Matches · 2026-10-16 · rules version c5
Qwen3.8 Flash vs MiMo V2.6 Flash
MiMo V2.6 Flash won in 5 turns · 5 min wall clock · 63,862 tokens · $0.012
The replay player loads from play.pokemonshowdown.com. The full battle log is below.
Decisions
- Team previewMiMo V2.6 Flash brought
Garchomp,kingambit,gholdengoPlan: lead garchomp for sash + rocks/SX pressure; kingambit (blackglasses, sucker) traps dragapult/gholdengo; gholdengo walls rotom-wash (Good as Gold blocks Will-O-Wisp) and beats corviknight/clefable. Biggest threats: rotom-wash walls chomp+ambit, arcaninehisui threatens all three — keep chomp's sash for an EQ answer. Watch opponent's scarf dragapult speed.
Reasoning trace (614 words)
Let me think about the matchup. Opponent team: gholdengo, corviknight, arcaninehisui, rotomwash, clefable, dragapult. My team: garchomp (sash, SD, EQ, scaleshot, stealthrock), kingambit (blackglasses, defiant, SD, sucker, kowtow, ironhead), gholdengo (lifeorb, NP, makeitrain, shadowball, recover), dragapult (scarf), corviknight (lumberry), slowkinggalar (leftovers, chillyreception). Key threats: arcaninehisui (fire/rock) beats garchomp, kingambit, gholdengo — well gholdengo takes big from flare blitz. Rotom-wash walls garchomp (levitate) and kingambit somewhat. Clefable unaware stops setup. Good core: garchomp leads with rocks/SD... but rotom-wash walls it. Kingambit handles dragapult, gholdengo. Gholdengo handles clefable/corviknight somewhat. Consider: gholdengo (lifeorb) beats clefable (unaware? makes NP useless; but makeitrain/shadowball still fine), beats corviknight (shadowball), beats arcanine... arcanine takes flare blitz recoil; gholdengo outspeeds? Gholdengo spe 104 vs arcanine 99-156. Uncertain. Slowking-galar: fire resists, poison hits arcanine super effectively (sludgebomb 2x vs fire/rock? rock resists... poison vs rock = 1x? Poison is not very effective vs Rock? Actually poison vs rock: not very effective? Poison is not very effective against... Poison is not very effective vs Rock, Ghost, Ground, Steel. So sludgebomb vs fire/rock = 0.5*1 = 0.5... wait fire doesn't resist poison. Rock resists poison: 0.5. Fire neutral. So 0.5x. Flamethrower vs fire/rock = 0.25x. Hmm, slowking bad vs arcanine. Garchomp EQ vs arcanine: ground vs rock/fire = 2x rock, but fire... EQ is 2x on rock, neutral on fire = 2x. But arcanine outspeeds and flare blitz kills. Focus sash helps — sash survives one hit, then EQ kills arcanine? Flare blitz on garchomp: atk 121-183, sash ensures survive (unless rock slide/stone edge... actually flare blitz might not OHKO anyway). With sash, garchomp can live and EQ. Rotom-wash is the big wall for garchomp/kingambit. Need gholdengo or dragapult/scarf for rotom. Plan: Bring garchomp (rocks + sash + EQ + scaleshot), kingambit (sucker punch for dragapult/gholdengo), gholdengo (makeitrain/shadowball, covers rotom? Shadowball on rotom: neutral, decent. Rotom washes shadowball? It's water/electric, ghost neutral. Rotom's Hydro Pump hits gholdengo... hmm). Alternatively dragapult scarf: outspeeds most of their team, dragon darts for arcanine/clefable, uturn. But speed range 145-213 theirs vs178 mine — risky if scarf. Consider slowkinggalar: chilly reception gives momentum and sets up a switch; good vs dragapult? Shadowball on slowking is neutral, slowking has high spdef. Regenerator. Slowking can handle gholdengo (sludgebomb? vs steel = 0.5... flamethrower vs gholdengo steel/ghost = 2x fire. Actually flamethrower 2x on steel). Hmm. I think strongest core: garchomp lead (sash, rocks), gholdengo, kingambit. But arcaninehisui threatens all three (kingambit: rock blast/flare blitz, gholdengo: flare blitz). Garchomp EQ can handle arcanine if sash holds. Alternative: garchomp, gholdengo, slowkinggalar. Slowking handles arcanine? Sludgebomb 0.5x, takes flare blitz neutral-ish (fire resisted by poison? No — poison doesn't resist fire; fire vs poison = neutral). Slowking takes flare blitz with high HP/spdef but defense100 — meh. Actually arcanine hisui is physical. Kingambit's sucker punch is valuable vs dragapult and gholdengo (opponent's). Defiant vs intimidate arcanine? Arcanine has intimidate possible — defianr boost, then ironhead/sucker. Actually if arcanine intimidate triggers Defiant +1 atk, kingambit can KO with ironhead (steel vs fire = 0.5... rock: steel vs rock 2x, steel vs fire 0.5 = 1x). Hmm. I'll go: garchomp lead, kingambit, gholdengo. This gives rocks, sash EQ for arcanine, kingambit for dragapult/gholdengo, gholdengo for corviknight/clefable/rotom. Concern: rotom-wash walls both garchomp (levitate) and kingambit (hydro pump). Gholdengo handles it with shadowball + good as gold (can't be will-o-wisp... actually good as gold blocks status moves entirely — no burn!). Gholdengo beats rotom comfortably. So bring: garchomp, gholdengo, kingambit. Lead choice: garchomp with stealthrock first is standard. But if they lead rotom-wash, garchomp can't touch it — switch to gholdengo. Fine, sash + rocks turn1. Alternatively lead slowking with chilly reception... I'll stick with garchomp. Notes ≤60 words.
Qwen3.8 Flash broughtDragapult,gholdengo,arcaninehisuiPlan: Lead Dragapult for speed control and coverage against Garchomp/Dragapult/Gholdengo/Slowking-Galar. Gholdengo handles Kingambit (Focus Blast 4x) and is immune to status. Arcanine-Hisui breaks Corviknight and Kingambit with Fire/Rock. All three have excellent type coverage against their full team. Watch for Mega Garchomp.
Reasoning trace (2,109 words)
Let me analyze both teams to pick the best 3 Pokémon. My team: - Gholdengo (Steel/Ghost) - Life Orb, Good as Gold, fast special attacker - Corviknight (Flying/Steel) - Leftovers, Pressure, defensive pivot - Arcanine-Hisui (Fire/Rock) - Chople Berry, Rock Head, fast physical attacker - Rotom-Wash (Electric/Water) - Sitrus Berry, Levitate, defensive pivot - Clefable (Fairy) - Lum Berry, Unaware, Calm Mind sweeper/support - Dragapult (Dragon/Ghost) - Expert Belt, Infiltrator, fast special attacker Opponent's team: - Garchomp (Dragon/Ground) - fast physical attacker, potential Mega Evolution - Kingambit (Dark/Steel) - bulky physical attacker - Gholdengo (Steel/Ghost) - special attacker - Dragapult (Dragon/Ghost) - fast special attacker - Corviknight (Flying/Steel) - defensive pivot - Slowking-Galar (Poison/Psychic) - bulky special attacker Key threats to consider: 1. Garchomp - very fast physical attacker, could be Mega. Needs a check. 2. Dragapult - fastest Pokémon, special attacker. Needs speed control or a check. 3. Kingambit - bulky, can set up. 4. Slowking-Galar - bulky special attacker, resists many things. Let me think about coverage: - Garchomp (Dragon/Ground): Weak to Ice, Dragon, Fairy. My options: Clefable (Fairy), Dragapult (Dragon), Arcanine-Hisui (not great, it's Fire/Rock vs Dragon/Ground - neutral at best, actually Fire is neutral to Dragon, Rock is neutral to Ground... so neutral damage). - Kingambit (Dark/Steel): Weak to Fighting, Fire, Ground. My options: Arcanine-Hisui (Fire), Gholdengo (not great, Steel is neutral to Steel, Ghost is neutral to Dark... actually Ghost is super effective against Dark! Wait no - Ghost is super effective against Psychic and Ghost, not Dark. Dark is immune to Psychic. Let me reconsider. Kingambit is Dark/Steel. Fighting is super effective against both Dark and Steel. Fire is super effective against Steel. Ground is super effective against Steel. So Arcanine-Hisui with Fire moves is good. Gholdengo's Make It Rain (Steel) is neutral to Steel and neutral to Dark... not great. Shadow Ball (Ghost) is neutral to Dark (not super effective). Focus Blast (Fighting) is super effective against both! So Gholdengo can hit Kingambit hard with Focus Blast. - Gholdengo (Steel/Ghost): Weak to Fire, Ground, Dark, Ghost. My options: Arcanine-Hisui (Fire), Dragapult (Ghost), Kingambit (Dark - not mine). - Dragapult (Dragon/Ghost): Weak to Ice, Dragon, Dark, Ghost. My options: Clefable (not super effective, Fairy is neutral to Dragon and Ghost), Dragapult (Dragon moves are super effective), Arcanine-Hisui (not great). - Corviknight (Flying/Steel): Weak to Fire, Electric. My options: Arcanine-Hisui (Fire), Rotom-Wash (Electric). - Slowking-Galar (Poison/Psychic): Weak to Ground, Ghost, Dark. My options: Gholdengo (Ghost - Shadow Ball is super effective), Arcanine-Hisui (not great), Kingambit (Dark - not mine). Best picks considering coverage: Option 1: Gholdengo, Arcanine-Hisui, Corviknight - Gholdengo: hits Kingambit with Focus Blast, hits Slowking-Galar with Shadow Ball, hits Gholdengo with Make It Rain - Arcanine-Hisui: hits Corviknight with Fire, hits Gholdengo with Fire, hits Kingambit with Fire - Corviknight: defensive pivot, can handle physical attackers Option 2: Gholdengo, Arcanine-Hisui, Clefable - Gholdengo: as above - Arcanine-Hisui: as above - Clefable: handles Garchomp (Fairy is super effective), can Calm Mind sweep Option 3: Gholdengo, Arcanine-Hisui, Dragapult - Gholdengo: as above - Arcanine-Hisui: as above - Dragapult: speed control, hits Garchomp with Dragon moves, hits Gholdengo with Ghost Option 4: Dragapult, Arcanine-Hisui, Corviknight - Dragapult: fastest, can hit Garchomp, Kingambit (not great), Gholdengo - Arcanine-Hisui: hits Corviknight, Gholdengo, Kingambit - Corviknight: defensive pivot Let me think about what the opponent might bring. They have Garchomp, Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar. They'll pick 3. If they bring Garchomp + Dragapult + something, I need speed and Fairy coverage. If they bring Kingambit + Gholdengo + something, I need Fighting and Ghost coverage. I think Gholdengo, Arcanine-Hisui, and Clefable is a strong core: - Gholdengo handles Kingambit (Focus Blast), Slowking-Galar (Shadow Ball), and their Gholdengo (Make It Rain) - Arcanine-Hisui handles Corviknight (Flare Blitz), their Gholdengo (Flare Blitz), and Kingambit (Flare Blitz) - Clefable handles Garchomp (Moonblast), Kingambit (Moonblast is neutral... actually Fairy is neutral to Dark and Steel, so not great). Hmm, Clefable vs Kingambit is not ideal. Actually, let me reconsider. Clefable is great vs Garchomp (Fairy super effective against Dragon) and can Calm Mind sweep. But it's slow and vulnerable to physical attacks. What about Gholdengo, Arcanine-Hisui, Dragapult? - Dragapult is the fastest thing I have, can outspeed their Dragapult - Dragapult hits Garchomp with Draco Meteor (super effective) - Dragapult hits their Gholdengo with Shadow Ball (super effective) - Dragapult hits Slowking-Galar with Shadow Ball (super effective) - Arcanine-Hisui hits Corviknight with Flare Blitz (super effective) - Arcanine-Hisui hits Kingambit with Flare Blitz (super effective against Steel) - Gholdengo hits Kingambit with Focus Blast (super effective against both Dark and Steel) - Gholdengo hits their Gholdengo with Make It Rain (super effective? No, Steel is not super effective against Steel. Make It Rain is neutral to Steel/Ghost) Actually wait - Make It Rain is Steel type. Against Steel/Ghost, Steel is not very effective (0.5x). So Gholdengo can't hit their Gholdengo well with Make It Rain. Shadow Ball is neutral against Steel/Ghost. Focus Blast is neutral against Steel/Ghost. Hmm, actually Ghost is not very effective against Dark and Steel... wait no. Let me recheck type matchups. Against Steel/Ghost (Gholdengo): - Steel moves: not very effective (0.5x) - Ghost moves: super effective (2x) - Ghost hits Ghost super effectively, and is neutral to Steel. So 2x. - Fighting moves: neutral (1x) - Fighting is super effective against Steel but not very effective against Ghost... wait. Fighting vs Ghost: not very effective (0.5x). Fighting vs Steel: super effective (2x). Combined: 1x (neutral). - Fire moves: super effective (2x) - Fire is super effective against Steel, neutral against Ghost. So 2x. - Dark moves: super effective (2x) - Dark is super effective against Ghost, neutral against Steel. So 2x. So Arcanine-Hisui with Flare Blitz hits their Gholdengo for 2x! Good. Gholdengo with Shadow Ball hits their Gholdengo for 2x! Good. Against Dragon/Ground (Garchomp): - Dragon moves: super effective (2x) - Fairy moves: super effective (2x) - Ice moves: super effective (4x) - Steel moves: neutral (1x) - Steel is neutral against Dragon and Ground - Fire moves: not very effective (0.5x) - Fire is neutral to Dragon, not very effective to Ground. Wait, Fire vs Ground: not very effective. Fire vs Dragon: neutral. So 0.5x. - Ghost moves: neutral (1x) - Fighting moves: neutral (1x) - Fighting vs Dragon: neutral. Fighting vs Ground: neutral. So 1x. Against Dark/Steel (Kingambit): - Fighting moves: super effective (4x) - Fighting is super effective against both Dark and Steel - Fire moves: super effective (2x) - Fire is super effective against Steel, neutral against Dark - Ground moves: super effective (2x) - Ground is super effective against Steel, neutral against Dark - Ghost moves: neutral (1x) - Ghost vs Dark: not very effective (0.5x). Ghost vs Steel: neutral. So 0.5x. - Steel moves: neutral (1x) - Steel vs Dark: neutral. Steel vs Steel: not very effective. So 0.5x. - Fairy moves: not very effective (0.5x) - Fairy vs Dark: not very effective. Fairy vs Steel: not very effective. So 0.25x! So Clefable is TERRIBLE against Kingambit. Moonblast would do 0.25x damage. Against Poison/Psychic (Slowking-Galar): - Ground moves: super effective (2x) - Ground is super effective against Poison, neutral against Psychic - Ghost moves: super effective (2x) - Ghost is super effective against Psychic, neutral against Poison - Dark moves: super effective (2x) - Dark is super effective against Psychic, neutral against Poison - Psychic moves: not very effective (0.5x) - Psychic vs Poison: not very effective. Psychic vs Psychic: neutral. So 0.5x. - Fighting moves: neutral (1x) - Fighting vs Poison: not very effective. Fighting vs Psychic: super effective. So 1x. - Steel moves: not very effective (0.5x) - Steel vs Poison: neutral. Steel vs Psychic: not very effective. So 0.5x. - Fire moves: neutral (1x) - Fire vs Poison: neutral. Fire vs Psychic: neutral. So 1x. Against Flying/Steel (Corviknight): - Electric moves: super effective (2x) - Electric is super effective against Flying, neutral against Steel - Fire moves: super effective (2x) - Fire is super effective against Steel, neutral against Flying - Ground moves: not very effective (0.5x) - Ground is super effective against Steel but immune to Flying... wait, Levitate? No, Corviknight has Flying type so Ground is immune. - Fighting moves: neutral (1x) - Fighting vs Flying: not very effective. Fighting vs Steel: super effective. So 1x. - Steel moves: neutral (1x) - Steel vs Flying: neutral. Steel vs Steel: not very effective. So 0.5x. Against Dragon/Ghost (Dragapult): - Dragon moves: super effective (2x) - Ghost moves: super effective (2x) - Ghost vs Dragon: neutral. Ghost vs Ghost: super effective. So 2x. - Dark moves: super effective (2x) - Dark vs Dragon: neutral. Dark vs Ghost: super effective. So 2x. - Ice moves: super effective (2x) - Ice vs Dragon: super effective. Ice vs Ghost: neutral. So 2x. - Steel moves: not very effective (0.5x) - Steel vs Dragon: neutral. Steel vs Ghost: not very effective. So 0.5x. - Fairy moves: not very effective (0.5x) - Fairy vs Dragon: super effective... wait no. Fairy vs Dragon: super effective? Let me recheck. Actually, Dragon is not weak to Fairy. Fairy is super effective against Dragon, Fighting, and Dark. Yes! Fairy IS super effective against Dragon. So Fairy vs Dragon: 2x. Fairy vs Ghost: neutral. So 2x total. Wait, I need to double-check. Fairy type effectiveness: - Super effective against: Dragon, Fighting, Dark - Not very effective against: Fire, Poison, Steel - Immune to: Dragon (Dragon moves can't hit Fairy) So Clefable's Moonblast vs Dragapult (Dragon/Ghost): Fairy is super effective against Dragon (2x), neutral against Ghost. So 2x damage! That's good. And Clefable's Moonblast vs Garchomp (Dragon/Ground): Fairy is super effective against Dragon (2x), neutral against Ground. So 2x damage! Great. But Clefable's Moonblast vs Kingambit (Dark/Steel): Fairy is super effective against Dark (2x), not very effective against Steel (0.5x). So 1x damage! Not 0.25x as I said earlier. Let me recheck. Actually, I think I made an error. Let me look at this more carefully: - Fairy vs Dark: super effective (2x) - Fairy vs Steel: not very effective (0.5x) - Combined: 2x * 0.5x = 1x So Moonblast does neutral damage to Kingambit. Not terrible but not great. OK so let me reconsider my picks: Gholdengo, Arcanine-Hisui, Dragapult seems very strong: - Gholdengo: Focus Blast 4x on Kingambit, Shadow Ball 2x on Gholdengo and Slowking-Galar, Make It Rain 2x on Clefable (wait, do they have Clefable? No, they don't have Clefable on their team) - Arcanine-Hisui: Flare Blitz 2x on Corviknight, 2x on Gholdengo, 2x on Kingambit. Head Smash 2x on... hmm, Rock vs Dragon: neutral. Rock vs Ground: super effective. So 2x on Garchomp. Rock vs Ghost: neutral. Rock vs Steel: super effective. So 2x on Kingambit and Corviknight. - Dragapult: Draco Meteor 2x on Garchomp, 2x on Dragapult. Shadow Ball 2x on Gholdengo, 2x on Slowking-Galar, 2x on Dragapult. Thunderbolt 2x on Corviknight. This trio has excellent coverage against everything on their team! What about speed? Dragapult at 213 SPE is the fastest thing possible (if max speed). Arcanine-Hisui at 142 SPE. Gholdengo at 149 SPE. Their fastest threats: Garchomp (up to 169 SPE), Dragapult (up to 213 SPE). My Dragapult can match their Dragapult in speed. Gholdengo at 149 can outspeed most things except Garchomp and Dragapult. I think Gholdengo, Arcanine-Hisui, Dragapult is the best pick. Let me decide the lead. Leading with Dragapult gives me the fastest Pokémon and can scout with U-turn. But it's fragile. Leading with Gholdengo gives me Good as Gold (immune to status) and strong coverage. Leading with Arcanine-Hisui gives me Chople Berry (resists Fighting) and strong physical attacks. I think leading with Gholdengo is good - it can handle Kingambit, their Gholdengo, and Slowking-Galar. It's immune to status moves which is great for scouting. Actually, let me reconsider. If they lead with Garchomp, Gholdengo's Make It Rain does neutral damage (Steel vs Dragon: neutral, Steel vs Ground: super effective... wait. Steel vs Ground: not very effective! Ground resists Steel. So Make It Rain vs Garchomp: Steel vs Dragon (neutral) * Steel vs Ground (not very effective) = 0.5x. Shadow Ball vs Garchomp: Ghost vs Dragon (neutral) * Ghost vs Ground (neutral) = 1x. Not great. If they lead with Garchomp, I'd want Dragapult (Draco Meteor 2x) or Clefable (Moonblast 2x) to handle it. Leading with Dragapult might be safer since it can outspeed and hit hard, and U-turn out if needed. I'll go with Dragapult lead, Gholdengo second, Arcanine-Hisui third. This gives me: - Dragapult: fastest, handles Garchomp/Dragapult/Gholdengo/Slowking-Galar - Gholdengo: handles Kingambit, can switch into status - Arcanine-Hisui: handles Corviknight, Kingambit, Gholdengo Let me finalize my choice.
- Turn 1Qwen3.8 Flash used
DracometeorLead Dragapult vs Garchomp. I outspeed. Dracometeor is 2x SE + Expert Belt boost = huge damage. If it doesn't OHKO, SpA drop makes follow-up weaker. Opponent has 2 unknown Pokémon still to come in from: kingambit, gholdengo, dragapult, corviknight, slowkinggalar. Watch for Mega Garchomp or a switch.
Reasoning trace (125 words)
Let me analyze this situation: - My Dragapult (213 Spe) vs their Garchomp (109-169 Spe) - I outspeed - Garchomp is Dragon/Ground type - Dracometeor is 2x super effective on Garchomp (Dragon hits Dragon) - Shadowball is neutral on Garchomp - Thunderbolt does nothing to Garchomp (Ground immunity) I should use Dracometeor for the 2x super effective hit. It has 90% accuracy but the power is worth it. With Expert Belt, since Dracometeor is super effective, it gets the 1.2x boost too. Let me calculate: 130 BP * 2 (super effective) * 1.2 (Expert Belt) = 312 effective power. That's massive. The downside is it lowers SpA by 2, but if I can OHKO or nearly OHKO Garchomp, that doesn't matter. I'll go with Dracometeor.
MiMo V2.6 Flash usedScaleshotPlan: sash lets Garchomp survive one hit, so Scale Shot trades hit-for-hit and should KO Dragapult (SE, multi-hit) while boosting Speed. Roughskin punishes contact. Keep sash intact afterward if possible. Opponent's remaining two likely Rotom-Wash/Arcanine-H or Gholdengo — Gholdengo handles Rotom-Wash (Good as Gold), Kingambit traps Gholdengo/Dragapult remnants.
Reasoning trace (139 words)
Dragapult could be Scarf special. Scale Shot is super effective but multi-hit with 90% accuracy; if it's Scarf, Dragapult outspeeds and could U-turn/Hex/Draco. Sash Garchomp survives one hit. Scale Shot would KO if it hits enough times. Safest: Scale Shot to threaten KO, but if it's faster and hits first with a Dragon move, sash saves us at 1 HP, then Scale Shot KOs. Actually if Dragapult has Dragon Darts or Draco Meteor, sash holds at 1 HP, then Scale Shot super effective KOs (25 BP x2 hits vs 85 Def... 4 hits = 100 BP * 2 SE = ~200 BP, likely KO). Good play. Alternatively, Stealth Rock is safe chip for switch-ins. But Dragapult is a threat; sash preserved even if hit. Scale Shot nets likely KO on their lead, plus speed boost. I'll go Scale Shot.
Qwen3.8 Flash switched toGholdengoGarchomp at 1% HP, Focus Sash won't protect it (already at 1 HP). Gholdengo switches in, OHKOs Garchomp with any move, then handles Kingambit (Focus Blast 4x SE). Garchomp has +1 Spe so it outspeeds Gholdengo if it survives, but it won't. Opponent still has 2 unknown from: kingambit, gholdengo, dragapult, corviknight, slowkinggalar.
Reasoning trace (944 words)
Let me analyze the situation: 1. My Dragapult fainted after being hit by Scale Shot (3 hits, super effective) 2. Opponent's Garchomp is at 1% HP with Focus Sash revealed, Def -1, Spe +1 3. I need to switch in either Gholdengo or Arcanine-Hisui Key considerations: - Garchomp is at 1% HP, so any attack will finish it - Garchomp has Focus Sash revealed, so it will survive one hit at 1 HP - Garchomp has Spe +1, so it's faster than before - Garchomp's possible remaining Pokémon: kingambit, gholdengo, dragapult, corviknight, slowkinggalar (2 more to come) If I switch to Gholdengo: - Gholdengo is Steel/Ghost, immune to Scale Shot (Dragon-type move)? No, Scale Shot is Dragon-type, Gholdengo is not immune to Dragon. But Gholdengo resists Dragon (Steel resists Dragon). - Gholdengo's Make It Rain (Steel, 120 BP) would OHKO Garchomp (super effective against Dragon) - But Garchomp has Focus Sash, so it survives at 1 HP and can attack back - Garchomp's Scale Shot is Dragon-type, which is resisted by Steel (Gholdengo takes 0.5x) - After Garchomp attacks, Gholdengo can switch or continue If I switch to Arcanine-Hisui: - Arcanine-Hisui is Fire/Rock, weak to Dragon (Scale Shot would be super effective) - Head Smash (Rock) is super effective against Dragon/Ground Garchomp - But Arcanine-Hisui takes recoil damage from Head Smash - Arcanine-Hisui is slower than Garchomp with +1 Spe (base 142 vs 109+1 = higher) Wait, Garchomp's speed: base 109, with +1 boost. Arcanine-Hisui base 142. Even with +1, Garchomp's speed would be 109*1.5 = ~163.5 at level 50. Arcanine-Hisui at 142 base... let me think about actual stats. Actually, Garchomp's speed range is 109-169. With +1, it could be up to 169*1.5 = 253.5. Arcanine-Hisui's speed is 142, so at level 50 it could be around 142-207. If Garchomp has high speed investment, it could outspeed Arcanine-Hisui even without the boost. With +1, it definitely could. For Gholdengo: speed is 149 base. Garchomp with +1 could outspeed Gholdengo too. But the key point is: Garchomp is at 1% HP. Any attack will OHKO it (after Focus Sash triggers, it stays at 1 HP). Then Garchomp attacks back. Gholdengo vs Garchomp: - Make It Rain is Steel-type, super effective against Dragon/Ground (4x! Steel is super effective against both Dragon and Ground... wait no. Steel is super effective against Rock and Ice. Not Dragon or Ground.) - Let me check: Steel vs Dragon = neutral. Steel vs Ground = neutral. So Make It Rain is neutral against Garchomp. - Shadow Ball is Ghost-type. Ghost vs Dragon = neutral. Ghost vs Ground = neutral. Neutral. - Focus Blast is Fighting-type. Fighting vs Dragon = neutral. Fighting vs Ground = super effective. So Focus Blast is 2x SE. Actually wait - Garchomp is Dragon/Ground. Steel is not super effective against Dragon or Ground. So Make It Rain is neutral. Shadow Ball (Ghost) vs Dragon/Ground - Ghost is neutral to both. Neutral. Focus Blast (Fighting) vs Dragon/Ground - Fighting is super effective against Ground, neutral against Dragon. So 2x. Scale Shot (Dragon) vs Steel/Ghost - Dragon is super effective against... no, Dragon is neutral against Steel and Ghost. So Scale Shot is neutral against Gholdengo. So Gholdengo takes neutral damage from Scale Shot, which is fine. Arcanine-Hisui vs Garchomp: - Head Smash (Rock) vs Dragon/Ground - Rock is super effective against Dragon (2x) and Ground (2x) = 4x SE! But Arcanine takes massive recoil. - Flare Blitz (Fire) vs Dragon/Ground - Fire is neutral to Dragon, not very effective against Ground (0.5x) = 0.5x. - Extreme Speed (Normal) vs Dragon/Ground - Normal is neutral to both = 1x. Scale Shot (Dragon) vs Fire/Rock - Dragon is neutral to Fire, neutral to Rock = 1x. So Arcanine-Hisui takes neutral damage from Scale Shot. Head Smash is 4x SE but has recoil. Given Garchomp is at 1% HP: - Any attack will trigger Focus Sash, leaving it at 1 HP - Then Garchomp attacks back Gholdengo is safer because it takes neutral damage from Scale Shot and has high HP. Arcanine-Hisui also takes neutral damage from Scale Shot. But the bigger question is what comes after Garchomp. The opponent has 2 more Pokémon from: kingambit, gholdengo, dragapult, corviknight, slowkinggalar. Gholdengo handles Kingambit well (Focus Blast 4x SE against Dark/Steel... wait. Fighting vs Dark = 2x, Fighting vs Steel = 2x = 4x). Gholdengo also handles other threats. Arcanine-Hisui handles Corviknight (Fire/Rock vs Flying/Steel - Rock is 2x against Flying, Fire is 2x against Steel = 4x with Head Smash). I think switching to Gholdengo is the best play here. It can OHKO Garchomp (after Focus Sash), survive Scale Shot (neutral), and then is well-positioned against Kingambit and other threats. Actually, let me reconsider. Garchomp is at 1% HP. If I use Make It Rain, it will OHKO (after Focus Sash triggers, it's still at 1 HP, so it survives one hit). Wait no - Focus Sash activates when the Pokémon would be OHKO'd from full HP, but Garchomp is already at 1% HP. Focus Sash doesn't activate if the Pokémon is already at 1 HP... Actually, Focus Sash activates when a Pokémon is brought from full HP to 0 HP in one hit. Since Garchomp is already at 1 HP, Focus Sash won't activate - any hit will KO it. So I can just attack with Gholdengo and OHKO Garchomp. Then the opponent switches. Gholdengo is the better choice because: 1. It can OHKO Garchomp with any move 2. It's well-positioned against Kingambit (4x Focus Blast) 3. It's immune to status (Good as Gold) 4. It can set up Nasty Plot if needed Let me go with Gholdengo.
- Turn 2Qwen3.8 Flash used
ShadowballPlan: Gholdengo finishes Garchomp with Shadow Ball (preserves SpA, avoids Make It Rain's -2). Garchomp moves first (+1 Spe > 149) but Scale Shot at 1% HP won't do much. After Garchomp faints, opponent reveals next from: kingambit, gholdengo, dragapult, corviknight, slowkinggalar. Focus Blast for Kingambit (4x), Make It Rain for Corviknight. Arcanine-Hisui for Corviknight too. Dragapult is gone.
Reasoning trace (920 words)
Let me analyze the situation: 1. Garchomp is at 1% HP with +1 Spe and -1 Def. It's using Scale Shot which hit 3 times and boosted its speed. 2. My Gholdengo is at full HP (162/162) with Life Orb. 3. Gholdengo's Spe is 149, Garchomp's is 163-253 (with +1 boost, so 163+). Wait, the notes say "your gholdengo 149 vs opposing garchomp 163-253 (possible range): it moves first, unless a move has priority." So Gholdengo moves first. Wait, actually looking at the speed range again: "your gholdengo 149 vs opposing garchomp 163-253 (possible range): it moves first, unless a move has priority." - This says Gholdengo moves first? That seems wrong if Garchomp's speed is 163-253. Let me re-read... Actually, the base speed range for Garchomp is 109-169. With +1 speed boost, that becomes 163.5-253.5. Gholdengo has 149 Spe. So Garchomp should outspeed Gholdengo. But the notes say "it moves first" - maybe I'm misreading. Let me look again: "your gholdengo 149 vs opposing garchomp 163-253 (possible range): it moves first, unless a move has priority." Hmm, "it moves first" - the "it" might refer to Gholdengo? That doesn't make sense with the speed comparison. Or maybe "it" refers to Garchomp moving first? The phrasing is ambiguous. Wait, actually re-reading: "your gholdengo 149 vs opposing garchomp 163-253 (possible range): it moves first, unless a move has priority." - I think "it" refers to Garchomp since its speed (163-253) is higher than Gholdengo's (149). So Garchomp moves first. But Garchomp is at 1% HP. Any attack will kill it. The question is whether Garchomp can attack first and potentially do damage to Gholdengo. Scale Shot is 25 BP, hits 2-5 times. At 1% HP, Garchomp has about 2 HP (1% of 183-215). If Garchomp uses Scale Shot first, it could potentially do some damage to Gholdengo. But Scale Shot is only 25 BP per hit, and Garchomp's Atk is 135-200. Against Gholdengo's Def of 115, even with +1 Atk (from Scale Shot's own boost), Scale Shot would do minimal damage. Actually wait - Garchomp's Speed boost is +1 from Scale Shot. Its Attack isn't boosted. Scale Shot does 25 BP per hit, 2-5 hits. With Garchomp's Atk of 135-200 against Gholdengo's Def of 115, each hit would do maybe 20-40 damage. Over 3-5 hits, that's 60-200 damage. Gholdengo has 162 HP. So Scale Shot could potentially KO Gholdengo if it hits enough times. But the key question: does Garchomp move first? With +1 Spe (163-253) vs Gholdengo's 149, yes Garchomp moves first. However, Garchomp is at 1% HP. If I use Make It Rain (120 BP, super effective against Dragon/Ground? No - Steel is not super effective against Dragon/Ground. Wait, Garchomp is Dragon/Ground. Steel is not very effective against... no. Let me think about type matchups. Garchomp is Dragon/Ground. - Steel moves against Dragon/Ground: Steel is not very effective against Fire, Water, Electric, Steel. It's neutral against Dragon and Ground. So Make It Rain is neutral. - Ghost moves against Dragon/Ground: Ghost is neutral against Dragon and Ground. So Shadow Ball is neutral. - Fighting moves against Dragon/Ground: Fighting is neutral against Dragon, super effective against Ground. So Focus Blast is 2x super effective. Wait, but Garchomp is at 1% HP. Even a neutral hit would kill it. The concern is whether Garchomp gets to attack first with Scale Shot. If Garchomp moves first with Scale Shot (25 BP x 2-5 hits), can it KO Gholdengo? - Garchomp Atk: 135-200 - Gholdengo Def: 115 - Scale Shot BP: 25 per hit - Damage per hit: roughly (25 * 135/115) / 50 ≈ 5-6 damage at minimum, up to maybe 10-12 at max stats - Over 3-5 hits: 15-60 damage - Gholdengo has 162 HP So Scale Shot probably won't KO Gholdengo, but it could do meaningful damage. The safest play is to just use Make It Rain or Shadow Ball to finish Garchomp. Since Garchomp is at 1%, any attack kills it. The question is whether to risk Garchomp's Scale Shot hitting first. Actually, I should just attack. The damage from Scale Shot at 1% HP won't be that bad, and I need to finish Garchomp. Let me use Make It Rain - it's 120 BP and will definitely kill Garchomp. Even if Garchomp gets a Scale Shot off first, the damage should be manageable. Or I could use Shadow Ball which is 80 BP - also enough to kill at 1%. Actually, the concern is: what does the opponent switch to next? They have 2 more Pokémon from: kingambit, gholdengo, dragapult, corviknight, slowkinggalar. If I use Make It Rain, I get -2 SpA which is bad for future turns. Shadow Ball preserves my SpA. Since Garchomp is at 1%, Shadow Ball is more than enough to kill it. Let me use Shadow Ball - it's enough to kill 1% HP Garchomp, preserves my SpA for the next switch-in, and avoids the -2 SpA from Make It Rain. Wait, but Garchomp moves first (higher speed). So Garchomp will use Scale Shot first, potentially doing 20-60 damage to Gholdengo, then Gholdengo attacks and kills Garchomp. Shadow Ball is the best choice here - kills Garchomp, preserves SpA, and the damage from Scale Shot is manageable. After Garchomp faints, the opponent will switch in their next Pokémon. I need to be prepared for Kingambit (Focus Blast 4x SE), Corviknight (Make It Rain SE), or their own Gholdengo (mirror match). Let me go with Shadow Ball to preserve SpA for the next opponent.
MiMo V2.6 Flash usedEarthquakePlan: EQ with Garchomp first (I outspeed) to heavily chip their Gholdengo, even if it doesn't KO — Garchomp is at 1 HP anyway. Then send in Kingambit to trap the weakened Gholdengo with Sucker Punch (Ghost/Steel takes neutral from Dark). Their last Pokémon is likely Rotom-Wash or Arcanine-Hisui; keep my Gholdengo healthy for Rotom-Wash.
Reasoning trace (751 words)
Gholdengo is active. My Garchomp at 1 HP, sash broken. Earthquake is SE on Gholdengo but Gholdengo likely outspeeds? Speed: my garchomp 253 vs gholdengo 93-149 — wait that's stat, mine at +1... I move first. But Gholdengo survives EQ probably (SE100 BP from 182 atk vs 103-161 def — could KO actually). Hmm, but Gholdengo might have shadow ball... Ghost vs Dragon/Ground — neutral. But I move first, so EQ could just KO. Range: 182 atk * 100 BP SE... against min def 103: likely OHKO. Against max def 161: maybe not. Actually Gholdengo HP162-194. Risk: if EQ doesn't KO, Gholdengo kills me (doesn't matter, I'm at 1 HP anyway). Alternative: switch to kingambit, sucker punch trap. But Gholdengo is Good as Gold, immune to status; sucker punch works. Kingambit at full HP with blackglasses — sucker punch vs Gholdengo: Gholdengo resists... Dark vs Steel/Ghost: Steel resists Dark? No, Ghost is weak to... Dark is SE on Ghost, NVE on Steel? Dark vs Steel: not very effective (Steel resists Dark). Dark vs Ghost: SE. Neutral overall. So sucker punch neutral. Best: try EQ with Garchomp — if it KOs, great; if not, Garchomp dies and I bring in kingambit. Actually risk: Gholdengo might have Shadow Ball which is neutral but my chomp dies anyway — no loss. Alternatively switch to kingambit directly to preserve chomp's speed/rocks? Chomp at 1 HP with rocks not set... Stealth Rock could be set up. But Gholdengo threatens. Hmm, Gholdengo probably kills chomp with shadow ball (super effective? Ghost vs Dragon/Ground: neutral). Neutral. But chomp at 1 HP — any hit kills. If I EQ and it doesn't KO, Gholdengo lives at some %, then kills chomp; then I bring kingambit and sucker punch — but Gholdengo might switch out. Better: just go Kingambit, sucker punch trap. Kingambit beats Gholdengo with sucker punch (they must attack or lose momentum). Actually if I switch to kingambit, Gholdengo could nasty plot or shadow ball. Shadow ball on Kingambit: Ghost vs Steel/Dark — Dark resists? Dark is weak to... Ghost SE on Ghost/Psychic, NVE on Steel/Dark? Ghost vs Dark: NVE (Dark resists Ghost). Steel resists Ghost too. So Shadow Ball is 1/4 on Kingambit. Kingambit is a great answer. Then kingambit can SD or sucker. Sucker punch always hits Gholdengo if it attacks; if it nasty plots, I SD. But my chomp at 1 HP with speed boost could still be useful later for revenge... only at 1 HP though, any hit dies. Rocks would be nice. Actually chomp's job is done-ish. I think EQ is tempting: super effective, and I move first. Gholdengo def range 103-161, HP 162-194. Garchomp atk 182, EQ 100 BP SE = 2x. Damage: (2*182/... let's estimate level 50 damage formula: ((2*50/5+2)*100*182/def)/50+2. 2*50/5+2 = 22. 22*100*182 = 400,400. /def. For def 161: 2487/50+2 ≈ 51.7. SE → ×2 = ~103. HP 162-194. So at max bulk, EQ does ~103/162+ = 64%, not KO. At min def 103: 400400/103=3887 →79.7 → ×2 = 159, close to KO at low HP roll but likely not. So EQ likely doesn't KO. Then Gholdengo attacks... but wait, I move first, so I get damage off. Then chomp dies. Then kingambit comes in, sucker punch finishes weakened Gholdengo... unless they switch to a ghost... they have corviknight/arcanine/rotom/clefable remaining. Alternatively switch to kingambit now, full HP, sack nothing. Then sucker punch pressure. If Gholdengo nasty plots, I SD; either way even. Switching to kingambit seems safer: keeps chomp alive (1 HP, priority revenge option later? chomp at 1 HP — sucker punch from their side would kill; chomp is basically dead anyway). Actually chomp's remaining value: roughskin + speed. Probably minimal. I'd go EQ to chip Gholdengo heavily then bring in kingambit for sucker trap. But if EQ leaves Gholdengo at ~40%, kingambit sucker + kowtow can finish. Also Gholdengo may recover. Hmm — if instead I switch directly to kingambit, Gholdengo may nasty plot, then shadow ball does 25% to kingambit; I SD, they're at +2 too... messy. Sucker punch mind games: Gholdengo could nasty plot. I prefer kowtowcleave? But that's next turn. Let me decide: EQ this turn (chip/damage), then kingambit traps. That's reasonable. Actually consider: if EQ does ~65-90%, Gholdengo at low HP might switch out on the next turn; kingambit sucker punch then fails. But chomp's speed +1... nothing. Alternatively: switch to gholdengo (mine) — my gholdengo beats theirs? Both Good as Gold. Shadow ball mirror. My lifeorb vs theirs unknown. Hmm. I'll go EQ.
Qwen3.8 Flash switched toArcanineIncident report
Only one legal action: played without asking.
- Turn 3Qwen3.8 Flash used
ExtremespeedArcanine-Hisui is my last Pokémon. Garchomp at 1% HP outspeeds me (+1 Spe), but Extremespeed has priority +2 so I KO safely without taking Earthquake damage. After Garchomp falls, I face 2 unknowns from: kingambit, gholdengo, dragapult, corviknight, slowkinggalar. Arcanine handles Kingambit/Corviknight well but struggles vs Gholdengo/Slowking-Galar. Preserve HP for the endgame.
Reasoning trace (546 words)
Let me analyze the situation: 1. My Gholdengo fainted to Earthquake (super effective against Steel/Ghost) 2. My Arcanine-Hisui is now active at full HP 3. Opponent's Garchomp is at 1% HP with +1 Spe Key considerations: - Garchomp is at 1% HP, so any hit will KO it - Garchomp has +1 Spe (163-253 range), so it outspeeds my Arcanine-Hisui (142) - But extremespeed has priority +2, so it goes first regardless - Headsmash is not very effective on Garchomp (Rock vs Dragon/Ground = 0.5x) but still does massive damage with 150 BP and 183 Atk - Flareblitz is also not very effective (Fire vs Dragon/Ground = 0.5x) but 120 BP - Extremespeed is 80 BP Normal, neutral against Garchomp Wait, Garchomp is at 1% HP. Any attack will KO it. So I just need to make sure I hit first. Extremespeed guarantees I go first with priority +2. But actually, even without priority, any move that hits will KO a 1% HP Pokémon. The concern is whether Garchomp moves first and does something dangerous. But Garchomp is at 1% HP - even if it moves first with Scale Shot or Earthquake, it's going to faint after my attack regardless. Wait no - if Garchomp moves first and uses Earthquake, it could damage my Arcanine-Hisui. But Garchomp is at 1% HP, so it will faint after my attack anyway. The question is whether it can do significant damage to Arcanine-Hisui before dying. Actually, let me reconsider. Garchomp has +1 Spe and outspeeds Arcanine-Hisui. If I use Headsmash or Flareblitz, Garchomp moves first with Earthquake (super effective against Fire/Rock? No - Earthquake is Ground, Arcanine-Hisui is Fire/Rock. Ground vs Fire = neutral, Ground vs Rock = super effective. So Earthquake is 2x super effective against Arcanine-Hisui). Wait, Arcanine-Hisui is Fire/Rock. Earthquake is Ground type. Ground is super effective against Rock (2x) and neutral against Fire (1x). So Earthquake is 2x super effective against Arcanine-Hisui. Garchomp's Earthquake at +1 Atk (from Scale Shot boosts? No, Scale Shot boosts Spe not Atk. Wait, looking back at the log: "Opposing Garchomp: def -1, spe +1" - so Garchomp has -1 Def and +1 Spe from Scale Shot. Garchomp's Atk is 135-200. With Earthquake (100 BP) at 2x effectiveness against Arcanine-Hisui, this could do significant damage. But Garchomp is at 1% HP! If it moves first and uses Earthquake, it deals damage to my Arcanine-Hisui, then my Arcanine-Hisui attacks and KOs Garchomp. So I'd take some damage but still win the exchange. However, if I use Extremespeed (priority +2), I go first and KO Garchomp before it can attack. This is clearly the best option - no damage taken. Extremespeed: 80 BP, priority +2, neutral against Garchomp. At 183 Atk, this will easily KO a 1% HP Garchomp. So the answer is Extremespeed - it guarantees I KO Garchomp without taking any damage, preserving Arcanine-Hisui's HP for the next opponent Pokémon. For the notes: Arcanine-Hisui is my last Pokémon. After Garchomp faints, I'll face one of: kingambit, gholdengo, dragapult, corviknight, slowkinggalar. Arcanine-Hisui handles Kingambit (Flareblitz 2x, Headsmash 2x), Corviknight (Flareblitz 4x), but struggles against Gholdengo (resisted), Dragapult (neutral), and Slowking-Galar (resisted). I should use Extremespeed to safely KO Garchomp without taking damage, preserving my last Pokémon's HP for the remaining opponents.
MiMo V2.6 Flash usedEarthquakePlan: Garchomp at 1 HP but +1 Spe (253) outspeeds Arcanine-H. Fire off Earthquake — 4x SE, huge KO chance even through Intimidate. If it fails and Chomp faints, send Gholdengo (resists Fire, neutral Rock) or Kingambit. Opponent's last two are Arcanine-H + Corviknight/Rotom/Clefable — actually only Arcanine-H remains after Dragapult/Gholdengo fainted... it's 3v1. Preserve Kingambit/Gholdengo HP for cleanup.
Reasoning trace (245 words)
Garchomp at 1 HP with +1 speed, EQ is 4x super effective on Arcanine-Hisui. But Arcanine could be faster? Speed: garchomp 253 vs arcanine 99-156 — wait, garchomp Spe+1 gives 253, faster than all possible. So EQ first, and4x SE from 182 Atk should KO even defensively. Risk: Intimidate lowers attack — but -1 Atk EQ4x still likely KO? 182 Atk * 0.66 = 120 effective, EQ 100 BP * 4 = 400 vs defensive Arcanine. Roughly: 400 * 120/... likely KO. Even if not, Garchomp at 1 HP dies but we have Kingambit and Gholdengo full. Alternative: switch to preserve Garchomp? Garchomp at 1 HP has little value except sack later. EQ is best play — free big damage. Also could switch to Kingambit to avoid dying to Fire move — but Kingambit weak to Fire (Arcanine-H fire/rock, super effective). Gholdengo resists Fire and is immune... Gholdengo resists Fire 0.5x and takes neutral from Rock. Rock slide neutral. Actually Gholdengo could wall Arcanine-H? Arcanine-H probably has Flare Blitz/Head Smash/Close Combat/Extreme Speed. Close combat hits Gholdengo neutrally... Gholdengo 115 def. Hmm. Best: EQ with Garchomp — 4x SE. If Intimidate, still good damage. If Garchomp faints afterward, send in Gholdengo or Kingambit. Actually consider: if Arcanine has priority Extreme Speed, Garchomp dies before attacking. Still, Garchomp at 1 HP is expendable; then Kingambit comes in. Fine. Alternatively switch to Gholdengo to save Garchomp — but Garchomp's value at 1 HP is low. I'll go EQ.
MiMo V2.6 Flash switched toKingambit3v1 remaining: my Kingambit + Gholdengo vs their Arcanine-Hisui (87%). Switch in Kingambit — Steel/Dark resists Fire and Rock STABs; if it Intimidates, Defiant gives +2 Atk. Then clean up with Kowtow Cleave/Sucker Punch. Save Gholdengo as backup.
Reasoning trace (182 words)
Arcanine-Hisui at 87%. Kingambit resists Fire and Rock? Kingambit is Dark/Steel: resists Fire, resists Rock, weak to Ground/Fighting. Steel resists Rock0.5x, Fire0.5x. So Kingambit takes resisted hits. ESpeed normal — neutral. Intimidate may lower attack, but Defiant... no, Intimidate on switch-in would trigger Defiant (+2 Atk). Wait, Defiant triggers on stat drops from opponent — Intimidate lowers Attack → Defiant raises Attack by 2. So Kingambit gets +2 Atk. Nice. But wait — Arcanine already switched in earlier? No, it came in when Garchomp fainted... actually Arcanine came in on turn 2 after Gholdengo fainted. Its Intimidate would have hit Garchomp already. So no new Intimidate now unless opponent switches. Opponent has only Arcanine left (3v1 — Dragapult and Gholdengo fainted). So it's 2v1: my Kingambit + Gholdengo vs Arcanine. Switch Kingambit in — takes ESpeed neutrally or whatever Arcanine uses. Stabs: Flare Blitz, Rock moves. Kingambit resists both. Good. Note: Sucker Punch is Dark, Arcanine-Hisui is Fire/Rock — neutral. Kowtow Cleave neutral too. Kingambit at 100% should beat Arcanine. Also, opponent could predict and use something else, but Kingambit is safe.
- Turn 4Qwen3.8 Flash used
FlareblitzPlan: Flareblitz OHKOs Kingambit (2x SE, STAB, 183 Atk vs any Def). After Kingambit falls, last opponent is from: gholdengo, dragapult, corviknight, slowkinggalar. Arcanine handles Corviknight well (Flareblitz SE + Headsmash SE). Gholdengo is dangerous (Make It Rain SE vs Rock). Dragapult outspeeds. Slowking-Galar is neutral matchup but Arcanine's bulk helps.
Reasoning trace (582 words)
Let me analyze the situation: - I'm playing Arcanine-Hisui (Fire/Rock) against Kingambit (Dark/Steel) - Arcanine-Hisui is at 151/172 HP (87.8%) - Kingambit is at full HP (100%) - I move first (142 Spe vs 63-112 Spe) - Kingambit is Dark/Steel type Against Kingambit: - Headsmash (Rock/Physical, BP 150): Not very effective (Rock is NVE vs Steel). 150 * 0.5 = 75 effective BP. With STAB (1.5x) and 183 Atk... Let me calculate. Actually Rock is not very effective against Steel (0.5x). So effective BP = 150 * 0.5 * 1.5 (STAB) = 112.5. That's still decent but not great. - Flareblitz (Fire/Physical, BP 120): Super effective against Steel (2x). 120 * 2 * 1.5 (STAB) = 360 effective BP. This is massive! With 183 Atk, this should OHKO Kingambit. - Extremespeed (Normal/Physical, BP 80): Not very effective against Steel (0.5x). 80 * 0.5 = 40 effective BP. Not useful here. - Morningsun: Heals, but I'm at 87.8% HP. Could use this if I expect to take a hit, but Flareblitz should OHKO. Flareblitz is clearly the best move here. It's super effective, has 100% accuracy, and with 183 Atk and 2x SE and STAB, it should OHKO Kingambit. The 33% recoil chance is a concern but worth it for the KO. Wait, let me think about recoil. Flareblitz has 33% recoil. If it OHKOs, I still take recoil damage. 120 BP * 2 (SE) * 1.5 (STAB) = 360 effective BP. Kingambit has 126-189 Def. Even at max Def, this should do massive damage. Let me estimate: roughly (183/50) * (360/50) * (100/Def) * 2 + 2. At Def 189: roughly (3.66) * (7.2) * (100/189) * 2 + 2 ≈ 52.5 * 0.53 * 2 + 2 ≈ 57.5. Hmm, that seems low. Let me recalculate more carefully. Actually the damage formula is: ((2*Level/2.5 + 2) * Power * Atk/Def) / 50 + 2, then multiply by modifiers. Level 50: (2*50/2.5 + 2) = 42 Power: 120 * 2 (SE) * 1.5 (STAB) = 360 Atk: 183, Def: let's say 126 (min) to 189 (max) At Def 126: (42 * 360 * 183/126) / 50 + 2 = (42 * 360 * 1.452) / 50 + 2 = (21943) / 50 + 2 = 438.86 + 2 ≈ 441 Kingambit HP is 175-207. So at min Def, this is a massive OHKO. At Def 189: (42 * 360 * 183/189) / 50 + 2 = (42 * 360 * 0.968) / 50 + 2 = (14632) / 50 + 2 = 292.6 + 2 ≈ 295 Still OHKO even at max Def with max HP (207). So Flareblitz is a guaranteed OHKO on Kingambit. I should use it. After Kingambit falls, I face one more unknown Pokémon from: gholdengo, dragapult, corviknight, slowkinggalar. Arcanine-Hisui matchups: - vs Gholdengo: Gholdengo is Steel/Ghost. Flareblitz is SE (Fire vs Steel). But Gholdengo has Good as Gold (blocks status). It could have Make It Rain (SE vs Rock). This is dangerous. - vs Dragapult: Dragon/Ghost. Fire is neutral, Rock is neutral. Close matchup depending on speed. - vs Corviknight: Flying/Steel. Flareblitz is SE (Fire vs Steel), Headsmash is SE (Rock vs Flying). Arcanine should handle this well. - vs Slowking-Galar: Poison/Psychic. Fire is neutral, Rock is neutral. Slowking has high SpD but Arcanine is physical. Could be a good matchup. I'll use Flareblitz to OHKO Kingambit. After that, I need to assess the next threat. Plan: Flareblitz OHKO Kingambit, then evaluate the last opponent Pokémon.
MiMo V2.6 Flash usedKowtowcleavePlan: 3v1 vs Arcanine-Hisui (87%). It outspeeds Kingambit, but Fire STAB is resisted by my Steel typing. Kowtow Cleave for maximum chip (~65-75%), likely not a KO — then finish with priority Sucker Punch next turn before it can move. Avoid flinch risks; keep Gholdengo (100%) safe as backup. Only Extreme Speed revealed on it.
Reasoning trace (501 words)
Arcanine-Hisui at 87%, Kingambit at full. Kowtow Cleave with Black Glasses: 85 BP Dark, Arcanine-Hisui takes neutral? Fire/Rock — Dark is neutral against both Fire and Rock. So neutral. Kingambit Atk 205, Kowtow Cleave ~205*85*1.2/... roughly 160 damage base, vs Arcanine HP ~186, defense ~117. Should do around 60-70%. Not a KO. Arcanine attacks Kingambit: Fire moves — Kingambit resists Fire (Steel), Rock neutral... Actually Dark/Steel: Fire 0.5x (Steel resists), Rock 1x. So neutral-ish. It could have Flare Blitz/Head Smash. Rough Skin already noted. Option: suckerpunch for priority damage — fails if it switches or status. It's last Pokémon, unlikely to switch. Extreme Speed priority means Sucker Punch would fail? No — Sucker Punch fails only if target isn't attacking; ESpeed is attacking, so it succeeds. Sucker Punch 70 BP with priority — will go before ESpeed. But ESpeed has lower priority... Sucker punch +1, ESpeed 0. So sucker punch goes first regardless. Best: Kowtow Cleave is more damage (85 vs 70 with Black Glasses on Dark both). Both boosted by Black Glasses. Kowtow cleave 85 BP, sucker 70. Kowtow cleave hits neutral, sucker neutral too. Do we need priority? Arcanine outspeeds Kingambit. If Arcanine KO's Kingambit with a hit... Arcanine at 87% — Kingambit 207 HP, Arcanine Atk up to 183 with Fire STAB. Flare Blitz resisted (0.5x). Head Smash 150 BP Rock neutral — could do big damage. Kingambit should survive one. Let's Kowtow Cleave for max damage. If it doesn't KO, Arcanine hits Kingambit (survives), then finish next turn with sucker punch priority or another Kowtow. Actually risk: if Arcanine has Head Smash + high roll, could it OHKO? 150 BP * 183 Atk vs 140 Def Kingambit... ~ 100-120%. Risky. But Kowtow may not KO either — Arcanine 87% of ~186 = 162 HP. Kowtow does ~55-65%. Not KO. Alternatively Sucker Punch 70 BP priority might put Arcanine low enough... no, less damage. Hmm. Actually Kowtow Cleave might KO at 87%? Let me calc: Kingambit 205 Atk, Kowtow 85 BP *1.2 Black Glasses = 102 BP effective. vs Arcanine-H Def ~117 (mid), HP ~186. Damage ≈ ((2*50/5+2)*205*102/117/50+2)*... standard: base = 42*205*102/117/50 = 42*205*102/5850 = 42*3.574 = 150. +2 = 152. Modifier: neutral 1, random 0.85-1. So129-152. Arcanine at 87% of 186 = 162. Not quite KO. Hmm, but Arcanine-Hisui base Def is 80, so at level 50 range 90-145. Mid ~117. So it's129-152 vs 162. Need low roll + low HP. Doesn't KO. If it doesn't KO, Arcanine attacks Kingambit. Kingambit survives likely, then next turn Kowtow finishes. Alternatively switch to Gholdengo? No, Kingambit is better positioned. Could Sword Dance to guarantee next hit KOs? Risky if Arcanine has Fire Blast/Head Smash. I'll Kowtow Cleave — safe, big damage. If Arcanine survives and attacks, Kingambit likely survives a resisted Fire move. Actually consider: if Arcanine uses a Fire move and Kingambit takes it, then next turn Sucker Punch priority finishes. Good. Notes: Arcanine outspeeds; Kowtow chip then Sucker Punch priority to finish; Kingambit resists Fire; save Gholdengo.
- Turn 5Qwen3.8 Flash used
FlareblitzPlan: Flare Blitz KOs Kingambit (SE, 183 Atk, Rock Head negates recoil). After Kingambit falls, last opponent from: gholdengo, dragapult, corviknight, slowkinggalar. At 30 HP I need to pick my spot carefully. Corviknight is easiest (Flare Blitz/Headsmash SE). Gholdengo is worst (Make It Rain SE vs Rock). Dragapult outspeeds. Slowking-Galar is neutral but bulky.
Reasoning trace (471 words)
Let me analyze the situation: - My Arcanine-Hisui is at 30/172 HP (17.4%) - Opposing Kingambit is at 12% HP - I move first (142 Spe vs 63-112 Spe) - Kingambit has Kowtow Cleave (Dark/Physical, 85 BP) revealed I need to KO Kingambit. Let me check my options: 1. Headsmash - Rock/Physical, 150 BP, 80% accuracy, NVE on Kingambit (Rock is not very effective vs Steel). With recoil, this would kill me even if it connects. Not good. 2. Flare Blitz - Fire/Physical, 120 BP, 100% accuracy, SE on Kingambit (2x). At 183 Atk vs Kingambit's 126-189 Def. This already brought Kingambit to 12% last turn. But recoil is 33% of damage dealt. At 30 HP, even if I KO Kingambit, the recoil might kill me. Let me calculate: Flare Blitz damage = (2/55) * 50 * 183 * 120 / Def + 2. With max Def (189): damage ≈ (2/55)*50*183*120/189 + 2 ≈ 632. That's way more than Kingambit's remaining HP. Recoil = 33% of damage dealt ≈ 209. I only have 30 HP. So I would faint from recoil after KOing Kingambit. Wait, but Rock Head ability means "This Pokemon does not take recoil damage besides Struggle/Life Orb/crash damage." So Flare Blitz recoil is negated by Rock Head! That's the key. So Flare Blitz will KO Kingambit and I won't take recoil damage thanks to Rock Head. This is perfect. 3. Extreme Speed - priority +2, but NVE on Kingambit (Dark/Steel resists Normal). At 183 Atk * 80 BP vs 126-189 Def, this might not KO at 12% HP. Let me check: damage = (2/55)*50*183*80/189 + 2 ≈ 421. Kingambit at 12% of 175-207 = 21-25 HP. So Extreme Speed would KO too, but it's NVE (0.5x). Actually wait, Normal is not very effective against Steel. So damage would be halved: ~210. Still enough to KO at 21-25 HP. But Flare Blitz is SE and guaranteed to KO, plus no recoil due to Rock Head. 4. Morning Sun - heals in sun, but no weather is active. Without sun, it heals 25% of max HP = 43 HP. That would bring me to 73/172. But I should just KO Kingambit now. Best move: Flare Blitz. It KOs Kingambit (SE, high damage), and Rock Head prevents recoil. Then I face the last unknown Pokémon. After Kingambit falls, the last opponent is from: gholdengo, dragapult, corviknight, slowkinggalar. My Arcanine at 30 HP vs any of these: - Gholdengo: Make It Rain is SE (Steel vs Rock), very dangerous. But I can try to KO with Flare Blitz or Headsmash. - Dragapult: Outspeeds me, but I can try to KO. - Corviknight: Flare Blitz is SE, Headsmash is SE. I can KO. - Slowking-Galar: Neutral matchup, but I'm at 30 HP. I should use Flare Blitz now to KO Kingambit safely.
MiMo V2.6 Flash usedSuckerpunchPlan: Arcanine-Hisui at 17%, Kingambit at 25 HP. It outspeeds me, so I need priority to KO before it moves. Sucker Punch (Dark, +1 priority, boosted by Black Glasses) should KO at 17% and likely beats Extreme Speed/Flare Blitz if it attacks. If Sucker Punch fails, Gholdengo (100%) finishes the job anyway.
Reasoning trace (99 words)
Arcanine at 17%, Kingambit at 25 HP. Sucker Punch priority kills it if it attacks. But it might Extreme Speed — still attacks, so Sucker Punch works. If it uses a non-attack move... unlikely. Sucker Punch is the safe priority kill. But wait — Sucker Punch fails if target isn't attacking. Arcanine will likely attack with Extreme Speed or Flare Blitz. Sucker Punch is safest. If it fails, Kingambit dies but Gholdengo cleans up anyway. Actually Kowtow Cleave is more reliable if it doesn't attack, but Arcanine will attack first (faster) and kill Kingambit. So Sucker Punch is best.