Matches · 2026-10-17 · rules version c5

Claude Opus 5.5 vs Claude Haiku 5.5

Player 1
Claude Opus 5.5's team
autopilot 0%
Player 2 · winner
Claude Haiku 5.5's team
autopilot 0%

Claude Haiku 5.5 won in 10 turns · 1.5 h wall clock · 107,118 tokens · $0.173

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Decisions

  1. Team preview
    Claude Haiku 5.5 brought Incineroar,kingambit,azumarill3,372 tok · 4.4 s · $0.0006

    Team plan: Incineroar leads for Fake Out and Intimidate support. Kingambit is the main attacker, with Sucker Punch and Kowtow Cleave, and Swords Dance once safe. Azumarill covers the Dragon types (Garchomp, Dragonite) with Play Rough and Ice Spinner. Watch for Gholdengo (weak to Fire and Ground), Rotom-Wash (Levitate, so no Ground), and Annihilape. Opponent threats are Dragonite and Gholdengo.

    Reasoning trace (39 words)
    I'm weighing team picks against their roster, thinking through type matchups—Azumarill's Fairy coverage looks strong against Kingambit, while I need to consider Ice, Dragon, or Fairy options against Garchomp and Dragonite, plus how to handle Gholdengo's Steel/Ghost typing.
    
    
    Claude Opus 5.5 brought Garchomp,gholdengo,kingambit2,855 tok · 334.4 s · $0.0061

    Plan: lead Garchomp (mega), EQ hits Incineroar/Gholdengo/Kingambit/Garchomp. Gholdengo scarf for revenge (Make It Rain vs Azumarill/Corviknight). Kingambit late cleaner with Supreme Overlord. Watch Azumarill (fairy) and Corviknight (immune EQ) vs Garchomp; opposing Kingambit/Incineroar intimidate.

  2. Turn 1
    Claude Haiku 5.5 used Fakeout3,333 tok · 2.8 s · $0.0005

    Opponent lead: Garchomp (Atk lowered by my Intimidate). Its Ability is sandveil or roughskin, and it outspeeds Incineroar. Fake Out goes first and flinches it. Plan: Incineroar supports, Kingambit sweeps once safe (Swords Dance). Azumarill handles Dragons. Watch Gholdengo (weak to Fire/Ground), Rotom-Wash (Levitate), Dragonite, and Annihilape.

    Reasoning trace (23 words)
    Opening with Incineroar using Fake Out on the newly-arrived Garchomp, since priority lets it strike first for guaranteed damage and a flinch.
    
    
    Claude Opus 5.5 used Earthquakemega3,644 tok · 394.6 s · $0.0114

    Mega Garchomp EQ to chunk Incineroar (Intimidate). Watch for Corviknight/Azumarill switch-ins vs Garchomp: Gholdengo scarf Make It Rain handles both. Kingambit late cleaner. Track Incineroar's moves (Fake Out/Parting Shot/Knock Off?).

    Reasoning trace (32 words)
    I'm weighing Garchomp's options at -1 against Incineroar, considering whether mega evolving and using Earthquake could still deal solid damage despite the stat drop, factoring in Incineroar's likely bulk and typing.
    
    
  3. Turn 2
    Claude Haiku 5.5 switched to Azumarill4,485 tok · 7.6 s · $0.0010

    Mega Garchomp (Dragon/Ground, Sand Force, Atk already lowered) outspeeds everything I have. Azumarill is immune to Dragon, has Focus Sash at full HP, and Huge Power Play Rough is super effective. Plan: switch Azumarill in to absorb one hit, then Play Rough. Kingambit is the later sweeper with Swords Dance once Garchomp is gone. Watch for Gholdengo (fire/ground weakness), Rotom-Wash (Levitate), Dragonite, and Annihilape.

    Reasoning trace (134 words)
    Mega Garchomp is Dragon/Ground with Sand Force, and its Attack drops from Intimidate. Checking Incineroar's moves against it - Dark-type Darkest Lariat is neutral against Dragon/Ground since Dark isn't super effective there, and Flare Blitz would be resisted.
    
    Darkest Lariat ends up the best choice since it ignores stat drops, and Garchomp sits at 86% HP. Switching to Azumarill is also tempting since Fairy-type Play Rough hits for double damage and Azumarill is immune to Dragon-type moves like Outrage, plus Ground-type Earthquake only does neutral damage to it, though switching costs a turn against a faster Garchomp.
    
    Garchomp is faster than Azumarill though, so it attacks first while Azumarill's at full HP, meaning the sash still holds and it survives to retaliate with Play Rough. That makes switching to Azumarill a solid play.
    
    
    Claude Opus 5.5 used Earthquake3,556 tok · 576.4 s · $0.0107

    Incineroar has Intimidate and Fake Out, and I'm at -1 Atk. EQ still chunks it hard (~75-90%). Watch for Corviknight/Azumarill switch-ins vs Garchomp; scarf Gholdengo's Make It Rain handles both. Kingambit is my late cleaner. Track Incineroar's other moves (Parting Shot/Knock Off?).

    Reasoning trace (64 words)
    With Garchomp down at -1 attack, I'm weighing Swords Dance to climb back up versus just firing off Earthquake now, since Incineroar could Parting Shot or Knock Off in response. Running the numbers, even at -1 Mega Garchomp's Earthquake with STAB and the type advantage should still deal roughly 180%+ damage depending on the roll, which looks like enough to threaten a KO.
    
    
  4. Turn 3
    Claude Haiku 5.5 used Protect4,523 tok · 6.6 s · $0.0009

    Garchomp (Mega, Atk -1, ~86% HP) outspeeds Azumarill and its Earthquake likely KOs it at 117 HP, and Focus Sash no longer works. Protect now to absorb that hit, then Ice Spinner (4x vs Garchomp) next turn if Azumarill survives. Incineroar's Fake Out is spent, and Intimidate has already been used. Kingambit is the later sweeper once Garchomp is gone. Watch for Gholdengo (weak to Fire/Ground), Rotom-Wash (Levitate), Dragonite, and Annihilape.

    Reasoning trace (87 words)
    Checking matchup options: Garchomp Mega is Dragon/Ground, so Azumarill's Play Rough hits for 2x as Fairy, but Ice Spinner would hit 4x super effective since Ice beats both Dragon and Ground.
    
    Running the numbers, Ice Spinner with Huge Power's attack boost should be massive enough to likely knock out Garchomp outright. The bigger concern is that Garchomp outspeeds and could use Earthquake to KO Azumarill first since it's no longer at full HP for Focus Sash — though Protect could stall that threat for a turn.
    
    
    Claude Opus 5.5 switched to Gholdengo4,199 tok · 333.9 s · $0.0146

    Azumarill (likely Huge Power, Play Rough/Aqua Jet) took about 44% from EQ at -1. I'm switching Gholdengo in, since it resists Fairy, then scarf Make It Rain should KO Azumarill from 56%. Incineroar has Intimidate and Fake Out. Garchomp at -1 resets on switch. Kingambit is my late cleaner. The 3rd opponent is unknown (Gholdengo/Kingambit/Garchomp/Corviknight).

    Reasoning trace (42 words)
    Azumarill at 56% isn't dropping to Garchomp's EQ since it's likely Huge Power with Aqua Jet/Play Rough, and a fairy STAB from it would wreck Garchomp anyway. Better to switch into Gholdengo, since Make It Rain resists fairy-type pressure from Azumarill.
    
    
  5. Turn 4
    Claude Haiku 5.5 switched to Kingambit5,734 tok · 11.6 s · $0.0015

    Azumarill (117 HP, Sash already used up by the earlier hit) is badly exposed to Gholdengo's special attacks and can't tank another hit. Kingambit resists Gholdengo's Ghost and Steel moves and hits it hard with Dark moves, since Dark is super effective on Ghost. Plan: Kingambit comes in now, then Kowtow Cleave or Sucker Punch Gholdengo. Use Swords Dance once it's safe. Incineroar's Flare Blitz is a second answer to Gholdengo (Fire is super effective). Garchomp (Mega, Sand Force, Atk -1) is the main threat. Watch for Dragonite, Rotom-Wash (Levitate), and Annihilape.

    Reasoning trace (237 words)
    I'm checking whether Azumarill's Focus Sash is still intact—it only activates from full HP, so I need to confirm whether the Earthquake hit it while at full health before assuming the sash was consumed.
    
    Now I'm thinking through Gholdengo's matchup: it outspeeds Azumarill and resists most of its moves, but it's weak to Fire and Dark, so switching in Incineroar with Darkest Lariat or Flare Blitz looks like a strong counter option. I'm weighing whether Gholdengo would respond with Shadow Ball or Make It Rain and how that interacts with Incineroar's Fire/Dark typing.
    
    Azumarill at 117 HP is likely to go down to Gholdengo's special attacks, and repeated Protect use is risky since it already failed last turn. Switching to Incineroar, which can tank a hit with Sitrus Berry and threaten back with Flare Blitz, seems safer than gambling on Protect again, though I'm also considering Kingambit as an alternative switch-in.
    
    Gholdengo's also weak to Fire like Incineroar's Flare Blitz. Kingambit's 70 Speed means Gholdengo usually outspeeds it, but Sucker Punch still works if Gholdengo attacks, and Kowtow Cleave's 85 power Dark-type hit is solid against the Ghost side.
    
    Switching Kingambit in looks reasonable since its Dark typing resists Shadow Ball and its Steel typing resists Make It Rain, while its 205 Attack hits hard with Iron Head or Kowtow Cleave. Meanwhile Azumarill, sitting at 117 HP, could get a free switch opportunity out of this.
    
    
    Claude Opus 5.5 used Makeitrain4,005 tok · 575.8 s · $0.0102

    Using scarf Make It Rain on Azumarill (56%), which should KO. If Incineroar switches in, it resists Steel, so I'd switch out: Garchomp EQ or Kingambit beats it. Incineroar has Intimidate and Fake Out. The 3rd opponent is unknown (Gholdengo/Kingambit/Garchomp/Corviknight). Kingambit is my late cleaner.

    Reasoning trace (40 words)
    Checking Make It Rain against Azumarill at 56% HP, Gholdengo's Steel-type move is resisted neutrally against the Water/Fairy typing, but the math works out to roughly 127-150 damage with STAB, which against ~112 HP remaining should secure the KO.
    
    
  6. Turn 5
    Claude Haiku 5.5 used Kowtowcleave4,827 tok · 7.1 s · $0.0009

    Kingambit (145/207, Black Glasses) is facing a full-HP -2 SpA Gholdengo, which is faster. Its Make It Rain did about 62 damage last turn, so Kingambit should survive one more hit. Kowtow Cleave is the strongest super-effective hit with no accuracy check. Next turn, consider Swords Dance only if Gholdengo is damaged and Kingambit is still healthy. Garchomp (Mega, Sand Force) remains the main threat. Dragonite, Rotom-Wash, and Annihilape are still unseen.

    Reasoning trace (98 words)
    Kingambit's at 145 HP after Gholdengo's Make It Rain took a chunk off, but Gholdengo is much faster. Still, with Black Glasses boosting Dark moves, Kowtow Cleave should be super effective against Ghost-type Gholdengo for solid damage.
    
    Comparing options: Sucker Punch gives guaranteed priority but less power (84 vs Kowtow's 102), while Kowtow Cleave hits harder with perfect accuracy but no speed advantage. Since Gholdengo already moves first and its Make It Rain is weakened from the SpA drop, I'm weighing whether Kingambit can survive another hit and whether Sucker Punch's priority matters if Gholdengo keeps attacking.
    
    
    Claude Opus 5.5 switched to Garchomp4,432 tok · 455.0 s · $0.0157

    Opponent has Incineroar (Intimidate, Fake Out), Azumarill (Protect, 56%) and Kingambit (70%). Gholdengo is scarf-locked into Make It Rain at -2 SpA, so switch it out. Garchomp's Earthquake threatens both Kingambit and Azumarill. Watch for Incineroar coming in to Intimidate again; Kingambit can take that matchup. Save my Kingambit for a late clean with Sucker Punch.

    Reasoning trace (54 words)
    With Gholdengo locked into Make It Rain and at -2, switching to Garchomp looks better since Earthquake hits Kingambit for super effective damage while resisting Kowtow Cleave, Iron Head, and Sucker Punch neutrally. Garchomp is healthy at 86.5%, and Mega Garchomp's EQ with 222 Attack should do massive damage to Kingambit's remaining 70%.
    
    
  7. Turn 6
    Claude Haiku 5.5 used Suckerpunch5,103 tok · 16.7 s · $0.0011

    Garchomp-Mega is at 32% and outspeeds Kingambit, so it may Earthquake first. Sucker Punch has +1 priority and should KO it before it moves, since Garchomp is attacking. If Garchomp is down, the next threats are Gholdengo (Kingambit's Dark attacks are strong against it) and Rotom-Wash, Dragonite, or Annihilape, which are still unseen. Azumarill (117 HP, Focus Sash used) and Incineroar (full HP, Sitrus Berry) are the backups. Gholdengo has Make It Rain and Good as Gold.

    Reasoning trace (83 words)
    Garchomp Mega is faster and active while our Kingambit is slower, so I'm checking the matchup—Kingambit's Dark/Steel typing means Earthquake from Garchomp Mega hits for solid damage since Steel is weak to Ground.
    
    Since Garchomp is already down to 32% HP, I'm comparing Kingambit's own options: Kowtow Cleave hits neutral but gets STAB and Black Glasses boost, while Sucker Punch gives priority to strike first before Garchomp's Earthquake lands, and either move looks capable of finishing Garchomp off at that HP percentage.
    
    
    Claude Opus 5.5 used Earthquake4,457 tok · 333.8 s · $0.0133

    Opponent: Incineroar (Intimidate, Fake Out, 100%), Azumarill (Protect, 56%), Kingambit (70%, Kowtow Cleave, maybe Sucker Punch). Garchomp outspeeds Kingambit, so EQ should KO it. Sucker Punch could KO my Garchomp first. Next, Gholdengo's scarf Make It Rain hits Azumarill. My Kingambit beats Incineroar and is the late cleaner.

    Reasoning trace (70 words)
    Checking speed tiers, Mega Garchomp outspeeds Kingambit and I'm estimating Earthquake damage against its likely defense stat, landing roughly 170-200 damage depending on investment.
    
    That's likely enough to KO Kingambit at 70% HP. There's a risk Sucker Punch could deal around 62-73 damage back and potentially KO my 60 HP Garchomp, but Earthquake is still the best play here since there's no safer alternative, so I'll go with it.
    
    
    Claude Opus 5.5 switched to Gholdengo4,651 tok · 515.2 s · $0.0143

    Opponent: Kingambit (70%, Kowtow Cleave and Sucker Punch, OHKOs Gholdengo), Incineroar (Intimidate, Fake Out, 100%), Azumarill (Protect, 56%). Plan: scarf Gholdengo outspeeds and uses Focus Blast to KO Kingambit (4x). Then switch as needed: Make It Rain for Azumarill, my Kingambit for Incineroar. Kingambit is my late cleaner.

    Reasoning trace (141 words)
    With Garchomp down, I'm weighing Gholdengo against Kingambit at 70% health—switching in resets its choice lock, and Focus Blast would hit for 4x effectiveness against the Dark/Steel typing, likely enough to KO even through resistance.
    
    The risk is Gholdengo's fragility: Kingambit's Kowtow Cleave or Sucker Punch would one-shot it back given the Dark-type super effectiveness. My own Kingambit as an alternative mostly trades neutrally or resisted against theirs, so it's not a clean answer either.
    
    So the real decision comes down to Focus Blast's 70% accuracy—if it hits, I likely win the exchange outright and still have Incineroar and Azumarill in reserve; if it misses, Gholdengo faints and I'm down to a tougher final stretch.
    
    Since Gholdengo is scarfed and faster, the opponent should just attack rather than switch, so I'll commit to sending Gholdengo out and firing Focus Blast.
    
    
  8. Turn 7
    Claude Haiku 5.5 used Kowtowcleave4,597 tok · 3.8 s · $0.0008

    Gholdengo (100%, Make It Rain, Good as Gold) is faster than Kingambit. Kingambit (145/207, Black Glasses) survives one Make It Rain, so I'm hitting Gholdengo with Kowtow Cleave, which is super effective with no accuracy check. Garchomp-Mega is down. Unseen: Dragonite, Rotom-Wash, Kingambit, Annihilape. Backups are Incineroar (Flare Blitz is SE on Gholdengo) and Azumarill (117 HP, Sash used). Next turn, if Gholdengo is low, Sucker Punch it if it's attacking.

    Reasoning trace (31 words)
    Checking matchup speeds: Gholdengo outpaces Kingambit, and since Gholdengo is Steel/Ghost, Kowkash Cleave's Dark typing hits it super effectively, so I'm weighing how much damage Kingambit's Dark move would do.
    
    
    Claude Opus 5.5 used Focusblast4,504 tok · 576.8 s · $0.0139

    Opp: Kingambit (70%, Kowtow Cleave + Sucker Punch, hits hard), Incineroar (Intimidate, Fake Out, 100%), Azumarill (Protect, 56%). Scarf Gholdengo locks into each move it picks. Focus Blast now to KO Kingambit. Next: Make It Rain for Azumarill; my Kingambit handles Incineroar and cleans late with Sucker Punch.

    Reasoning trace (45 words)
    Gholdengo switches in fresh against Kingambit at 70% HP, and Focus Blast should be a clean 4x super-effective KO at 70% accuracy, plus it outspeeds with its scarf boost. I'm weighing whether Sucker Punch from Kingambit with Supreme Overlord active could threaten it first.
    
    
    Claude Haiku 5.5 switched to Incineroar5,065 tok · 8.4 s · $0.0011

    Gholdengo (Steel/Ghost, Make It Rain, Focus Blast, Good as Gold) is faster than everything I have left and KO'd Kingambit with Focus Blast. Incineroar takes the switch: Flare Blitz and Darkest Lariat are both super effective on Gholdengo, and Incineroar has 202 HP plus Sitrus Berry. Azumarill is too weak to take a Focus Blast. Unseen: Dragonite, Rotom-Wash, Kingambit, Annihilape. Protect Azumarill or use it later as a Fairy/Ice-based finisher.

    Reasoning trace (123 words)
    With Gholdengo at full health after Focus Blast hit Kingambit, I'm checking counters—Incineroar's Flare Blitz is super effective on Steel, and Darkest Lariat's Dark typing is super effective on Ghost too.
    
    Still, Gholdengo's own Focus Blast hits Incineroar for 2x since Fighting is super effective against Dark, and its huge SpA could deal massive damage even with Incineroar's Sitrus Berry. Azumarill looks worse as an option since its sash is gone and Gholdengo's Focus Blast likely finishes it off while Azumarill's lower Speed means it can't outpace Gholdengo.
    
    But Incineroar moves after Gholdengo, so there's risk — estimating Focus Blast damage against Incineroar's SpD comes out around 164, which Incineroar's 202 HP with Sitrus Berry could survive if it's not a crit.
    
    
  9. Turn 8
    Claude Haiku 5.5 used Flareblitz4,650 tok · 4.2 s · $0.0005

    Gholdengo (Steel/Ghost, Make It Rain, Focus Blast, Good as Gold) is at full HP with -1 Atk. It is faster than Incineroar. Its Focus Blast is super effective on my Incineroar. Remaining opponents: Dragonite, Rotom-Wash, Kingambit, Annihilape (one unseen). Azumarill is at 117 HP with Focus Sash spent. Plan: Flare Blitz Gholdengo now (super effective), keep Incineroar's Sitrus for later, and switch Azumarill in only if Incineroar falls.

    Reasoning trace (84 words)
    Gholdengo's at full health with lowered Attack, Incineroar's at 202 HP holding Sitrus Berry. Flare Blitz hits super effectively since it's Fire against Steel, and I'm working out whether Darkest Lariat is also super effective given Gholdengo's Steel/Ghost typing—Dark is neutral against Steel but super effective against Ghost.
    
    Comparing damage options: Flare Blitz looks like the strongest hit overall since it benefits from both the super-effective multiplier and good base power, outclassing Focus Blast against Incineroar's solid Special Defense. Going with Flare Blitz.
    
    
    Claude Opus 5.5 used Focusblast4,535 tok · 447.1 s · $0.0149

    Opp left: Incineroar (100%, Intimidate, Fake Out) and Azumarill (56%, Protect). Gholdengo is scarf-locked into Focus Blast, which is super effective on Incineroar. Kingambit is bad into Incineroar (Fire is super effective on it, and my Dark and Steel moves are resisted). Kingambit's Iron Head beats Azumarill. Use Sucker Punch to finish weakened foes.

    Reasoning trace (84 words)
    Gholdengo's boosts reset after switching out, so it's back to neutral SpA when it uses Focus Blast turn 7. That hits Incineroar super-effectively for likely 60-80% depending on its item, though Incineroar's Dark-type moves threaten back.
    
    Switching Kingambit in against Incineroar looks bad since Flare Blitz is super effective and its own STABs get resisted, so Focus Blast remains the right call despite the 70% accuracy risk. Afterward Kingambit can clean up Azumarill with a super-effective Iron Head, bringing it down to 56%.
    
    
    Claude Opus 5.5 switched to Kingambit
    Incident report
    Only one legal action: played without asking.
  10. Turn 9
    Claude Haiku 5.5 used Flareblitz5,043 tok · 5.8 s · $0.0009

    Opponent: Garchomp, Gholdengo, and Rotom-Wash or Dragonite-type threats are down or unseen. Kingambit is now active with Supreme Overlord, boosted by two fainted allies. Its Dark moves are resisted by Incineroar, and Iron Head is also resisted. Flare Blitz is super effective on Kingambit, so use it now. Remaining unseen opponents: Dragonite, Rotom-Wash, Annihilape. Keep Sitrus Berry for later. Azumarill (117 HP, Sash spent) is the backup.

    Reasoning trace (80 words)
    Kingambit's Supreme Overlord ability is active, boosting its power by 20% since two of the opponent's allies (Garchomp and Gholdengo) have fainted. I'm considering sending in Incineroar to respond.
    
    Flare Blitz is super effective against Kingambit's Steel typing, and as a STAB fire move it should deal heavy damage, likely 60-70%. Meanwhile, Kingambit's main attacks like Sucker Punch, Kowtow Cleave, and Iron Head are all resisted or neutral against Incineroar's Fire/Dark typing, making Flare Blitz the clear choice here.
    
    
    Claude Opus 5.5 used Suckerpunch5,325 tok · 515.0 s · $0.0207

    Opp: Incineroar (73%, Intimidate, Fake Out, Flare Blitz, faster than my Kingambit) and Azumarill (56%, Protect). Flare Blitz likely OHKOs my Kingambit. Sucker Punch to chip first, and its recoil adds more. If I survive, keep using Sucker Punch. Use Iron Head on Azumarill, Sucker Punch to finish.

    Reasoning trace (81 words)
    I'm calculating Kingambit's Kowtow Cleave damage against Incineroar with Supreme Overlord and Black Glasses boosts factored in, then checking Incineroar's Flare Blitz return damage with its own Atk stat.
    
    Given Kingambit's slower speed, Incineroar likely strikes first with Flare Blitz, potentially OHKOing. Neither Kowtow Cleave nor Sucker Punch seems to guarantee a KO on Incineroar at 73% HP, so Kingambit may need to chip away with Sucker Punch while accounting for Flare Blitz recoil wearing Incineroar down over multiple turns.
    
    
  11. Turn 10
    Claude Haiku 5.5 used Flareblitz5,236 tok · 6.3 s · $0.0009

    Kingambit is at 9% with Supreme Overlord, and Sucker Punch (priority +1) is its known move, so it may hit first. Incineroar at 81 HP should survive a resisted Sucker Punch. Flare Blitz is super effective and should finish Kingambit. Recoil is small because the damage dealt is tiny. Next, Azumarill (117 HP, Sash spent) takes on the remaining unseen threats: Dragonite, Rotom-Wash, and Annihilape. Keep Sitrus Berry on Incineroar if it survives.

    Reasoning trace (113 words)
    Kingambit is at just 9% HP with Supreme Overlord boosted by two fainted allies, and it's already shown Sucker Punch. Since Incineroar's Flare Blitz is super effective, it'll knock out Kingambit on contact, so the key question is speed and whether Kingambit gets to Sucker Punch first given its priority.
    
    Sucker Punch has +1 priority, so Kingambit will hit first regardless of speed, but the move is resisted by Incineroar's Dark typing and previous hits suggest it won't deal enough to knock Incineroar out at 81 HP. Flare Blitz should finish Kingambit afterward, with minimal recoil since the damage dealt to a nearly-fainted target is small, so I'll go with Flare Blitz.
    
    
    Claude Opus 5.5 used Suckerpunch4,987 tok · 455.0 s · $0.0165

    Last mon: Kingambit at 19 HP vs Incineroar (40%, Fake Out, Flare Blitz, faster) and Azumarill (56%, Protect). Sucker Punch did about 27% to Incineroar, so I need a crit to KO it. If Azumarill comes in, use Iron Head. Sucker Punch whenever the foe is likely to attack.

    Reasoning trace (44 words)
    Kingambit is down to 19 HP with Incineroar at 40%; Sucker Punch already dealt 27%, and even with Supreme Overlord boosting Kowtow Cleave, that's not enough to explain the 40% damage. Since Incineroar is faster, I'm checking whether it instead used Flare Blitz.