% (~110 HP of 146). Atk 205 Kingambit: 126 power * 205 atk... roughly 205*126/... damage ≈ (205 * 126 * 1.5... let me not. Likely KO or close. Alternatively just Iron Head now (super effective after disguise... no, blocked). Sucker punch it is. Actually consider: Mimikyu might use Shadow Sneak (priority) — sucker punch still works since it's attacking. Good. Go sucker punch.
MiMo V2.6 Flash switched toGholdengoSwitch Gholdengo in: it double-resists both of Mimikyu's revealed moves (Drain Punch immune, Play Rough resisted) and threatens the KO with Shadow Ball/Make It Rain. Garchomp's Focus Sash is already broken at 32% HP — save it as death fodder or for a final EQ. Their last mon is unknown (Dragonite/Kingambit/Garchomp/Primarina).
Reasoning trace (335 words)
Mimikyu is active at 90%, Kingambit fainted. I must switch. Gholdengo at 100% is the right choice — resists Play Rough? No, Gholdengo is Steel/Ghost, Play Rough is Fairy — Steel resists Fairy. Ghost takes... Fairy is neutral on Ghost. So Play Rough is resisted (0.5x). Drain Punch is Fighting — Steel resists Fighting (0.5x), Ghost is immune to Fighting! So Gholdengo double resists both of Mimikyu's revealed moves. Shadow Ball / Make It Rain would KO Mimikyu. Garchomp at 32% with sash — but sash could be used later; also Mimikyu's Shadow Sneak (priority) could pick it off. Gholdengo is clearly the right switch. Note: Mimikyu might have Shadow Sneak, Wood Hammer, etc. But Gholdengo walls what's revealed. After Gholdengo comes in, plan: Make It Rain or Shadow Ball to KO Mimikyu. Mimikyu at 90% — Shadow Ball from 203 SpA vs 112-172 SpD... should do well. Actually Mimikyu SpD range 112-172, could be bulky. Shadow Ball 80 BP STAB. Make It Rain 120 BP STAB but drops SpA -1. Probably Shadow Ball is fine, or Make It Rain for power. Save that for next turn. Their last Pokémon unknown — from dragonite, kingambit, garchomp, primarina. Gholdengo beats all somewhat, though primarina (water/fairy) is a threat with Surf/Moonblast, and dragonite with Earthquake. Garchomp preserved at 32% with sash intact for revenge. Wait — does Garchomp still have sash? It took Make It Rain and went to 59/183 — sash didn't activate since it wasn't at 1 HP. Sash is intact as long as HP is full? No — Focus Sash requires full HP. Garchomp at 32% — sash is already broken (not at 100%). So sash is useless now. Hmm, actually the notes said "with sash intact" earlier but that was wrong — sash only works at full HP. So Garchomp at 59 HP is vulnerable. Still, Gholdengo is the switch. Garchomp at 59 could be death fodder or revenge-kill with EQ if their last is something weak. Notes should be concise (≤60 words).
- Turn 4MiMo V2.6 Flash used
ShadowballMimikyu's Disguise is already busted, so Shadow Ball connects for super-effective damage with Life Orb — likely an OHKO given my 203 SpA. Make It Rain would drop my SpA -2 afterward, worse if it survives. Mimikyu may outspeed and Play Rough, but I'm at full HP and survive. Their last mon is unknown (Dragonite/Kingambit/Garchomp/Primarina); Garchomp at 32% is death fodder.
Reasoning trace (173 words)
Mimikyu at 90%, disguise already busted. Shadow Ball super effective: 80 BP * 1.3 life orb * 2 (SE) vs SpD 112-172. Gholdengo SpA 203. Likely KO or close. Shadow Ball is best — Make It Rain drops SpA -2 after. Mimikyu speed 104-162 vs my 104. Could outspeed and Play Rough me — I'm at 100%, Play Rough does maybe 40-50%. Fine. Shadow Ball: 203 SpA, 80 BP, SE, life orb 1.3 → roughly 0.5*80*203/(140ish SpD)*1.3*2 ≈ significant. SpD range 112-172. At 172: 80*203/172 ≈ 94 *1.3*2/... let me not overthink. Neutral formula: (2*50/50+2)*80*203/172 /50 +2 ≈ 4*80*1.18/50+2 ≈ 7.5+2 ≈ 9.5... that's not right either. Standard: damage = ((2*Level/5+2)*Power*Atk/Def)/50+2, times modifiers. Level 50: (2*50/5+2)=22. 22*80*203/172 = 22*80=1760*203=357280/172=2077. /50+2 = 43.5. Times SE 2 = 87, times life orb 1.3 = 113. So KO at low SpD. At SpD 112: 22*80*203/112=3175, /50+2=65.5, *2*1.3=170. Definitely KO. Wait I used 172 for SpD max. So Shadow Ball likely OHKO. Good. If Mimikyu outspeeds and hits me, I survive Play Rough easily. Shadow Ball it.
Gemini 3.8 Flash usedShadowsneakKingambit is down. Mimikyu's Disguise is broken. Gholdengo is at 100%, Garchomp is at 32%. Shadow Sneak has +1 priority, bypassing potential Scarf on Gholdengo, dealing ~45-53% LO damage. Mimikyu fainting gives Kingambit max Supreme Overlord (2 faints = 1.2x boost). Kingambit at full HP cleans both Gholdengo and Garchomp with Sucker Punch / Kowtow Cleave safely without risking Focus Blast on switch.
Reasoning trace (260 words)
**Assessing Threat Level** I'm currently evaluating the immediate threat posed by my opponent's Gholdengo and Garchomp. I've noted the HP percentages and considered potential speed discrepancies, especially concerning a possible Choice Scarf on Gholdengo. I need to determine if Mimikyu can land a knockout on Gholdengo before its Disguise is broken. **Analyzing Potential Strategies** I've been re-evaluating the Shadow Sneak scenario. It appears a Shadow Sneak from Mimikyu will deal approximately 40-50% damage to Gholdengo, given Gholdengo's likely defensive stats. Gholdengo is still a threat. However, I am now strongly considering Kingambit as a potential switch-in. I now know that Kingambit takes 0.5x from Shadow Ball or Make It Rain, but I must now consider Focus Blast, as this will 4x super effective to Kingambit! I need to determine how often Gholdengo runs Focus Blast. **Calculating Optimal Outcome** I've determined that Mimikyu can't safely set up Swords Dance. Shadow Sneak's damage is too low to threaten Gholdengo before it can retaliate. However, I've calculated that Kingambit, with Supreme Overlord, can Sucker Punch Gholdengo for an OHKO, even at 50% HP. It should finish Garchomp too. I am confident in this decision! **Confirming Strategic Execution** I've confirmed that Sucker Punch will secure the KO against Garchomp, even if it uses Earthquake. I've gone back through the Shadow Sneak scenario with Mimikyu and am re-assessing Gholdengo's options. I've re-calculated the damage output and priority and am confident in Mimikyu's ability to chip down Gholdengo. I realize that the only way to avoid this calculated optimal outcome is to NOT switch Kingambit!
Gemini 3.8 Flash switched toKingambitIncident report
Only one legal action: played without asking.
- Turn 5Gemini 3.8 Flash used
SuckerpunchKingambit with 2 Supreme Overlord boosts. Gholdengo is at 45% LO, Garchomp is at 32%. Gholdengo likely has Focus Blast which OHKOs Kingambit. Sucker Punch easily OHKOs Gholdengo from 45% (does >80%). If they switch to Garchomp, Sucker Punch fails, but Sucker Punch next turn will finish Garchomp at 32%.
Reasoning trace (126 words)
**Assessing Incoming Threats** I'm currently evaluating the immediate threats, specifically Gholdengo and Garchomp. Gholdengo's potential Focus Blast is a serious concern given its high HP and my Kingambit's current boosts. I'm weighing the risks of a potential KO against its offensive pressure. **Calculating Sucker Punch Accuracy** I've confirmed Sucker Punch guarantees a KO on a 45% Gholdengo, even with its defensive stats. This changes my approach significantly. I'm now analyzing its potential switch to Garchomp and how Sucker Punch would perform then. **Prioritizing Immediate Threats** My focus has shifted. Gholdengo's Focus Blast poses an instant KO threat to Kingambit, even with boosts. I'm now convinced Sucker Punch is the only play to guarantee a KO on Gholdengo, bypassing its potential Nasty Plot or recovery attempts.
MiMo V2.6 Flash usedRecoverKingambit has Supreme Overlord boosted Sucker Punch which could KO my 89 HP Gholdengo. If they Sucker Punch while I use Recover, the move fails and I heal to ~180 HP — huge swing. If they instead use Kowtow Cleave, I still survive and can Recover again or attack. Garchomp at 32% is death fodder, save it. Prioritize keeping Gholdengo healthy to sweep their last mon.
Reasoning trace (321 words)
Kingambit with Supreme Overlord at 100% HP. My Gholdengo at 46%. Shadow Ball is not very effective on Kingambit (Steel resists Ghost? No—Steel doesn't resist Ghost. Ghost is neutral on Steel. Wait, Kingambit is Dark/Steel. Ghost is super effective on Dark, resisted by... Steel doesn't resist Ghost. Actually Ghost hits Dark super effective, Steel neutral → neutral overall? Let me check: Ghost vs Steel = neutral, Ghost vs Dark = super effective. So neutral. Wait, legal actions say "not very effective on kingambit" for shadowball. Hmm, that's odd. Actually in Gen 1-5 Steel resisted Ghost, but that was removed. In current gens, Ghost is neutral on Steel. But the prompt says not very effective — trust the prompt. Actually wait, Steel no longer resists Ghost since Gen 6. But the prompt says NVE. Maybe they're using older logic. Trust the prompt. Sucker Punch would KO my 89 HP Gholdengo probably. Kingambit likely uses Sucker Punch. If I recover, I heal. If they sucker punch, it fails against status move? No, Sucker Punch fails if target uses status move. So Recover could work — Sucker Punch fails, I heal. But if they use Kowtow Cleave, I take damage. Risky. Switch to Garchomp as death fodder, then bring Gholdengo back? Garchomp at 32% dies to anything. Best play: Recover, hoping for Sucker Punch fail. Or switch to Garchomp to absorb a hit then bring Gholdengo back in safely. Actually if opponent sucker punches, switching to Garchomp: Garchomp dies (Sucker Punch super effective on... Dark on Dragon = neutral, actually Dark vs Dragon neutral). Garchomp at 59 HP, Sucker Punch 70 BP * STAB * 205 atk... likely OHKO. Then Gholdengo comes in fresh-ish. But then Garchomp is dead. Alternatively just Recover. If they Sucker Punch, it fails and I'm at ~180 HP. If they Kowtow Cleave, I take ~big damage but survive probably. I'll go with Recover — best case Sucker Punch fails.
- Turn 6Gemini 3.8 Flash used
KowtowcleaveGholdengo recovered to 95%. Kingambit has 2 Supreme Overlord boosts. If Gholdengo lacks Focus Blast, its Shadow Ball/Make It Rain only does ~30-35% to Kingambit, and Kowtow Cleave OHKOs. If Gholdengo switches to Garchomp (32%), Kowtow Cleave kills it instantly. If Gholdengo uses Recover/Status expecting Sucker Punch, Kowtow Cleave OHKOs.
Reasoning trace (138 words)
**Analyzing Opponent's Strategy** I'm reassessing the matchup. My Kingambit's potential Sucker Punch was countered by their Gholdengo's timely Recover, indicating they anticipated my move. This changes my immediate offensive approach. **Evaluating Counter-Attacks** I'm recalculating damage ranges considering Gholdengo's potential Focus Blast. It seems Kingambit takes massive damage from Focus Blast, but Sucker Punch could still secure a strong hit if they don't switch. **Questioning Assumptions** I'm now questioning the opponent's coverage. Their Recover use might indicate a play beyond just anticipating my Sucker Punch. I'm double-checking Gholdengo's common sets and calculating the potential outcomes if Focus Blast isn't present. **Revising Attack Angles** I'm recalibrating my offensive strategy. Focus Blast appears to be their sole KO threat to Kingambit; otherwise, Kowtow Cleave secures the win against Gholdengo or even Garchomp. This makes Sucker Punch riskier than initially assumed.
MiMo V2.6 Flash usedNastyplotKingambit has Supreme Overlord (2 fainted = 1.2x) and revealed Sucker Punch. Both my attacks are resisted by Dark/Steel. If I attack, Sucker Punch connects; if I use a status move, it fails. Nasty Plot is status so Sucker Punch fails AND I get +2 SpA — best of both worlds. Then +2 Shadow Ball with Life Orb threatens big damage next turn. Garchomp at 32% is death fodder.
Reasoning trace (493 words)
Kingambit has Supreme Overlord with 2 fainted allies = 20% boost. Sucker Punch at 70 BP * 1.2 (supreme overlord) * 1.5 (STAB) * 1.3 (black glasses? unknown item) — could be significant. My Gholdengo is at 186/194. Sucker Punch: 70 BP * 1.5 STAB * 1.2 (2 fainted allies) = 126 effective. Against Gholdengo's 113 SpD... wait, sucker punch is physical. Gholdengo Def 115. Kingambit Atk up to 205. Let me estimate: 205 Atk, 126 BP (after boosts), vs 115 Def. That's roughly... a neutral physical hit. Could do around 50-60% maybe. I'm at 95.9% so I should survive. If I use Shadow Ball, it's not very effective on Kingambit (Steel resists Ghost... wait, Steel resists Ghost? No. Ghost is resisted by Steel? Let me think. Ghost is resisted by Dark. Steel doesn't resist Ghost. Actually, Ghost moves are resisted by Steel? No - Ghost is resisted by Dark only. Normal and Ghost are immune to each other... no, Normal is immune to Ghost and Ghost is immune to Normal. Wait: Ghost type moves are resisted by Steel? No. Ghost is resisted by Dark types. Kingambit is Dark/Steel. So Ghost would be resisted by Dark. Actually let me reconsider: Ghost attacking Dark - Dark resists Ghost? No, Dark is immune to... no. Let me think carefully: - Ghost moves: super effective against Ghost and Psychic. Resisted by Dark. Normal is immune to Ghost... no wait. Type chart for Ghost moves: - Not very effective vs Dark - No effect vs Normal - Super effective vs Ghost, Psychic So Shadow Ball on Kingambit (Dark/Steel) = not very effective (Dark resists). Make It Rain (Steel) on Kingambit (Dark/Steel) = Steel resists Steel, so not very effective. Both attacks are resisted. Kingambit's Sucker Punch could hurt but I should survive. Strategy: If I use Shadow Ball and they Sucker Punch, Sucker Punch fails only if I use a status move. If I attack, Sucker Punch succeeds. Options: 1. Nasty Plot - if they Sucker Punch, it hits me but I get +2 SpA. Then next turn I'm boosted. 2. Shadow Ball - resisted damage, they might Sucker Punch. 3. Recover - Sucker Punch fails, I stay healthy. Given Supreme Overlord boost, Sucker Punch could do significant damage. But I'm at 95.9%. I think Nasty Plot is good here - if they Sucker Punch, I take the hit but get +2. Then next turn Shadow Ball (even resisted) at +2 with Life Orb could do good damage. Or I could Recover to waste their Sucker Punch. Actually, if I Recover and they Sucker Punch, it fails - same as last turn. That's a free heal... but I'm already at 95.9%, so Recover only heals ~11 HP. Nasty Plot seems best - I take a Sucker Punch (surviving), get +2 SpA, then hit hard next turn. Even resisted Shadow Ball at +2 with Life Orb from 203 SpA base would hurt. Let me go with Nasty Plot.
MiMo V2.6 Flash switched toGarchompIncident report
Only one legal action: played without asking.
- Turn 7Gemini 3.8 Flash used
SuckerpunchFinal turn. Opponent only has Garchomp at 32% HP. Garchomp must attack (Earthquake) to have any hope of winning. Kingambit has Supreme Overlord boost (+20%) and Sucker Punch easily deals >50% to Garchomp, securing the KO before Earthquake connects.
Reasoning trace (49 words)
**Assessing Threats** My current focus is on Garchomp's impending Earthquake, knowing it's their last hope. Kingambit, at full health and buffed, sits at a strong advantage due to Supreme Overlord. I'm calculating the damage exchange, weighing Garchomp's speed against Kingambit's priority Sucker Punch to determine the optimal response.
MiMo V2.6 Flash usedSwordsdanceLast mon Garchomp (59 HP, sash useless since not full) vs their Kingambit. Sucker Punch (priority) KOs me if I attack; fails if I use status. Swords Dance is status — fails their Sucker Punch and boosts me. Then next turn I outspeed (169 vs ≤112) and Earthquake OHKOs if they don't Sucker Punch. Mind game: they may Kowtow predicting status. Must gamble on status turn to stall out their Sucker Punch.
Reasoning trace (574 words)
Garchomp at 59 HP with Focus Sash (only works at full HP — it's not full, so sash is useless). Earthquake is super effective on Kingambit. Kingambit's Sucker Punch would KO Garchomp if it attacks... but Sucker Punch only works if I attack. If I attack with Earthquake, Sucker Punch connects first (priority) and KOs me. Wait — Sucker Punch has priority, so Kingambit moves first. If I use Earthquake (an attack), Sucker Punch succeeds and KOs my 59 HP Garchomp. If I use a status move (Stealth Rock or Swords Dance), Sucker Punch fails and I get a free turn. But then next turn Kingambit uses Kowtow Cleave and KOs me anyway. Unless... Swords Dance + Earthquake: after SD, Earthquake would likely OHKO Kingambit. But Kingambit survives the Sucker Punch turn and then Kowtow Cleaves. Actually: Turn 7 — Swords Dance (status, Sucker Punch fails). Turn 8 — Earthquake at +2, but Kingambit moves first with Kowtow Cleave (not priority) — wait, I'm faster (169 vs 63-112). So I move first with Earthquake at +2 Atk. That should OHKO Kingambit. But Kingambit could use Sucker Punch on turn 8 since I'm attacking — priority, hits first, KOs me at 59 HP. Hmm. So: Turn 7 Swords Dance, Turn 8 Kingambit Sucker Punch KOs me. Bad. Alternative: Turn 7 Earthquake directly. Kingambit Sucker Punch KOs me. Bad. Turn 7 Stealth Rock — Sucker Punch fails. Turn 8 same problem. Actually the only way to win: I need Kingambit to not use Sucker Punch. If I use a status move, Sucker Punch fails. But I can only stall so long. Wait — what if I use Swords Dance turn 7 (Sucker Punch fails), then turn 8 I use Earthquake. Kingambit might predict status again and use Kowtow Cleave instead of Sucker Punch. If they use Kowtow Cleave, I move first (faster) and Earthquake at +2 OHKOs them. This is a mind game. The opponent knows I might status again. If they Sucker Punch and I status, it fails. If they Kowtow and I attack, they die. Given I'm at 32% and this is my last mon, I should probably go for the Swords Dance read — if they Sucker Punch, it fails, and I'm at +2. Then next turn I attack and they might Kowtow (thinking I'll status again). Actually, let me think about damage. Without SD, Earthquake from 182 Atk Kingambit... wait my Garchomp has 182 Atk. Earthquake vs Kingambit (min 126 Def): 100 BP * 1.5 (STAB) = 150, super effective = 300. That's a lot. Even without SD it likely OHKOs. So the play is: I need to avoid Sucker Punch. Status move turn 7 to fail Sucker Punch, then attack turn 8 hoping they don't Sucker Punch again. But if they're smart, they'll Sucker Punch every turn I might attack. The mind game favors... Actually with Swords Dance: if they Kowtow turn 7 (predicting status), I SD and survive (Kowtow does ~50% maybe?), then turn 8 I +2 EQ and outspeed. Hmm, Kowtow at Supreme Overlord 1.2x from 205 Atk vs my 115 Def... could KO from 59. Let me just go Swords Dance. If Sucker Punch fails, great. If Kowtow, I probably die but that's the risk either way. Actually wait — Stealth Rock vs Swords Dance doesn't matter for the Sucker Punch interaction. Both are status. But SD gives me offensive presence if I survive. I'll go Swords Dance.
- Turn 8MiMo V2.6 Flash used
EarthquakeLast mon each: my +2 Garchomp (59 HP) vs their Kingambit. They've failed Sucker Punch twice (turns 5, 7) against my status moves. This is a 50/50: if they Sucker Punch and I attack, I die; if they Kowtow and I status, I die. They may predict another status move and use Kowtow this time. I should attack now — Earthquake at +2 STAB super-effective should OHKO if they don't Sucker Punch.
Reasoning trace (510 words)
They keep failing Sucker Punch. If I attack with Earthquake now, they might use Kowtow Cleave (which would KO me) or Sucker Punch (which would KO me). If I use Swords Dance again, Sucker Punch fails again but Kowtow Cleave KOs me. They've failed Sucker Punch twice in a row. They might switch to Kowtow Cleave this turn expecting status. Or they might keep trying Sucker Punch. At +2, Earthquake on Kingambit: 182*2 = 364 attack, STAB... wait Earthquake isn't STAB for Garchomp? Actually Ground IS STAB for Garchomp. So 364 * 1.5 = 546 effective. Against Kingambit's defense (min 126, max 189)... Earthquake is super effective (Ground vs Steel... wait, Ground is super effective on Steel? No! Ground is neutral on Dark/Steel. Wait, Steel is weak to Ground? Yes! Steel is weak to Ground. So Earthquake is super effective on Kingambit. At +2 with STAB and super effective, this should OHKO Kingambit easily. The risk: if they use Kowtow Cleave, it KOs me (I'm at 59 HP). If they use Sucker Punch and I attack, it KOs me too. If I use Swords Dance (status), Sucker Punch fails again. But if they predicted and used Kowtow Cleave, I die. They've failed Sucker Punch twice. They might switch to Kowtow Cleave this turn. But they might also keep trying Sucker Punch. This is a 50/50 mind game. Let me think about what's more likely... They failed Sucker Punch turn 5 (against Recover) and turn 7 (against Swords Dance). If they're smart, they'd predict another status move and use Kowtow Cleave. But if they think I'll attack this time (since I'm boosted), they'd use Sucker Punch. I think attacking is the right play here. If they use Sucker Punch, I die. If they use Kowtow Cleave, I die. But if I use status and they use Kowtow Cleave, I also die. Wait - if I attack and they use Sucker Punch, Sucker Punch goes first (priority) and KOs me. If I attack and they use Kowtow Cleave, I go first (faster) and KO them. If I use status and they use Sucker Punch, it fails and I survive. If I use status and they use Kowtow Cleave, I die. So attacking: I lose if they Sucker Punch, win if they Kowtow. Status: I win if they Sucker Punch, lose if they Kowtow. It's symmetric. But they've used Sucker Punch twice and failed both times. They might be frustrated and switch to Kowtow. Or they might think I'll attack now. Given they've failed twice, I think they're more likely to use Kowtow Cleave this turn to catch a status move. So I should attack with Earthquake. Actually, let me reconsider. The opponent might think: "They used status twice to fail my Sucker Punch. Now they're boosted and will attack." In that case they'd use Sucker Punch. Or they might think: "They'll keep using status to fail my Sucker Punch." In that case they'd use Kowtow. It's genuinely 50/50. I'll go with Earthquake since I need to attack eventually and can't stall forever.
Gemini 3.8 Flash usedSuckerpunchGarchomp is at +2 Atk and 32% HP. At +2, Garchomp's Earthquake will OHKO Kingambit, so Garchomp is heavily incentivized to attack this turn. Sucker Punch has priority and will deal well over 32% HP, securing the KO and match win.
Reasoning trace (81 words)
**Assessing Defensive Maneuvers** My Garchomp, empowered by Swords Dance, faces a critical juncture. With its HP at 32% and anticipating a boosted Sucker Punch, a direct Earthquake now risks immediate KO. I'm weighing potential defensive shifts to survive this turn. **Analyzing Strategic Options** I'm reconsidering my Garchomp's move. Swords Dancing again at +2 seems counterproductive since Earthquake will OHKO the opposing Kingambit anyway, and Sucker Punch will indeed KO my Garchomp. The priority is dealing damage now, not boosting further.