Matches · 2026-10-16 · rules version c5
Mercury Decide vs Qwen3.8 Flash
Qwen3.8 Flash won in 6 turns · 5 min wall clock · 57,098 tokens · $0.009
The replay player loads from play.pokemonshowdown.com. The full battle log is below.
Decisions
- Team previewMercury Decide brought
Dragapult,garchomp,metagrossLead: 45% BRING: dragapult, 24% BRING: metagross, 11% BRING: scizor Pick 2: 34% BRING: garchomp, 30% BRING: metagross, 16% BRING: scizor Pick 3: 45% BRING: metagross, 24% BRING: rotomwash, 17% BRING: toxapex
Qwen3.8 Flash broughtGholdengo,kingambit,dragapultOpponent likely brings Garchomp, Toxapex, and a Steel type (Scizor/Metagross). Gholdengo leads to handle Toxapex/Rotom-Wash with Good as Gold immunity. Kingambit for SD sweeping and priority. Dragapult for speed control against Garchomp/Metagross. Plan: Gholdengo breaks walls, Kingambit sweeps, Dragapult cleans up fast threats.
Reasoning trace (443 words)
Let me analyze the opponent's team and decide which 3 Pokémon to bring. Opponent's possible team: Garchomp, Scizor, Metagross, Rotom-Wash, Dragapult, Toxapex Key threats: - Garchomp: Fast Dragon/Ground, can sweep with Dragon Dance or Swords Dance - Scizor: Bug/Steel, Bullet Punch priority, Technician - Metagross: Steel/Psychic, strong physical attacker - Rotom-Wash: Electric/Water, defensive pivot with Will-O-Wisp - Dragapult: Dragon/Ghost, very fast special/physical attacker - Toxapex: Poison/Water, extremely defensive wall My team options: - Kingambit: Dark/Steel, good bulk, Swords Dance sweeper, sucker punch priority - Gholdengo: Steel/Ghost, immune to many things, Make It Rain is powerful - Dragapult: Dragon/Ghost, Choice Scarf, very fast - Corviknight: Flying/Steel, defensive, bodypress - Clefable: Fairy, Calm Mind sweeper, Unaware - Rotom-Wash: Electric/Water, defensive pivot, Will-O-Wisp Strategy considerations: - Gholdengo is immune to many common moves (Normal, Fighting, Poison) and has Good as Gold (immune to status). It can handle Toxapex, Clefable-type threats, and is a great special attacker. - Kingambit handles Fairy-types and is a strong Swords Dance sweeper. - Dragapult with Choice Scarf outspeeds everything and can hit hard. Against the opponent's likely team: - Toxapex walls many things, but Gholdengo can handle it (immune to Toxic, can hit with Make It Rain) - Garchomp is fast and hits hard - Kingambit can resist its Dragon moves but not Ground. Dragapult can resist Dragon. - Scizor/Metagross are Steel types - Kingambit and Gholdengo resist Steel moves - Rotom-Wash - Gholdengo can handle with Make It Rain (super effective) - Dragapult - Kingambit resists Ghost, Gholdengo is immune to Normal/Fighting I think a good core would be: 1. Gholdengo - handles Toxapex, Rotom-Wash, and provides special offense 2. Kingambit - handles Dragapult, provides physical offense, Swords Dance 3. Dragapult (my own) - outspeeds everything, handles Garchomp/Metagross Or maybe Clefable for Calm Mind sweeping after Kingambit breaks things. Let me think about what the opponent likely brings. They have 6 Pokémon and pick 3. The most common picks from that list would probably be: - Garchomp (offensive threat) - Toxapex (defensive wall) - Scizor or Metagross (Steel physical attacker) - Rotom-Wash (pivot) - Dragapult (fast attacker) My best counter-picks: - Gholdengo: beats Toxapex, Rotom-Wash, handles Scizor/Metagross well - Kingambit: beats Dragapult, handles Ghost types, can SD sweep - Dragapult (mine): outspeeds Garchomp, handles Metagross/Scizor with fire/ghost I'll go with: Gholdengo (lead), Kingambit, Dragapult Actually, let me reconsider the lead. Gholdengo as lead is great because: - Good as Gold means no status - Can handle Toxapex lead - Can handle Rotom-Wash lead - Make It Rain hits hard Kingambit second for priority and SD sweeping Dragapult for speed control and handling Garchomp/Metagross Let me go with: Gholdengo, Kingambit, Dragapult
- Turn 1Mercury Decide used
Shadowball88% MOVE: shadowball, 9% MOVE: phantomforce, 1% SWITCH: metagross
Qwen3.8 Flash usedNastyplotGholdengo vs Dragapult lead. Dragapult outspeeds but can't OHKO Gholdengo (157 SpD). Plan: Nasty Plot here (safe setup), then OHKO with Make It Rain or Shadow Ball next turn. If they switch to Steel-resist, Shadow Ball still works (neutral on most, SE on Metagross). Kingambit for SD sweep later, Dragapult CS for speed control.
Reasoning trace (1,293 words)
Let me analyze this matchup: My Gholdengo (Steel/Ghost) vs Opponent's Dragapult (Dragon/Ghost). Key considerations: - Dragapult outspeeds Gholdengo (145-213 vs 104) - Gholdengo is immune to status moves (Good as Gold) - Shadowball is super effective on Dragapult (Ghost on Ghost) - Make It Rain is Steel-type, which is neutral on Ghost/Dragon (Steel is not very effective on Ghost... wait, no. Steel is neutral on Ghost, and neutral on Dragon. So Make It Rain is neutral on Dragapult.) - Actually, Steel is not very effective against Ghost? No, Steel is neutral against Ghost. Steel is super effective against Fairy, Ice, Rock. Not very effective against Steel, Fire, Water, Electric. So Steel is neutral on Ghost/Dragon. - Shadowball is super effective on Dragapult (Ghost hits Ghost for 2x, and Dragon is neutral to Ghost). So Shadowball gets STAB + super effective = 1.5 * 2 = 3x multiplier. The question is: do I go for Shadowball now, or set up Nasty Plot? If I Nasty Plot, Dragapult will likely attack me. What can it do? - Dragapult's moves could include: Dragondarts/Draco Meteor (Dragon), Shadow Ball (Ghost), Fire Blast, U-turn, etc. - Dragon moves are neutral on Gholdengo (Steel/Ghost doesn't resist Dragon) - Ghost moves are neutral on Gholdengo (Ghost on Ghost is neutral... wait, Ghost is super effective on Ghost! No wait - Ghost is super effective on Ghost and Psychic. So a Ghost move from Dragapult would be super effective on my Gholdengo!) - Actually wait: Ghost is super effective on Ghost. So if Dragapult uses Shadow Ball, it would be super effective on Gholdengo. Hmm, but Gholdengo's SpD is 157 which is very high. And Dragapult's SpA is 108-167. A Shadow Ball from Dragapult might not do too much damage. If I Nasty Plot and survive, I can sweep with Make It Rain (which at +2 SpA would be devastating). But the risk is: if Dragapult has a strong attacking move that can OHKO or 2HKO me, Nasty Plot is dangerous. Let me think about damage: - Gholdengo HP: 194, SpD: 157 - Dragapult SpA: 108-167, Shadow Ball BP 80, super effective (2x) - At max SpA (167): Shadow Ball damage ≈ (2/3) * 167 * 80 / 157 * 2 ≈ roughly 114 damage? That's about 59% of Gholdengo's HP. So it would survive. - If Dragapult uses a Dragon move (Draco Meteor or Dragon Darts): neutral damage. At max SpA, Draco Meteor (130 BP): (2/3) * 167 * 130 / 157 ≈ 92 damage, about 47% HP. Survives. So Nasty Plot seems safe here. After NP, Make It Rain at +2 would do massive damage. Actually, let me reconsider. If I Nasty Plot and the opponent switches to something that resists Steel (like a Fire or Water type), I might waste the boost. But the opponent's other Pokémon include Garchomp (neutral to Steel), Scizor (resists Steel), Metagross (resists Steel), Rotom-Wash (resists Steel), Toxapex (resists Steel). Hmm, so if I get a Nasty Plot up and they switch to a Steel-resist, Make It Rain becomes less useful. But Shadow Ball is still good for hitting Ghosts, and I can still threaten. Actually, the best play might be to just attack with Shadow Ball right now. It's super effective and does good damage without risk. If Dragapult stays in, I can follow up with another Shadow Ball or Make It Rain. But Nasty Plot is also very tempting because Gholdengo is bulky enough to set up here. Let me think about what's optimal: - If I Shadow Ball now: ~3x damage. At 155 SpA vs Dragapult's SpD (85-139). Damage ≈ (2/3) * 155 * 80 / ~110 * 3 ≈ roughly 225 damage. That's an OHKO on Dragapult (163-195 HP)! Wait, let me recalculate more carefully. Shadow Ball base 80, STAB (1.5x), super effective (2x) = effective power 240. Damage formula: ((2/3) * 155 * 240 / SpD) * modifier If Dragapult SpD is 139 (max): (2/3) * 155 * 240 / 139 ≈ 178. That's still an OHKO on 163 HP. If Dragapult SpD is 85 (min): (2/3) * 155 * 240 / 85 ≈ 292. Definitely OHKO. So Shadow Ball OHKOs Dragapult! That's the clear play. But wait - if I OHKO Dragapult now, I lose the opportunity to set up Nasty Plot. However, Dragapult is a major threat (fast, strong), so removing it immediately is valuable. Also, if I Nasty Plot, Dragapult might OHKO me or do significant damage before I can sweep. Actually, I calculated above that Dragapult can't OHKO Gholdengo even at max SpA with a super effective Shadow Ball. So Nasty Plot is safe. But the question is: is it better to OHKO Dragapult now, or set up and OHKO it next turn? If I Nasty Plot: - Dragapult attacks me (let's say ~100-120 damage max) - Next turn I Make It Rain at +2: (2/3) * 310 * 120 / SpD ≈ massive damage, definitely OHKO - Or Shadow Ball at +2: also OHKO If I Shadow Ball now: - OHKO Dragapult immediately - I'm at full HP (minus leftovers recovery) - But I haven't set up I think the best play is Shadow Ball to remove Dragapult now. It's a huge threat (fast, strong) and removing it immediately is good. I can set up Nasty Plot on whatever comes in next. Actually wait, let me reconsider. If I Nasty Plot, I get a free setup on a threat I can then remove. The opponent might switch out of Dragapult if they see me setting up, wasting my Nasty Plot. Hmm, but if they switch, I still have +2 SpA and can threaten their next Pokémon. I think Nasty Plot is actually the better play here because: 1. Gholdengo is bulky enough to survive any hit from Dragapult 2. If they stay in, I OHKO with Make It Rain next turn (at +2) 3. If they switch, I have +2 SpA and can threaten whatever comes in 4. Make It Rain at +2 is more powerful than Shadow Ball at +0 But actually, Make It Rain at +2 on a neutral target: (2/3) * 310 * 120 / SpD. Against a typical SpD of 100-150, that's about 248-372 damage. Definitely OHKO. Against Dragapult specifically at +2 Make It Rain: (2/3) * 310 * 120 / 139 ≈ 267. OHKO. So either way I OHKO Dragapult. The question is just whether I want to set up first. I'll go with Nasty Plot. It's safe, and if they switch I have a free setup. If they stay, I OHKO next turn with either move. Wait, actually there's one more consideration. If I Nasty Plot and they switch to a Steel-resist (like Scizor, Metagross, Rotom-Wash, Toxapex), my Make It Rain is halved. But Shadow Ball is still good against Ghost-types. Hmm, but those are all Steel-types that resist Steel moves. My +2 Shadow Ball would still hit them neutrally (except Toxapex which resists Ghost... no wait, Poison doesn't resist Ghost. Ghost is neutral on Poison. And Water is neutral on Ghost. So Shadow Ball is neutral on Toxapex). Actually, let me check: Is Ghost super effective on anything? Ghost is super effective on Ghost and Psychic. So: - Scizor (Bug/Steel): neutral to Ghost - Metagross (Steel/Psychic): super effective! - Rotom-Wash (Electric/Water): neutral to Ghost - Toxapex (Poison/Water): neutral to Ghost So Shadow Ball at +2 would be great against Metagross specifically. OK I think Nasty Plot is the best play. Let me go with that. Actually, one more thought: what if Dragapult uses U-turn? Then I take damage and they switch out. My Nasty Plot is still useful against whatever comes in. What if Dragapult uses Dragon Darts? Neutral damage, I survive easily. I'm going with Nasty Plot.
- Turn 2Mercury Decide used
Shadowball87% MOVE: shadowball, 10% MOVE: phantomforce, 1% SWITCH: metagross
Qwen3.8 Flash usedShadowballGholdengo +2 SpA vs Dragapult at 90%. Shadow Ball SE should OHKO (Ghost vs Ghost = 2x). Dragapult moves first but likely survives its attack (102 HP, 157 SpD). After KO, remaining opponents: 2 from garchomp/scizor/metagross/rotomwash/toxapex. Kingambit SD sweep and Dragapult CS for speed control later.
Reasoning trace (988 words)
Let me analyze the situation: - My Gholdengo has +2 SpA and is at 102/194 HP - Opponent's Dragapult is at 90% HP and moves first (outspeeds me) - Dragapult has Shadow Ball revealed, likely has other moves (could be Dragon Darts, Fire Blast, etc.) Options: 1. Make It Rain - 120 BP Steel, but lowers my SpA by 2. With +2 SpA, this would be neutral on Dragapult (Ghost/Dragon vs Steel = neutral). After the SpA drop, I'd be at +0. 2. Shadow Ball - 80 BP, super effective on Dragapult (Ghost vs Ghost). With +2 SpA, this should do massive damage. 3. Nasty Plot - +4 SpA total, but Dragapult moves first and could KO me or do heavy damage. 4. Recover - Heal to ~194 HP, but Dragapult moves first. 5. Switch to Kingambit - Dark/Steel resists Ghost (Shadow Ball), but Dragapult likely has Dragon-type moves too. 6. Switch to Dragapult - Mirror matchup. Let me calculate Shadow Ball damage: - Gholdengo SpA: 155 base, +2 boosts = 155 * 2 = 310 effective - Dragapult SpD: 85-139 range, let's say ~130 for a typical set - Shadow Ball 80 BP, super effective (2x) - Damage estimate: roughly 80 * (310/130) * 2 * 0.85 = ~323... that seems too high. Let me recalculate. Actually, Pokémon damage formula: ((2*Level/5 + 2) * Power * A/D) / 50 + 2) * modifiers = ((2*50/5 + 2) * 80 * 310/130) / 50 + 2) * 2 (SE) * 0.85 (random) = ((22) * 80 * 2.385) / 50 + 2) * 1.7 = ((4188) / 50 + 2) * 1.7 = (83.76 + 2) * 1.7 = 85.76 * 1.7 = ~146 That's a lot. Dragapult has 163-195 HP, at 90% that's 147-175 HP. So Shadow Ball with +2 SpA should OHKO or come very close. Actually let me be more careful. The +2 boost multiplies SpA by 2. So effective SpA = 155 * 2 = 310. For a typical Dragapult with ~130 SpD: ((22 * 80 * 310/130) / 50 + 2) * 2 * ~0.9 = ((22 * 80 * 2.385) / 50 + 2) * 1.8 = (4188/50 + 2) * 1.8 = (83.76 + 2) * 1.8 = 85.76 * 1.8 = ~154 That's likely an OHKO on Dragapult at 90% (which is 147-175 HP). But Dragapult moves first! If it has Dragon Darts or another attacking move, it could hit me. My Gholdengo is at 102/194. If Dragapult uses something, it might KO me. However, if I OHKO with Shadow Ball, the opponent's attack doesn't matter because they faint first... wait, no. In Pokémon, both moves happen simultaneously. The faster Pokémon attacks first, then the slower one. So Dragapult attacks first, then I attack. If Dragapult KOs me, my Shadow Ball won't go off. Let me think about what Dragapult might do: - Shadow Ball (already revealed) - would do significant damage to Gholdengo (Ghost vs Ghost is neutral? No, Ghost vs Ghost is 2x. Wait, Gholdengo is Steel/Ghost. Ghost vs Ghost = 2x, Ghost vs Steel = 1x. So Ghost moves are 2x on Gholdengo? Actually no - type effectiveness is multiplicative. Ghost vs Steel = 1x, Ghost vs Ghost = 2x. So total = 2x on Gholdengo. Wait, that's what happened turn 1 - Shadow Ball was "super effective" on Gholdengo. So Ghost moves hit Gholdengo for 2x. If Dragapult uses another Shadow Ball, it would do significant damage. My Gholdengo is at 102/194. A Life Orb Shadow Ball from Dragapult (SpA 108-167) against my SpD 157... Let me estimate: Dragapult SpA ~150, Shadow Ball 80 BP, 2x SE, Life Orb 1.3x ((22 * 80 * 150/157) / 50 + 2) * 2 * 1.3 * ~0.9 = ((22 * 80 * 0.955) / 50 + 2) * 2.34 = (1681/50 + 2) * 2.34 = (33.6 + 2) * 2.34 = 35.6 * 2.34 = ~83 So another Shadow Ball would do about 83 damage, bringing me to ~19 HP. Then my +2 Shadow Ball would OHKO Dragapult. But what if Dragapult has a different move? Like Dragon Darts? Dragon vs Ghost = 1x, Dragon vs Steel = 1x. So neutral. That would do less damage. Or what if it uses a status move? Unlikely given it's an offensive Dragapult. I think Shadow Ball is the best option here. Even if Dragapult attacks first, I should survive (unless it's something really strong), and then my +2 Shadow Ball OHKOs. Actually, let me reconsider. The risk is that Dragapult might use something that KOs me before I can attack. But with 102 HP and 157 SpD, most special attacks won't OHKO. Physical attacks (like Dragon Darts) - my Def is 115, and Dragapult Atk is 126-189. Dragon Darts is 50 BP * 2 hits. ((22 * 50 * 189/115) / 50 + 2) * 2 * ~0.9 = ((22 * 50 * 1.643) / 50 + 2) * 1.8 = (1808/50 + 2) * 1.8 = (36.16 + 2) * 1.8 = 38.16 * 1.8 = ~69 per hit, so ~138 total for two hits. That could OHKO me at 102 HP! Hmm, but Dragon Darts is a physical move and Dragapult's Atk range is 126-189. If it's a special set (which it seems to be given Shadow Ball), the Atk might be lower (closer to 126). With Atk 126: ((22 * 50 * 126/115) / 50 + 2) * 2 * 0.9 = ((22 * 50 * 1.096) / 50 + 2) * 1.8 = (1205/50 + 2) * 1.8 = (24.1 + 2) * 1.8 = 26.1 * 1.8 = ~47 per hit, ~94 total. That wouldn't KO me at 102 HP. I think Shadow Ball is the right call. It's likely an OHKO on Dragapult, and even if Dragapult attacks first, I'll probably survive and still KO it. Let me go with Shadow Ball.
Qwen3.8 Flash switched toKingambitGholdengo fainted. Switching Kingambit into Dragapult's Ghost/Dragon STABs (resists both). Sucker Punch OHKOs Dragapult if it attacks (2x SE + priority). If they switch to Steel, Iron Head hits. Kingambit is the backbone for SD sweep later. My Dragapult CS saved for speed control vs Garchomp/Metagross.
Reasoning trace (538 words)
Gholdengo fainted. I need to switch in a Pokémon to face Dragapult at 80% HP. Dragapult is Ghost/Dragon type. Let me think about my options: 1. Kingambit (Dark/Steel) - resists Ghost (neutral actually, Dark resists Ghost), immune to Dragon (Steel resists Dragon... wait no. Dark resists Ghost, Steel resists Dragon. So Kingambit takes neutral from Shadow Ball (Dark resists Ghost) and neutral from Dragon moves (Steel resists Dragon). Actually Dark resists Ghost, so Shadow Ball is 0.5x on Kingambit. Dragon moves are 0.5x on Steel. So Kingambit resists both of Dragapult's STAB types. Kingambit can use Sucker Punch to hit Dragapult (Dark is super effective on Ghost). But Sucker Punch only works if Dragapult is attacking. 2. Dragapult (my own) - mirrors the matchup. My Dragapult with Choice Scarf outspeeds their Dragapult (base 180 + scarf vs base 145-213 without scarf... wait they might have a scarf too. But my scarf Dragapult at 180 speed should outspeed most Dragapult). Shadow Ball would be super effective on their Dragapult. Let me think about what's better. Kingambit resists both STABs and can hit with Sucker Punch (priority, super effective on Ghost). But Sucker Punch requires the opponent to attack. If they switch, I lose momentum. My Dragapult with Choice Scarf: outspeeds their Dragapult (assuming they're not also scarf), can OHKO with Shadow Ball (Ghost vs Ghost = 2x). But if they switch to a Steel type, I'm locked into Shadow Ball which is neutral on most. Actually, let me reconsider. Their Dragapult is at 80% HP. My Dragapult's Shadow Ball: 80 BP, STAB (1.5x), super effective (2x) = 240 effective BP. With 152 SpA, that should OHKO their Dragapult. Kingambit's Sucker Punch: 70 BP, STAB (1.5x), super effective (2x) = 210 effective BP, plus priority. With 205 Atk and Black Glasses (1.2x), that's also a strong hit. But it requires them to attack. I think switching to my Dragapult is the best play - it guarantees the KO with Shadow Ball (assuming I outspeed) and I keep Kingambit for later. The risk is if they switch out, but Dragapult is at 80% and likely wants to stay in to attack. Actually wait - if they switch to a Steel type (Metagross/Scizor), my Dragapult is locked into Shadow Ball which is neutral on most Steel types (except Metagross where it's super effective). That's a problem. Kingambit is safer - resists both STABs, can hit with Iron Head on Steel types, Sucker Punch on Ghost/Dragon. But it's slower than Dragapult (base 70 vs 145-213). I'll go with Kingambit. It has great defensive typing against Dragapult, and can handle the Steel types that might come in. Sucker Punch can KO Dragapult if it attacks. If Dragapult switches, Kingambit can use Iron Head on incoming Steel types. Actually, let me reconsider one more time. The opponent's Dragapult at 80% HP - if they stay in and attack, Sucker Punch OHKOs. If they switch to Steel, I can Iron Head. If they switch to Garchomp, I can... well Iron Head is neutral, Sucker Punch won't work if Garchomp is attacking (it will work since Garchomp is attacking). I'll go with Kingambit. It's the safest switch and sets up well for the rest of the game.
- Turn 3Mercury Decide switched to
Metagross41% SWITCH: metagross, 36% SWITCH: garchomp, 13% MOVE: uturn
Qwen3.8 Flash usedSwordsdanceKingambit vs Dragapult. SD now is safe (Shadow Ball only does ~23 dmg to 207 HP Kingambit). After SD, Kowtow Cleave should OHKO Dragapult at 70% HP (after LO recoil). If they switch to Steel, Iron Head hits. Supreme Overlord gives +10% with 1 fainted ally. My Dragapult CS saved for later speed control.
Reasoning trace (1,962 words)
Let me analyze the situation: - My Kingambit is active vs their Dragapult at 80% HP - Dragapult outspeeds Kingambit (145-213 vs 70) - Dragapult has used Shadow Ball twice, revealing it's a special attacker with Shadow Ball - Kingambit has Supreme Overlord with 1 fainted ally (Gholdengo), so +10% power on moves - I have Sucker Punch (priority +1) which is super effective on Dragapult (Ghost type) - Kowtow Cleave is also super effective and never misses The key question: Should I use Sucker Punch or Kowtow Cleave? Sucker Punch: Priority +1, so I go first. If Dragapult attacks, I hit first with SE Dark. If Dragapult switches, Sucker Punch fails. Kowtow Cleave: Goes second (Dragapult outspeeds). Never misses, SE. But I take a hit first. Given that Dragapult has been using Shadow Ball and is at 80% HP, it's likely to continue attacking. Sucker Punch would let me hit first and potentially OHKO. Let me calculate Sucker Punch damage: - Base power 70, with Supreme Overlord (+10%) = 77 - BlackGlasses (+20%) = 92.4 - STAB (1.5x) = 138.6 - SE (2x) = 277.2 - Atk 205, Def 85-139 Damage formula: ((2*50/5 + 2) * 138.6 * 205/def) / 50 + 2 = (52 * 138.6 * 205/def) / 50 + 2 = 14784.7 / def + 2 At min def (85): 14784.7/85 + 2 = 173.9 + 2 = 175.9 → about 176 damage At max def (139): 14784.7/139 + 2 = 106.4 + 2 = 108.4 → about 108 damage Dragapult HP range: 163-195. At 80% that's 130-156. With min def: 176 damage vs 130-156 HP → OHKO With max def: 108 damage vs 130-156 HP → NOT OHKO Hmm, so Sucker Punch might not OHKO if Dragapult has max Def. But with Life Orb recoil, Dragapult is at 80% which is 130-156 HP. Actually wait, let me recalculate more carefully. The damage formula in Pokémon is: Damage = ((2*Level/50 + 2) * Power * A/D) / 50 + 2) * modifiers Level 50: (2*50/50 + 2) = 4 Power after modifiers: 70 * 1.1 (SO) * 1.2 (BlackGlasses) * 1.5 (STAB) * 2 (SE) = 70 * 3.96 = 277.2 Damage = ((4 * 277.2 * 205/def) / 50 + 2) * random(0.85-1.0) = (277.2 * 205 / def / 12.5 + 2) * random At def=85: 277.2 * 205 / 85 / 12.5 + 2 = 56826 / 1062.5 + 2 = 53.5 + 2 = 55.5 * random(0.85-1) = 47-55 Wait that doesn't seem right. Let me redo. Actually the formula is: Damage = floor(floor(floor(2*Level/50 + 2) * Power * A / D) / 50 + 2) * modifiers Level 50: 2*50/50 + 2 = 4 Base = floor(4 * 277.2 * 205 / def) / 50 + 2 At def=85: floor(4 * 277.2 * 205 / 85) / 50 + 2 = floor(227304 / 85) / 50 + 2 = floor(2674.2) / 50 + 2 = 53.48 + 2 = 55.48 → 55 Then apply random 0.85-1.0: 47-55 Hmm that's way too low. I think I'm confusing the formula. Let me use the standard one: Damage = (((2 * Level / 50 + 2) * Power * A / D) / 50 + 2) * modifiers = ((4 * 277.2 * 205 / 85) / 50 + 2) * random * other modifiers = ((4 * 277.2 * 2.41) / 50 + 2) = (2674.2 / 50 + 2) = 53.5 + 2 = 55.5 That's still low... I think the issue is that Power should be the base power before STAB etc, and the modifiers are applied separately. Let me use the proper formula: Damage = (((2 * Level / 50 + 2) * Power * A / D) / 50 + 2) * STAB * Type * Item * Ability * random Power = 70 (Sucker Punch base) A = 205 (Kingambit Atk) D = 85-139 (Dragapult Def) STAB = 1.5 Type = 2 (SE) Item = 1.2 (BlackGlasses) Ability = 1.1 (Supreme Overlord, 1 fainted ally) random = 0.85-1.0 Base damage = ((4 * 70 * 205 / D) / 50 + 2) At D=85: (4 * 70 * 205 / 85) / 50 + 2 = (57400/85)/50 + 2 = 675.3/50 + 2 = 13.5 + 2 = 15.5 At D=139: (4 * 70 * 205 / 139) / 50 + 2 = (57400/139)/50 + 2 = 413/50 + 2 = 8.26 + 2 = 10.26 Then multiply by modifiers: At D=85: 15.5 * 1.5 * 2 * 1.2 * 1.1 * random(0.85-1) = 15.5 * 3.96 * random = 61.4 * random = 52-61 At D=139: 10.26 * 3.96 * random = 40.6 * random = 34-41 Hmm, these numbers seem too low. I think I'm making an error somewhere. Actually, I think the issue is that the damage formula gives a number that's then compared to HP. Let me look at this differently. Standard damage formula: Damage = floor((2*Level/50 + 2) * Power * A/D / 50 + 2) * modifiers For Kingambit (Atk 205) using Sucker Punch (70 BP) vs Dragapult (Def 85-139): With D=85: floor(4 * 70 * 205 / 85 / 50 + 2) = floor(57400/85/50 + 2) = floor(675.3/50 + 2) = floor(13.5 + 2) = floor(15.5) = 15 Then * 1.5 (STAB) * 2 (SE) * 1.2 (BlackGlasses) * 1.1 (SO) = 15 * 3.96 = 59.4 → ~59 With D=139: floor(4 * 70 * 205 / 139 / 50 + 2) = floor(57400/139/50 + 2) = floor(413/50 + 2) = floor(8.26 + 2) = floor(10.26) = 10 Then * 3.96 = 39.6 → ~40 Dragapult HP at 80%: 130-156 So Sucker Punch does 40-59 damage? That's way too low to OHKO. Something is wrong with my calculation. Oh wait, I think the issue is that the stats shown are the actual stats at level 50, not base stats. Let me reconsider. Actually, looking at the stat ranges given: - Kingambit Atk: 205 (this is the actual stat at level 50) - Dragapult Def: 85-139 (this is the actual stat range at level 50) The damage formula uses actual stats, so my calculation should be correct. But 40-59 damage vs 130-156 HP seems too low. Wait, I think I'm applying the formula wrong. Let me look it up properly: Damage = ((((2 * Level / 50) + 2) * Power * (A / D)) / 50 + 2) * modifiers = (((4 * 70 * (205/85)) / 50 + 2) * modifiers = (((4 * 70 * 2.41) / 50 + 2) * modifiers = ((675.3 / 50 + 2) * modifiers = (13.5 + 2) * modifiers = 15.5 * modifiers Hmm, that gives 15.5 * 3.96 = 61.4 max damage. That's still not enough to OHKO 130+ HP. Wait, I think I need to reconsider. The stats shown might be the actual stat values, and the formula should work differently. Actually, I realize my error. The formula is: Damage = floor(floor(floor(2*Level/50 + 2) * Power * A / D) / 50 + 2) * modifiers The key is that A/D is computed as integer division or the whole thing is computed differently. Let me try again: floor(2*50/50 + 2) = floor(4) = 4 4 * 70 = 280 280 * 205 = 57400 57400 / 85 = 675 (integer division) 675 / 50 = 13 (integer division) 13 + 2 = 15 Then modifiers: 15 * 1.5 * 2 * 1.2 * 1.1 = 15 * 3.96 = 59.4 → 59 With random 0.85-1.0: 50-59 That's definitely not enough to OHKO a 130+ HP target. So Sucker Punch won't OHKO. Let me try Kowtow Cleave (85 BP): 4 * 85 = 340 340 * 205 = 69700 69700 / 85 = 820 820 / 50 = 16 16 + 2 = 18 18 * 3.96 = 71.3 → 71 With random: 60-71 Still not enough to OHKO at 130+ HP. Hmm, so neither move OHKOs Dragapult. That changes things significantly. Wait, but Dragapult has Life Orb recoil. After using Shadow Ball, it takes 10% recoil. So if it attacks, it goes from 80% to 70%. Then I hit it. Actually, the order matters: - If I use Sucker Punch: I go first (priority), hit Dragapult at 80% HP. Then if it survives, it attacks and takes Life Orb recoil. - If I use Kowtow Cleave: Dragapult goes first, attacks, takes LO recoil (now at 70%), then I hit it. With Sucker Punch going first: 50-59 damage vs 130-156 HP → definitely survives With Kowtow Cleave going second: Dragapult attacks first (Shadow Ball does... let me calculate) Shadow Ball (80 BP, Special) from Dragapult (SpA 108-167) vs Kingambit (SpD 105): 4 * 80 = 320 320 * 167 / 105 = 508 508 / 50 = 10 10 + 2 = 12 12 * 1.5 (STAB) * 1.3 (Life Orb) * 2 (SE on Kingambit? No, Dark/Steel vs Ghost is neutral) Wait, Ghost vs Dark/Steel: Ghost is super effective against Psychic and Ghost. Dark/Steel is not weak to Ghost. So it's neutral. Actually, let me check: Ghost moves are super effective against Psychic and Ghost types. Kingambit is Dark/Steel, so Ghost is neutral. 12 * 1.5 * 1.3 = 23.4 → ~23 damage per Shadow Ball Kingambit has 207 HP, so Shadow Ball does about 23 damage. That's very manageable. So the plan should be: 1. Use Swords Dance to boost Attack by 2 stages 2. Then sweep with Kowtow Cleave But Dragapult outspeeds and will attack. If I SD, I take Shadow Ball for ~23 damage. That's fine. After SD, my Attack becomes 205 * 2 = 410. Kowtow Cleave with SD: 4 * 85 = 340 340 * 410 / 85 = 1640 1640 / 50 = 32 32 + 2 = 34 34 * 1.5 * 2 * 1.2 * 1.1 = 34 * 3.96 = 134.6 → ~135 With random: 114-135 Dragapult at 70% (after LO recoil from attacking): 114-136 HP So after SD, Kowtow Cleave would likely OHKO or come very close! At D=85, HP=114 (min): 135 > 114 → OHKO At D=139, HP=136 (max): 114 < 136 → NOT OHKO (but close) Hmm, so it depends on Dragapult's actual stats. But with SD + Kowtow Cleave, we have a good chance to OHKO. Alternatively, after SD, Sucker Punch: 4 * 70 = 280 280 * 410 / 85 = 1349 1349 / 50 = 26 26 + 2 = 28 28 * 3.96 = 110.9 → ~111 With random: 94-111 At D=139, HP=136: 94-111 → NOT OHKO At D=85, HP=114: 111 > 114? No, 111 < 114 → NOT OHKO So Sucker Punch after SD still doesn't OHKO reliably. Best plan: Swords Dance this turn. Take Shadow Ball (~23 damage, trivial). Then next turn Kowtow Cleave for likely OHKO. But wait - what if Dragapult switches? Then I've set up SD for free, which is even better. Also, what if the opponent switches to a Steel type (Scizor/Metagross)? Kingambit resists Steel moves, so SD is still relatively safe. The concern is: after SD, if Dragapult switches to Toxapex or Rotom-Wash, Kingambit can't do much. But Toxapex and Rotom-Wash are not on the revealed moveset... wait, the opponent brought 3 of 6. We've seen Dragapult. The other 2 are from: garchomp, scizor, metagross, rotomwash, toxapex. If they switch to Garchomp, Kingambit resists Dragon but is neutral to Ground. Kowtow Cleave is super effective on Dragon. If they switch to Scizor/Metagross (Steel), Kowtow Cleave is not very effective (Dark vs Steel is neutral actually... wait, Dark vs Steel is neutral). Iron Head would be SE on them. Actually, Dark is super effective against Ghost and Psychic. Against Steel
- Turn 4Mercury Decide switched to
Garchomp59% SWITCH: garchomp, 13% SWITCH: dragapult, 12% MOVE: meteormash [MEGA]
Qwen3.8 Flash usedKowtowcleaveKingambit at +2 Atk with Black Glasses and Supreme Overlord. Metagross switched in - Kowtow Cleave is SE, never misses, and should OHKO at +2. Metagross moves first but Kingambit has 207 HP/142 Def, likely survives one hit. After OHKO Metagross, Dragapult CS handles speed threats (Garchomp, their Dragapult). Opponent still has 1 hidden Pokémon from: garchomp, scizor, rotomwash, toxapex.
Reasoning trace (354 words)
Let me analyze the situation: - Kingambit is active with +2 Attack, 100% HP, Black Glasses, Supreme Overlord (1 fainted ally = +10% power) - Opponent switched to Metagross (Steel/Psychic), 100% HP - Metagross is faster than Kingambit (81-134 vs 70), but the note says "it moves first, unless a move has priority" - wait, actually the speed note says "your kingambit 70 vs opposing metagross 81-134 (possible range): it moves first" - so Metagross moves first. Options: 1. Kowtow Cleave - Dark, super effective on Metagross (2x), never misses. At +2 Atk with Black Glasses and Supreme Overlord, this should do massive damage. 2. Iron Head - Steel, not very effective on Metagross (0.5x). Bad choice. 3. Sucker Punch - Dark, super effective, priority +1. But it fails if target is not attacking. Metagross could switch or use a status move. 4. Swords Dance - Another +2, but Metagross moves first and could hit hard. 5. Switch to Dragapult - not ideal. Let me think about damage: - Kowtow Cleave: 85 BP × 1.5 (super effective) × 1.5 (STAB) × 1.2 (Black Glasses) × 1.1 (Supreme Overlord) × 4 (Atk +2) = 85 × 1.5 × 1.5 × 1.2 × 1.1 × 4 = ~899 effective BP - With Kingambit's 205 Atk vs Metagross's 135-200 Def... this should be a guaranteed OHKO. Sucker Punch: 70 × 1.5 (SE) × 1.5 (STAB) × 1.2 (Black Glasses) × 1.1 (SO) × 4 = ~739 effective BP. Also likely OHKO, and goes first. But risks failing if Metagross switches or uses a status move. The safest play is Kowtow Cleave - it never misses, is super effective, and at +2 with all the boosts should OHKO Metagross. The only risk is Metagross hitting first with a strong move, but Kingambit has 207 HP and 142 Def, so even a super effective move from Metagross might not OHKO. Actually wait - Metagross could have Earthquake or other coverage. But Kingambit resists Steel (Metagross's STAB) and is neutral to Psychic. A +2 Atk Kowtow Cleave should OHKO Metagross regardless. I'll go with Kowtow Cleave for the guaranteed OHKO.
Mercury Decide switched toDragapult82% SWITCH: dragapult, 18% SWITCH: metagross
- Turn 5Mercury Decide used
Uturn61% MOVE: uturn, 33% SWITCH: metagross, 3% MOVE: dragonpulse
Qwen3.8 Flash usedKowtowcleaveKingambit at +2 Atk with Black Glasses + Supreme Overlord. Dragapult at 80%. Kowtow Cleave is SE on both Dragapult (Ghost) and Metagross (Steel), never misses, should OHKO either. If Dragapult attacks, Kingambit only takes ~23 Shadow Ball damage. After this, only Metagross remains for my Dragapult CS to handle.
Reasoning trace (434 words)
Let me analyze the situation: - My Kingambit is at +2 Atk with Black Glasses and Supreme Overlord (1 fainted ally = +10% power) - Opponent's Dragapult is at 80% HP, has Life Orb - Dragapult outspeeds Kingambit (Spe 145-213 vs 70) - Kingambit resists both Dragon and Ghost STABs (Dark/Steel resists Dragon, Steel resists Ghost) - Shadow Ball did ~23 damage to Kingambit (from 207 to 182) My options: 1. Kowtow Cleave - Dark, never misses, super effective on Dragapult. At +2 Atk with Black Glasses and Supreme Overlord: 85 * 1.5 (SE) * 1.2 (Black Glasses) * 1.1 (Supreme Overlord) * 2 (SD boost) = ~275 effective power. This should OHKO Dragapult at 80%. 2. Iron Head - Steel, neutral on Dragapult. Not as good. 3. Sucker Punch - Priority +1, Dark, SE on Dragapult. 70 * 1.5 * 1.2 * 1.1 * 2 = ~226 effective power. Also should OHKO. But it fails if Dragapult doesn't attack. 4. Swords Dance - Can't use it, already at +2. 5. Switch to Dragapult - Could be useful for speed control later. The key question: will Dragapult attack or switch? Dragapult is at 80% HP. If it attacks, Kowtow Cleave OHKOs it (it moves second but takes minimal damage from Shadow Ball). If it switches, Kowtow Cleave still hits whatever comes in (unless it's a Steel type). Wait - the opponent has brought all 3 of their Pokémon. They've shown: Dragapult, Metagross, Garchomp (fainted). So their remaining active Pokémon are Dragapult and Metagross. If Dragapult switches to Metagross, Kowtow Cleave is super effective on Metagross too (Dark vs Steel). That's actually great! If Dragapult stays and attacks (Shadow Ball), Kingambit takes ~23 damage and then Kowtow Cleave OHKOs Dragapult. Either way, Kowtow Cleave is the best move. It never misses, is SE on both Dragapult and Metagross. Let me calculate more carefully: - Kingambit Atk: 205, +2 = 205 * 2 = 410 (effective) - Kowtow Cleave: 85 BP, Dark, SE on Ghost (x2) and SE on Steel (x2) - Black Glasses: x1.2 - Supreme Overlord: x1.1 (1 fainted ally) - Total multiplier: 85 * 2 * 1.2 * 1.1 = 224.4 effective power with 410 Attack Against Dragapult at 80% (HP ~147-156): This should OHKO easily. Against Metagross (HP 155-187): Also should OHKO at +2. Kowtow Cleave is the clear choice. It's SE on both possible targets (Dragapult and Metagross), never misses, and should OHKO either. Sucker Punch also works if Dragapult attacks, but Kowtow Cleave works regardless (hits if they stay or switch to Metagross). Kowtow Cleave is strictly better here.
Mercury Decide switched toMetagrossIncident report
Only one legal action: played without asking.
Mercury Decide switched toDragapultIncident report
Only one legal action: played without asking.
- Turn 6Mercury Decide used
Phantomforce32% MOVE: phantomforce, 29% MOVE: dragonpulse, 25% MOVE: uturn
Qwen3.8 Flash usedSuckerpunchDragapult is opponent's last Pokémon (Garchomp, Metagross, Dragapult all accounted for). Kingambit at 146 HP, Dragapult's Shadow Ball does ~155 damage (based on Gholdengo calc scaled by SpD ratio), which would KO Kingambit. Sucker Punch is priority +1, goes first, OHKOs Dragapult at 70% HP with +2 Atk, Black Glasses, Supreme Overlord, STAB, and 2x SE. Opponent cannot switch (last Pokémon) and will attack. This wins the game.
Reasoning trace (1,613 words)
Let me analyze the current situation: - My Kingambit is at 146/207 HP (70.5%) with +2 Attack and Black Glasses + Supreme Overlord (1 fainted ally = 10% boost) - Opponent's Dragapult is at 70% HP with Life Orb - Opponent's last Pokémon is unknown - they've revealed Garchomp (fainted), Metagross (fainted), and Dragapult (active). Wait, the notes say "all have been seen" - so the opponent brought 3 Pokémon: Garchomp, Metagross, and Dragapult. But wait, looking at the log more carefully: Turn 5: Opponent switched to Metagross, Kingambit OHKO'd it, then Dragapult came in. So the opponent's 3 Pokémon are: Dragapult, Metagross, and Garchomp. All three have been seen. So this Dragapult is the opponent's last Pokémon! If I KO it, I win. Dragapult is at 70% HP. My Kingambit has +2 Attack, Black Glasses, and Supreme Overlord (1 fainted ally = 10% boost). Let me calculate Kowtow Cleave damage: - Base power: 85 - +2 Attack multiplier: 2x - Black Glasses: 1.2x - Supreme Overlord: 1.1x (1 fainted ally) - STAB: 1.5x - Super effective on Ghost: 2x Effective power = 85 * 2 * 1.2 * 1.1 * 1.5 * 2 = 85 * 7.92 = ~673.2 That's way more than enough to KO Dragapult at 70% HP. Kowtow Cleave never misses, so it's guaranteed. However, Dragapult outspeeds Kingambit. If Dragapult uses Shadow Ball, Kingambit takes damage. But we already know Shadow Ball does about 23 damage to Kingambit (from turn 1, it did 104 damage... wait no, that was Gholdengo). Actually, let me reconsider. In turn 1, Shadow Ball did 104 damage to Gholdengo (194 HP). That's because Gholdengo is Steel/Ghost and Shadow Ball is Ghost, so it's super effective (2x). Kingambit is Dark/Steel. Shadow Ball (Ghost) is super effective against Dark (2x) and neutral against Steel. So it's 2x effective. Kingambit's SpD is 105. Dragapult's SpA is 108-167. With Life Orb (1.3x), Shadow Ball (80 BP), and 2x SE... Let me estimate: Dragapult SpA ~150 (typical), Shadow Ball 80 BP, Life Orb 1.3x, SE 2x. Damage ≈ (80 * 150 / 105) * 1.3 * 2 * 0.85 ≈ (114.3) * 2.6 * 0.85 ≈ 252 Wait that seems too high. Let me recalculate properly. Standard damage formula at level 50: Damage = ((2*Level/5 + 2) * Power * A/D) / 50 + 2) * modifiers = ((2*50/5 + 2) * 80 * SpA/SpD) / 50 + 2) * modifiers = ((22) * 80 * SpA/SpD) / 50 + 2) * modifiers If SpA = 150, SpD = 105: = (22 * 80 * 150/105) / 50 + 2 = (22 * 80 * 1.4286) / 50 + 2 = (2514.3) / 50 + 2 = 50.3 + 2 = 52.3 Then modifiers: Life Orb 1.3x, SE 2x, STAB 1.5x (Dragapult is Ghost/Dragon, Shadow Ball is Ghost, so yes STAB) = 52.3 * 1.3 * 2 * 1.5 = 52.3 * 3.9 = 204 Hmm that seems very high. Let me check turn 1 again. Turn 1: Shadow Ball did 104 damage to Gholdengo (194 HP, so from 194 to 90). Gholdengo has SpD 157. Damage = ((22) * 80 * SpA/157) / 50 + 2) * modifiers If damage was 104 (before Leftovers healing of 12, so actually 116 damage): Wait, Gholdengo went from 194 to 90, that's 104 damage. Then healed to 102 from Leftovers. So 104 = ((22 * 80 * SpA/157) / 50 + 2) * 1.3 * 2 * 1.5 * random Let me solve for SpA: 104 / (1.3 * 2 * 1.5) = 104 / 3.9 = 26.67 (pre-modifier damage) 26.67 = (22 * 80 * SpA/157) / 50 + 2 24.67 = (1760 * SpA/157) / 50 24.67 * 50 = 1760 * SpA/157 1233.5 = 11.21 * SpA SpA ≈ 110 Hmm, that seems low. Maybe the random factor was low. Let me try with max random (0.85-1.0): Actually wait, Gholdengo is Steel/Ghost. Shadow Ball is Ghost. Ghost is super effective against Ghost (2x) and neutral against Steel. So overall 2x SE. And Dragapult is Ghost/Dragon, so Shadow Ball gets STAB (1.5x). Let me try SpA = 150: Base = (22 * 80 * 150/157) / 50 + 2 = (22 * 80 * 0.9554) / 50 + 2 = 1681.9 / 50 + 2 = 33.6 + 2 = 35.6 With modifiers: 35.6 * 1.3 * 2 * 1.5 = 35.6 * 3.9 = 138.8 That's more than 104. So maybe SpA is lower, or there was a low roll. Actually, let me reconsider. In turn 2, Shadow Ball killed Gholdengo. Gholdengo was at 90 HP (after healing to 102 from Leftovers... wait no). Turn 1: Gholdengo at 194, hit for 104 damage → 90 HP. Then Leftovers heals to 102. Turn 2: Gholdengo at 102, hit for... it fainted. So damage ≥ 102. If the same SpA, same modifiers, same target, the damage should be similar. 104 vs 102+ is consistent with random rolls. OK so for Kingambit (SpD 105 vs Gholdengo's SpD 157): The ratio of SpD is 105/157, so damage would be roughly 104 * (157/105) = 155 damage. So Shadow Ball would do about 155 damage to Kingambit. Kingambit is at 146 HP, so it would faint! Wait, that's a problem. If Dragapult attacks with Shadow Ball, Kingambit faints. But Kowtow Cleave never misses and is guaranteed OHKO on Dragapult at 70% HP. The question is who moves first. Dragapult outspeeds Kingambit (Spe 145-213 vs 70). So Dragapult moves first. If Dragapult uses Shadow Ball: Kingambit takes ~155 damage and faints (146 HP). If Dragapult uses U-turn: Kingambit takes physical damage (Bug, neutral vs Dark/Steel... wait, Bug is not very effective against Steel. So U-turn would do reduced damage). Actually Bug is not very effective against Steel (0.5x). So U-turn damage would be much lower. If Dragapult uses Shadow Ball, Kingambit faints but I still win because Kowtow Cleave would have OHKO'd Dragapult anyway... wait no, if Kingambit faints first, I can't use Kowtow Cleave. So I need to be careful. If Dragapult attacks with Shadow Ball, Kingambit faints and Dragapult survives. Options: 1. Sucker Punch - priority +1, goes first. If Dragapult is attacking (which it likely will be), Sucker Punch hits first and OHKOs Dragapult. 2. Kowtow Cleave - Dragapult moves first with Shadow Ball, Kingambit faints. 3. Switch to Dragapult - my Dragapult with Choice Scarf outspeeds their Dragapult and can KO with Shadow Ball. Sucker Punch seems ideal! It's priority +1, so it goes first. It's Dark-type, super effective on Ghost (2x). With +2 Atk, Black Glasses, Supreme Overlord, and STAB, it should OHKO. Sucker Punch damage: Base power: 70 +2 Atk: 2x Black Glasses: 1.2x Supreme Overlord: 1.1x STAB: 1.5x SE on Ghost: 2x Effective: 70 * 2 * 1.2 * 1.1 * 1.5 * 2 = 70 * 7.92 = 554.4 That's more than enough to OHKO Dragapult at 70%. But wait - Sucker Punch fails if the target is not attacking. What if Dragapult uses U-turn? U-turn is an attacking move, so Sucker Punch would still work. What if Dragapult uses some status move? We've only seen Shadow Ball and U-turn from this Dragapult. It's likely to attack. Actually, there's a risk: what if Dragapult switches out? Sucker Punch would fail. But Dragapult is the opponent's last Pokémon, so switching isn't an option (in singles format with 3 Pokémon, you can't switch to nothing). Wait, can the opponent switch? They've shown Garchomp (fainted), Metagross (fainted), and Dragapult (active). All 3 are accounted for. So Dragapult is the last one - they can't switch. So Sucker Punch is the best option: - It goes first (priority) - It's super effective - It will OHKO Dragapult - Dragapult can't switch (it's the last Pokémon) - Even if Dragapult uses U-turn, that's an attacking move so Sucker Punch works The only risk is if Dragapult uses a non-attacking move, but we've only seen attacking moves from it. Actually wait, I should double-check: can Dragapult use something like Will-O-Wisp or Dragon Dance? We haven't seen those moves. But even if it does, Sucker Punch would fail and then Dragapult would attack. But the opponent's Dragapult has revealed Shadow Ball and U-turn. It could have other moves. Hmm, but even if Sucker Punch fails, Kingambit would take a hit. If it's Shadow Ball, Kingambit faints. If it's U-turn, Kingambit survives (Bug is NVE against Steel). Let me think about this more carefully. The opponent's Dragapult likely has: Shadow Ball, U-turn, and two other moves. Common sets include: - Shadow Ball, U-turn, Flamethrower/Fire Blast, Dragon Pulse/Draco Meteor - Or physical: Dragon Darts, U-turn, etc. Given that it used Shadow Ball (special) and U-turn (physical), it's likely a mixed set or just has those two. The safest play is Sucker Punch. It goes first, OHKOs if the opponent attacks (which they almost certainly will since it's their last Pokémon and they need to try to win). Even if they use a status move, we can recover next turn. Actually, I realize I should also consider: what if Dragapult has a move like Dragon Dance or Nasty Plot? Unlikely for a Life Orb set. Life Orb sets are usually all attacks. I'll go with Sucker Punch. It's the priority move that guarantees going first and OHKOing the opponent's last Pokémon. Wait, one more consideration: Sucker Punch has 8/8 PP remaining, so no issue there. Let me also verify: the opponent can't switch (last Pokémon), so Sucker Punch will work as long as they attack. Given it's their last Pokémon and they need to KO Kingambit to survive, they will almost certainly attack. Decision: MOVE: suckerpunch