Matches · 2026-10-17 · rules version c5

Muse Spark Open vs MiMo V2.6 Flash

Player 1
Muse Spark Open's team
autopilot 0%
Player 2 · winner
MiMo V2.6 Flash's team
autopilot 0%

MiMo V2.6 Flash won in 10 turns · 6 min wall clock · 79,915 tokens · $0.061

The replay player loads from play.pokemonshowdown.com. The full battle log is below.

Decisions

  1. Team preview
    Muse Spark Open brought Gholdengo,rotomwash,dragonite2,630 tok · 3.3 s · $0.0053

    Need coverage vs Dragapult speed and Kingambit/Gholdengo. Bring Gholdengo to block status and hit hard, Rotom-Wash to pivot vs Garchomp/Corviknight, and Dragonite-Mega with ESpeed priority for Dragapult and DD sweep potential.

    Reasoning trace (297 words)
    Need to pick 3. Opponent has Garchomp, Kingambit, Gholdengo, Dragapult, Corviknight, Slowking-Galar.
    
    We have Gholdengo, Kingambit, Dragonite-Mega, Rotom-Wash, Volcarona, Garchomp-Mega.
    
    We need coverage. Opponent likely brings Gholdengo, Kingambit, Dragapult? Or Corviknight wall.
    
    Our best: Garchomp-Mega can handle Kingambit? Iron Head vs? Actually Garchomp EQ beats Kingambit, Gholdengo. Dragonite with Multiscale + DD + EQ + ESpeed good vs Dragapult? Dragapult outspeeds even Mega? Dragonite 145 spe, Dragapult up to 213, so faster.
    
    Rotom-Wash good vs Garchomp, Corviknight.
    
    Volcarona with Quiver Dance beats Slowking-Galar, Corviknight? Fire.
    
    We need balanced. Bring Gholdengo (blocks status, strong), Garchomp-Mega (sweeper), Rotom-Wash (pivot vs Garchomp/Corv). Or Dragonite instead of Garchomp? But we have two megas: Dragonite and Garchomp, can only mega one per battle? In this format Mega Evolution instead of Terastallization - presumably one mega per battle. So bringing both megas is wasteful. Choose one.
    
    Garchomp-Mega is faster (169) vs Dragonite 145. Garchomp has SD EQ Stone Edge Dragon Claw. Good vs opponent's steel types.
    
    Dragonite has DD + ESpeed priority, Roost + Multiscale tanky.
    
    Which better vs Dragapult? Dragapult threatens Gholdengo with Ghost? Actually Gholdengo resists? Ghost vs Steel/Ghost neutral? Shadow Ball vs Gholdengo? Might be.
    
    Opponent's Dragapult likely fast attacker. Need priority ESpeed from Dragonite to revenge.
    
    So bring Dragonite over Garchomp.
    
    Team: Gholdengo lead? Rotom-Wash lead to scout? Gholdengo good lead vs Slowking-Galar (Good as Gold blocks). Volcarona needs setup.
    
    Consider bringing Volcarona, Gholdengo, Dragonite? But then no water vs Garchomp.
    
    Maybe bring Rotom-Wash, Gholdengo, Dragonite. That gives pivot, special attacker, physical setup sweeper.
    
    Alternatively Kingambit with Sash + Sucker Punch good vs Dragapult, Gholdengo.
    
    We have Kingambit vs their Gholdengo? Kowtow Cleave vs Gholdengo? Dark vs Ghost? Not.
    
    Let's pick: Gholdengo, Rotom-Wash, Dragonite. Balanced.
    
    Or include Garchomp-Mega instead of Dragonite for speed. Hmm.
    
    Choose: Gholdengo lead, Rotom-Wash, Dragonite.
    MiMo V2.6 Flash brought Garchomp,kingambit,gholdengo3,566 tok · 83.4 s · $0.0007

    Their Volcarona/Dragonite are the setup threats; my Garchomp sash can EQ Volcarona, set Rocks for Dragonite's Multiscale. Rotom-Wash levitates, so I keep Gholdengo (Make It Rain/Shadow Ball) for it. Kingambit pressures their Gholdengo/Kingambit with Sucker Punch. Lead Garchomp — sash guarantees a turn to Rocks or SD. Watch Kingambit sucker-punch mindgames later.

    Reasoning trace (717 words)
    Their team: Gholdengo, Kingambit, Dragonite, Rotom-Wash, Volcarona, Garchomp.
    
    My Garchomp with Focus Sash + SD + Scale Shot beats many. Their Rotom-Wash levitates — EQ won't hit it, but Scale Shot does. Their Volcarona threatens Garchomp but I have... dragapult scarf flamethrower, kingambit suckerpunch.
    
    Core: garchomp (sash SD sweeper), kingambit (sucker punch priority, beats gholdengo/kingambit/dragapult... their dragapult isn't there), gholdengo (nasty plot beats dragonite, volcarona? Volcarona can hurt). Alternatively slowking-galar flamethrower checks volcarona.
    
    Their threats: Volcarona (setup sweeper), Dragonite (multiscale, dragon dance), Gholdengo, Kingambit, Rotom-Wash (defensive), Garchomp.
    
    Corviknight checks Volcarona and Dragonite decently. But mirrorarmor corviknight bodypress. Hmm.
    
    I'd bring: garchomp, kingambit, gholdengo — offensive. But Volcarona is a big threat; kingambit sucker punch + ironhead (doesn't affect... ironhead hits volcarona for SE? Steel vs Bug/Fire — steel is SE vs bug? Steel is not very effective vs Fire; neutral vs Bug — steel SE against bug? Steel: SE vs Ice, Rock, Fairy. Bug: steel is NVE vs... actually Steel is not very effective against Fire, Water, Electric, Steel. Vs Bug it's neutral... wait Steel is super effective against... hmm, Steel is SE vs Ice, Rock, Fairy. Not bug. Hmm, actually Steel was SE vs Bug in gen... no. Poison vs Bug, Flying vs Bug. So neutral. Ironhead neutral on Volcarona, but Volcarona has low defense (76-128) so it'd hurt. Flame Body risk though — kingambit would burn from flame body contact. Lumberry only on corviknight.
    
    Rotom-Wash walls garchomp (levitate) — need Scale Shot or switch. Gholdengo makeitrain hits rotom.
    
    Plan: lead garchomp? Garchomp with sash can set up SD but Rotom can will-o-wisp / hydro pump. Better lead: slowking-galar with chilly reception to scout? That brings in... chilly reception switches out after setting... no, it just switches (sets no trap in this context—it's like U-turn). Regenerator helps.
    
    Actually a solid bring: slowkinggalar (chillyreception pivot, flamethrower for volcarona), kingambit, gholdengo? Gholdengo is walled by their kingambit (sucker punch) and rotom. Hmm.
    
    Let's think: my team vs their threats.
    - Volcarona: my corviknight (roost, bodypress — fighting SE vs... Volcarona is Bug/Fire, fighting neutral? Bug weak to... Fighting not very effective vs Bug? Fighting: SE vs Normal, Rock, Steel, Ice, Dark. Vs Bug neutral? Bug takes SE from Flying, Rock, Fire, Electric... Fighting neutral. So bodypress neutral but bodypress uses Def, Volcarona low def → good). Or slowking flamethrower. Or dragapult scarf outspeeds? Volcarona max spe 167, dragapult scarf 178*1.5 way faster.
    - Dragonite: kingambit ironhead/sucker, gholdengo... dragonite could DD and beat them. Garchomp EQ/Scale Shot.
    - Kingambit: my kingambit (defiant), garchomp EQ.
    - Gholdengo: my kingambit, garchomp.
    - Rotom-Wash: gholdengo (makeitrain/shadowball), kingambit.
    - Garchomp: my gholdengo (shadowball), kingambit.
    
    Bring: garchomp, kingambit, gholdengo gives good coverage but Volcarona is scary — garchomp EQ? no, volcarona... EQ hits volcarona (bug/fire grounded) — yes! Volcarona is grounded, EQ is neutral? Ground vs Fire not very effective (fire resists ground? No — Fire is neutral to Ground. Actually Ground is SE vs Fire, Electric, Poison, Rock, Steel. Yes, Ground SE vs Fire!) So EQ is2x vs Volcarona... but wait, Volcarona Bug/Fire: Ground SE vs Fire, neutral vs Bug → 2x. Volcarona with low defense dies to garchomp EQ. But flame body? EQ is contact? Earthquake is not contact. Good.
    
    So garchomp + kingambit + gholdengo seems strong. Rotom-Wash walls garchomp's EQ but Scale Shot hits it, and gholdengo handles rotom.
    
    Lead: garchomp with sash can SD on their lead. Their likely lead: rotom-wash (to check chomp) or gholdengo. Lead garchomp? If their lead is volcarona, they'd quiver dance — garchomp EQ does huge damage but multiscale n/a; sash lets me live one hit... actually flamethrower would break sash. Hmm.
    
    Alternative lead: gholdengo — but if their lead is kingambit, sucker punch pressure.
    
    I'll lead garchomp: sash + rocks? I have stealthrock. Setting rocks helps vs dragonite multiscale. Actually lead garchomp → stealth rock turn 1 is safe-ish, then SD. But if rotom lead hydro pump...
    
    I think garchomp lead, sash ensures survival for at least one turn. Let's do BRING: garchomp, kingambit, gholdengo.
    
    Order: maybe kingambit first? Their lead likely rotom-wash or gholdengo. Kingambit lead vs gholdengo: kowtow cleave does big damage; gholdengo can't hurt kingambit much (shadowball ~ok, makeitrain neutral). Kingambit lead vs rotom: rotom hydro pumps, kingambit sucker... eh, switch.
    
    I'll lead garchomp for sash safety and rock/SD flexibility.
  2. Turn 1
    Muse Spark Open switched to Rotom2,351 tok · 3.2 s · $0.0039

    Garchomp likely EQ threat vs Gholdengo. Rotom-Wash levitates and can burn it, pivots safely. Preserve Gholdengo.

    Reasoning trace (159 words)
    We have Gholdengo vs Garchomp. Garchomp likely has Earthquake, Dragon Claw, maybe Fire move? Gholdengo resists? Steel/Ghost: Garchomp's Dragon/Ground: Ground neutral? Actually Steel resists Dragon, Ghost immune to? No. Gholdengo weak to Ground? Steel/Ghost: Ground hits neutral? Ghost not resist ground. Steel not. So EQ hits.
    
    Our Gholdengo has Life Orb Make It Rain 120 BP steel vs Garchomp: Steel vs Dragon/Ground: neutral? Steel vs Dragon neutral, vs Ground neutral. So neutral.
    
    Shadow Ball vs Garchomp: Ghost vs Dragon neutral, vs Ground neutral.
    
    Make It Rain stronger (120 vs 80). But lowers SpA by 2.
    
    Garchomp threatens with EQ possibly OHKO? Let's estimate. Gholdengo Def 115, HP 194. Garchomp Atk up to 200. EQ 100 BP. Could be ~ 70-90%? Might be dangerous.
    
    We could switch to Rotom-Wash which levitates immune to EQ, resists? Good pivot. Or Dragonite multiscale can take hit.
    
    Best is switch to Rotom-Wash to scout. Rotom Wash can Will-o-wisp Garchomp.
    
    So switch to Rotom.
    
    
    MiMo V2.6 Flash used Earthquake2,541 tok · 18.5 s · $0.0004

    Gholdengo lead. I outspeed their Gholdengo (169 vs 93-149). My sash means whatever they throw at me, I survive. EQ is super effective and likely OHKO their Gholdengo — their main wall-breaker gone. If they switch to Rotom-Wash (Levitate) I lose the hit but Rocks aren't wasted later. If Dragonite, EQ breaks Multiscale. Take the immediate KO threat off the board with EQ. Preserve Kingambit/Gholdengo for their backline.

    Reasoning trace (162 words)
    Gholdengo lead. It can't status me (Good as Gold blocks... actually it's the opponent's ability). Opponent's Gholdengo can attack with Shadow Ball/Make It Rain. My Garchomp EQ is super effective and I outspeed. Shadow Ball from Gholdengo would break sash. EQ would OHKO or near-OHKO their Gholdengo. I should EQ. Their Gholdengo can't status me anyway (Good as Gold blocks it from being... actually it blocks status moves targeting it? No, Good As Gold makes holder immune to status moves from others... it's the user that's immune). Anyway, EQ is the play — big damage, likely OHKO.
    
    Actually could they switch to Rotom-Wash (levitate, immune)? Possible. But Rocks might be better. Given sash protects me, EQ hitting Gholdengo is strong. Let's EQ. If they switch to Dragonite, EQ is neutral and breaks Multiscale. Fine.
    
    Actually stealthrock is also good setup. But Gholdengo threatens big damage — my sash saves me. I'll go EQ to pressure immediately, since Gholdengo is a key target.
  3. Turn 2
    Muse Spark Open used Willowisp2,272 tok · 1.5 s · $0.0028

    Garchomp locked into EQ vs Rotom levitate. Volt Switch useless (Ground immune). Best to cripple its Atk with Will-O-Wisp, reducing threat to Dragonite/Gholdengo. Preserve momentum.

    Reasoning trace (72 words)
    We have Rotom vs Garchomp. Garchomp used EQ. We switched Rotom in. Now we can Will-o-wisp. That's good. Volt Switch does no effect on Garchomp (Ground immune). So can't volt switch. Hydropump is option. Will-o-wisp best to cripple physical attacker. Protect could scout but not needed.
    
    We should Will-o-wisp. Garchomp may switch? But burning is good.
    
    We have notes: plan etc.
    
    We need to keep notes under 60 words.
    
    Decision: MOVE: willowisp
    MiMo V2.6 Flash switched to Gholdengo2,759 tok · 16.5 s · $0.0004

    Rotom-Wash has Levitate, so Earthquake is immune despite the type matchup. My Gholdengo walls it well: Steel resists its Electric STAB, Good as Gold blocks status, and I threaten back with Shadow Ball/Make It Rain. Sash Garchomp stays intact for later. Their backline is Kingambit/Dragonite/Volcarona — Garchomp's Rocks still matter for Dragonite's Multiscale, so preserve Garchomp.

    Reasoning trace (141 words)
    Rotom-Wash is Water/Electric. Earthquake is super effective? No — Water/Electric: Ground hits Water super effective, but Electric... Ground is neutral vs Electric (Electric weak to Ground actually! Electric types are weak to Ground). Wait, Electric is weak to Ground. Water is weak to Ground. So Water/Electric takes 4x from Ground? No — Rotom-Wash's Levitate makes it immune to Ground! The legal actions say "super effective on rotomwash" but Levitate makes it immune. The game says super effective but Levitate immunity applies. Actually the prompt says super effective — but ability levitate immune. Hmm, turn 1 they said "Opposing Rotom was immune."
    
    So EQ is useless. Switch to Gholdengo — Make It Rain/Shadow Ball hits Rotom well. Rotom can't hurt Gholdengo much (Thunderbolt resisted? Steel resists Electric; Water moves like Hydro Pump hit neutrally). Gholdengo is a good answer.
    
    Switch to gholdengo.
  4. Turn 3
    Muse Spark Open used Voltswitch2,934 tok · 4.4 s · $0.0053

    Plan: Rotom vs Gholdengo stalemate; need momentum. Volt Switch chips and pivots to own Gholdengo/Dragonite while keeping Rotom healthy for Garchomp. Risk of Garchomp block but Hydro Pump less momentum. Preserve Dragonite Multiscale.

    Reasoning trace (443 words)
    We have Rotom vs Gholdengo. Rotom's Volt Switch is resisted? Electric vs Steel/Ghost? Gholdengo Steel/Ghost resists? Electric neutral? Actually Steel resists? No. But Gholdengo immune to status. We need to pivot.
    
    Opponent Gholdengo likely Make It Rain, Shadow Ball. Rotom can take? SpD 129. But we have Gholdengo of our own with Life Orb, and Dragonite.
    
    We want to bring in our Gholdengo? Our Gholdengo vs theirs: speed tie possible. Our Gholdengo has 106 Spe. Theirs 93-149. Could be faster.
    
    Alternatively Dragonite resists? Dragonite takes neutral from Steel? Make It Rain steel vs Dragonite? Dragon resists? Actually Steel vs Dragon neutral? But Dragonite has Multiscale.
    
    Best switch is to our Gholdengo? Let's think: Rotom's Hydro Pump is neutral vs Gholdengo? Water vs Steel/Ghost neutral? Actually Water vs Steel neutral? Ghost neutral. So Hydro Pump does decent.
    
    But Volt Switch does damage and switches. Even though Gholdengo is Steel, Electric is neutral? Let's check: Electric vs Steel = neutral? Actually Electric vs Steel is neutral (0.5? No). In Pokemon, Electric vs Steel is neutral. So Volt Switch will do damage.
    
    We can Volt Switch to bring in our Gholdengo or Dragonite safely.
    
    Which is better? Opponent Gholdengo threatens Rotom with Shadow Ball? Rotom is Electric/Water, Ghost neutral? Actually Ghost vs Rotom? Ghost vs Electric neutral, vs Water neutral. So neutral.
    
    We want to preserve Rotom? Rotom is good vs Garchomp. Opponent still has Garchomp. So keep Rotom healthy.
    
    Volt Switch out to Gholdengo gives us offensive pressure. Our Gholdengo has Good as Gold, immune to status, and can Nasty Plot or attack.
    
    Alternatively switch directly to Gholdengo without Volt Switch damage? But Volt Switch gives chip + momentum.
    
    So MOVE: voltswitch is good.
    
    If opponent predicts and switches to Garchomp, Volt Switch fails? Actually Ground immune to Electric, so Volt Switch would fail to damage and not switch? In Showdown, Volt Switch fails if immune? Actually it fails to switch if no damage? Let's recall: Volt Switch if target is Ground immune, it fails and you don't switch. So risk if they go to Garchomp.
    
    But they have Gholdengo active, they might stay. Garchomp is Ground, would block Volt Switch. Could they predict? Possibly.
    
    Alternative is Hydro Pump which hits Garchomp and Gholdengo both.
    
    But Volt Switch is still best to gain momentum if they stay.
    
    We could also Protect to scout.
    
    But I think Volt Switch is correct.
    
    We need to decide switch target after Volt Switch? In Showdown, Volt Switch auto prompts switch? But legal actions here is just MOVE: voltswitch, the switch happens next? Actually in this format, MOVE: voltswitch includes switching? Might be automatic.
    
    We just choose MOVE: voltswitch.
    
    
    MiMo V2.6 Flash used Shadowball2,880 tok · 22.7 s · $0.0006

    Turn 3: Gholdengo in on Rotom-Wash (WoW revealed, blocked by Good as Gold). Speed uncertain (104 vs 95-151). Shadow Ball is the safe midground: good damage if Rotom stays, decent chip on a switch-in (Dragonite/Gholdengo neutral, Volcarona neutral), only poorly vs Kingambit. Nasty Plot risks a Hydro/Electric hit; Make It Rain is 1/4x here and drops my SpA. Preserve Garchomp sash for Rocks later.

    Reasoning trace (96 words)
    Rotom-Wash threatens Hydro Pump/Electric. Gholdengo walls it decently but Shadow Ball does neutral damage. Rotom may switch to Kingambit or Dragonite. Nasty Plot is risky if they stay and attack. Shadow Ball is safe, good damage on Rotom and Gholdengo, and hits incoming Dragonite/Kingambit? Kingambit is Dark — Shadow Ball resisted. Dragonite neutral.
    
    If they switch to Kingambit, Shadow Ball does little, and Kingambit threatens. My Gholdengo has Good as Gold so no status. Actually consider: they revealed only Will-O-Wisp. Rotom likely Volt Switch/Hydro Pump/Trick/WoW.
    
    Shadow Ball is the safe midground. Let's go with Shadow Ball.
    Muse Spark Open switched to Gholdengo2,406 tok · 1.6 s · $0.0024

    Plan: Volt Switch forces pivot. Bring own Gholdengo to pressure opposing Gholdengo with Shadow Ball (SE) and threaten Nasty Plot sweep. Keep Dragonite healthy for late game vs Garchomp/Kingambit. Rotom did its job.

    Reasoning trace (120 words)
    We have Rotom active, but legal actions only switch? Means Volt Switch forced switch? Actually we used Volt Switch, so must switch. Choose between Gholdengo and Dragonite.
    
    Opponent Gholdengo at 76%. Our Gholdengo vs theirs. Our Dragonite vs Gholdengo: Dragonite not great vs Gholdengo (ghost steel resists extremespeed? Actually ghost immune to normal). Earthquake neutral? Gholdengo resists? Steel/ghost resists? Earthquake hits steel. But Gholdengo levitates? No goodasgold. So EQ hits.
    
    Better bring own Gholdengo to mirror. Our Gholdengo has Nasty Plot, Make It Rain, Shadow Ball. Shadow Ball super effective vs opposing Gholdengo (ghost vs ghost). So bring Gholdengo.
    
    Dragonite would be threatened by Gholdengo's ghost moves? Multiscale helps but not ideal.
    
    So switch to Gholdengo.
    
    Notes need plan.
    
    
    Muse Spark Open switched to Rotom2,901 tok · 4.1 s · $0.0045

    Opp Gholdengo Life Orb 67% threatens Shadow Ball. Dragonite has no SE move vs it (EQ resisted, ESpeed immune). Rotom-Wash resists Steel, neutral to Ghost, can scout with Protect and pressure with Hydro Pump/Volt Switch. Keep Dragonite healthy for Garchomp and last mon.

    Reasoning trace (430 words)
    We have Gholdengo fainted, need to send next. Opponent Gholdengo at 67% life orb. We have Rotom-Wash and Dragonite.
    
    We need to choose switch in. Rotom-Wash vs Dragonite.
    
    Opponent Gholdengo likely has Shadow Ball, Make It Rain, maybe Nasty Plot, Recover. Life orb.
    
    Rotom-Wash resists Steel, but weak to Ghost? Actually Rotom Wash Electric/Water, neutral to Ghost, resists Steel. Can Volt Switch, Hydro Pump, Will-O-Wisp immune due to Good as Gold, Protect.
    
    Dragonite: Dragon/Flying, weak to Ghost? No. Dragonite resists? Ghost neutral. But Dragonite can Dragon Dance, Extreme Speed, Earthquake, Roost. Has Multiscale, Dragoninite (so mega? Actually dragoninite allows mega evolution). But mega not available? It says Mega Evolution available: No. Wait maybe because Gholdengo fainted? Actually dragonite holds dragoninite, should be able to mega. But says No. Maybe because fainted? Hmm.
    
    We need to decide best switch. Opponent Gholdengo at 67% will likely attack. Shadow Ball vs Rotom: neutral, vs Dragonite neutral. Which is better?
    
    Rotom has 106 speed, Gholdengo speed 93-149. Could be faster. Dragonite 145 speed, likely outspeeds.
    
    But Rotom can Volt Switch for chip and pivot. Dragonite can threaten with Earthquake? No, Gholdengo immune to Earthquake? Actually Gholdengo Steel/Ghost, Earthquake not effective? Ground vs Steel not very effective, vs Ghost? Actually Ghost immune? No. So Earthquake vs Gholdengo is not very effective.
    
    Dragonite's best vs Gholdengo is maybe Extreme Speed? Or Dragon Dance? But Gholdengo resists Extreme Speed? Normal vs Ghost immune. So Dragonite struggles vs Gholdengo.
    
    Rotom-Wash actually better: Hydro Pump neutral? Water vs Steel/Ghost neutral. Volt Switch super effective? Electric vs Steel? No. Actually Electric vs Steel neutral. So both neutral.
    
    But Rotom can Protect to scout, Leftovers recovery.
    
    Dragonite's Earthquake is resisted, ExtremeSpeed immune, so only Dragon Dance + maybe? Actually Dragonite has no effective move vs Gholdengo. So Rotom is better.
    
    Also opponent may switch to Garchomp to absorb Volt Switch? But Garchomp is Ground, immune to Volt Switch. If we go Rotom and they stay, we can Volt Switch? But they have Garchomp in back that walls Volt Switch. So maybe they will switch to Garchomp to block Volt Switch. Then we could Hydro Pump Garchomp.
    
    If we go Dragonite, opponent Gholdengo will Shadow Ball, Dragonite with Multiscale takes reduced damage at full HP. Could then Dragon Dance.
    
    Which is better long term? We have 2 vs 2 (opponent has Gholdengo 67% + Garchomp 100% + unknown). We need to preserve both.
    
    Probably Rotom-Wash is safer to scout with Protect. Dragonite is setup sweeper but needs Gholdengo removed first. So we should send Rotom to handle Gholdengo.
    
    Thus SWITCH: rotomwash.
    
    
  5. Turn 4
    Muse Spark Open used Hydropump3,330 tok · 5.6 s · $0.0072

    Opp Gholdengo LO 67% threatens Shadow Ball but Rotom resists better than our lost Gholdengo. Volt Switch blocked by Garchomp in back, Will-O-Wisp immune. Hydro Pump pressures Gholdengo and hits Garchomp if it switches. Protect scouts but attacking now chips LO mon before Dragonite cleans.

    Reasoning trace (601 words)
    We have Rotom vs Gholdengo 67% Life Orb. Rotom has Volt Switch, Hydro Pump, Will-o-wisp, Protect. Gholdengo immune to Will-o-wisp (Good as Gold). So willowisp useless.
    
    We need to consider: Rotom vs Gholdengo. Gholdengo resists? Gholdengo Steel/Ghost. Volt Switch is Electric vs Steel/Ghost: neutral? Electric vs Steel neutral, vs Ghost neutral. So neutral. Hydro Pump vs Steel/Ghost: Water vs Steel neutral? Actually Water vs Steel neutral, vs Ghost neutral. So both neutral.
    
    But Gholdengo threatens Shadow Ball. Rotom is Electric/Water, Ghost neutral? Ghost vs Electric neutral, vs Water neutral. So neutral. But Shadow Ball from Life Orb Gholdengo did super effective vs our Gholdengo (Ghost vs Ghost). Against Rotom, not super effective.
    
    We have Dragonite in back. Dragonite takes neutral from Shadow Ball? Dragonite Dragon/Flying, Ghost vs Dragon neutral, vs Flying neutral. So also neutral. But Dragonite has Multiscale, can tank.
    
    We need to decide action. Rotom can Protect to scout, get Leftovers recovery, see Life Orb recoil. Or attack.
    
    Opponent Gholdengo at 67% - Life Orb recoil will chip. If we Hydro Pump, 110 power, SpA 125 vs SpD 99-157. Could do significant damage. Volt Switch does 70 power but allows switch to Dragonite.
    
    But Dragonite vs Gholdengo is not great: Dragonite has Earthquake (resisted by Gholdengo? Actually Gholdengo Steel/Ghost, Ground vs Steel neutral? Wait Ground vs Steel super effective? No, Ground vs Steel? Let's recall: Ground is super effective vs Steel. Actually Ground vs Steel is super effective? In Pokemon, Ground is super effective against Steel, Poison, Rock, Fire, Electric. Yes. So Earthquake is super effective vs Gholdengo (Steel). But Gholdengo is also Ghost, but Ground vs Ghost is neutral? Actually Ground vs Ghost? Ground doesn't affect Flying, but vs Ghost it's normal. So overall Earthquake is super effective vs Gholdengo (Steel). Wait but Gholdengo has Levitate? No, ability Good as Gold. So Earthquake hits. So Dragonite Earthquake is SE vs Gholdengo. Good.
    
    But Dragonite's Earthquake 100 BP physical Atk 186 vs Def 103-161. Could do good damage.
    
    However Rotom's Hydro Pump also good.
    
    We need to preserve Rotom? Rotom is our only answer to Garchomp? Actually Dragonite also can handle Garchomp with Multiscale + Dragon Dance? But Rotom levitates EQ.
    
    Opponent may switch? They have Garchomp in back, plus unknown third. Could switch Garchomp in to absorb Volt Switch? But Garchomp is Ground, immune to Volt Switch. So if we Volt Switch, they could go to Garchomp and block it, we stay in? Actually Volt Switch fails to switch if immune? In Showdown, Volt Switch vs Ground immune does no damage and no switch. So risky.
    
    Hydro Pump is safer to damage Gholdengo. Protect could scout.
    
    Best play: Hydro Pump to try to KO Gholdengo. At 67% plus Life Orb recoil, Hydro Pump might KO or bring low. Let's estimate: Rotom SpA 125 vs Gholdengo SpD ~ maybe 111 average. Hydro Pump 110 BP. Should do ~ 40-50%? Might be enough to 2HKO. With Life Orb recoil, after another Shadow Ball, Gholdengo will be at ~57% after recoil. So Hydro Pump could bring to ~20%.
    
    Alternatively Protect to get Leftovers and see move, then next turn Hydro Pump.
    
    But we are at 100% HP, we can tank a Shadow Ball. Let's calculate: Opponent SpA up to 203, Life Orb 1.3x, Shadow Ball 80 BP vs Rotom SpD 129. Could do maybe 40-50%. We survive.
    
    So we can attack directly.
    
    We should Hydro Pump.
    
    We also need to consider opponent may have Nasty Plot, Make It Rain, etc. But we haven't seen.
    
    Plan: Keep Rotom healthy, chip Gholdengo, bring Dragonite to finish.
    
    We must write notes <=60 words.
    
    
    MiMo V2.6 Flash used Shadowball3,078 tok · 16.4 s · $0.0005

    Turn 4: Rotom-Wash back in after losing their Gholdengo. Shadow Ball remains the safe midground: solid chip on Rotom, neutral on all their remaining possible switch-ins (Kingambit, Dragonite, Volcarona, Garchomp). Nasty Plot is risky with uncertain speed (104 vs 95-151) and a possible Hydro Pump. Recover wastes momentum if they Volt Switch. Keep chipping Rotom; preserve Garchomp sash and Kingambit for their last mon.

    Reasoning trace (150 words)
    Rotom-Wash is active. My Gholdengo at 130/194. Shadow Ball does decent damage. Rotom likely Volt Switches or Hydro Pumps. Speed uncertain.
    
    Options: Shadow Ball is safe midground again. Nasty Plot risks a hit but if I outspeed... uncertain speed. Recover gets me back to full but gives free turn.
    
    Their last Pokemon unknown (kingambit, dragonite, volcarona, garchomp). Shadow Ball is safe: chips Rotom, hits switch-ins neutrally except Kingambit (resists? Kingambit is Dark/Steel — Ghost is neutral on Steel, neutral on Dark... actually Ghost vs Dark = neutral, Ghost vs Steel = neutral, so neutral). Shadow Ball is fine.
    
    Alternatively switch to Kingambit to absorb a Hydro/Electric hit? Kingambit doesn't want Water/Electric. Garchomp would be immune to Electric but takes Water.
    
    I'll Shadow Ball again — safe, keeps pressure. Or Recover to top off? Rotom can't status me. If Rotom Volt Switches, I lose recovery timing. Shadow Ball is the play.
  6. Turn 5
    Muse Spark Open used Voltswitch2,790 tok · 2.6 s · $0.0030

    Opp Gholdengo 14% LO will die to any hit but Hydro Pump can miss. Volt Switch 100% accurate secures KO and preserves momentum. Rotom low but can still pivot vs Garchomp due to Levitate. Save Dragonite healthy for endgame.

    Reasoning trace (181 words)
    We have Rotom 69 HP vs Gholdengo 14% LO. Need to finish it. Hydro Pump will KO if hits (80% acc). Volt Switch also KO? 70 BP electric vs steel/ghost neutral? Electric neutral. Hydro Pump 110 vs Volt Switch 70, but Volt Switch lets switch. However Gholdengo low HP, any attack kills. But need consider priority? No.
    
    We have Dragonite in back. Opponent has Garchomp 100% and unknown third. Rotom at 44% HP, leftovers.
    
    Best is Volt Switch to get Dragonite in safely after KO? But if we KO Gholdengo, opponent will send next mon. Volt Switch would switch after KO? In singles, if you KO, you don't switch? Actually Volt Switch if KO, you don't switch? In gen? I think you still switch? No, if target faints, you don't switch. Need check mechanics: Volt Switch/U-turn if KO, you don't switch. So both moves just KO.
    
    Hydro Pump more power but 80% acc risk. Volt Switch 100% acc guaranteed KO. So Volt Switch is safer.
    
    Also Protect could scout but unnecessary.
    
    So use Volt Switch.
    
    Notes need 60 words max.
    
    
    MiMo V2.6 Flash used Shadowball4,360 tok · 41.3 s · $0.0008

    Turn 5: Gholdengo at 29 HP with Life Orb — attacking costs ~19 HP but it survives at 10. Speed still a coin flip (104 vs 95-151). If faster, Shadow Ball likely KOs Rotom (43%) — huge 3v1 lead. If slower and Hydro Pump comes, Gholdengo faints but I get a free switch-in with Kingambit or Garchomp either way. No real downside vs Nasty Plot or switching. Opponent's last mon is Kingambit/Dragonite/Volcarona.

    Reasoning trace (840 words)
    Gholdengo at 29 HP, Life Orb: after attacking loses ~19 HP → faints. Actually Life Orb loses 10% of 194 = 19 HP. 29 - 19 = 10, survives if it attacks. But Shadow Ball at 14.9% HP — Rotom at 43%, Shadow Ball does ~26% earlier (38% from 100... wait turn 4 Rotom went from 100% to 38%, that's 62% from Shadow Ball? Actually Rotom came in at 100% turn 3? It Volt Switched out at some point. Turn 4: Rotom used Hydro Pump, Shadow Ball brought Rotom to 38%. So Shadow Ball does ~62%? Hmm, that seems high but with Life Orb... Actually Rotom came in fresh turn 3 via Volt Switch? Turn 3 Rotom used Volt Switch and left. So it came back turn 4 at 100%? Then Shadow Ball did 62% — that's a lot but possible with high SpA Gholdengo vs low SpD... Actually Shadow Ball 80 BP with 203 SpA Life Orb should do around 45-55% to Rotom-Wash. Anyway Rotom at 43% now (healed).
    
    Shadow Ball would do another ~55%, could KO or bring low. But if Rotom moves first with Hydro Pump, Gholdengo faints (it survived Hydro at 48 → 29? Hydro did 101 HP, Gholdengo had 149 → 48. So Hydro does ~101 damage, Gholdengo at 29 dies).
    
    Speed uncertain. If we lose speed tie, Gholdengo dies without attacking. Switching to Kingambit on a predicted Hydro Pump is good — Kingambit resists... Water? No, Dark/Steel takes neutral from Water. Hydro Pump neutral on Kingambit, does decent damage. Volt Switch super effective vs Kingambit.
    
    Gholdengo at 29 HP with Life Orb — it will faint after any attack anyway (19 HP loss → 10 HP left, survives actually). Wait 29 - 19 = 10 > 0, survives Life Orb. But it might die to whatever comes next.
    
    Actually the question: is Gholdengo worth preserving? At 14.9%, it's dead weight mostly. Shadow Ball could knock out Rotom if it goes first (55% > 43%). If Rotom goes first, Gholdengo dies.
    
    Risk assessment: speed tie uncertain. Alternatively switch to Kingambit: takes a hit (Hydro ~35%? or Volt Switch super effective ~40%), then threatens with Sucker Punch/Kowtow. Kingambit is fresh and beats Rotom badly with... actually Rotom has Hydro Pump which hits Kingambit neutrally for good damage, and Levitate blocks EQ. But Kingambit's Kowtow Cleave does big damage to Rotom.
    
    Preserving Gholdengo at 29 HP: it's faster? unknown. If it moves first and KOs Rotom, we're up 3-1 essentially (opponent has Rotom + one unknown). That's huge. If it dies, we bring in Kingambit or Garchomp for free (no damage taken).
    
    Expected value: 50% chance Shadow Ball KOs Rotom (if faster), 50% chance Gholdengo faints and we get a free switch-in. Either outcome is fine actually — we don't lose much. If Gholdengo faints, we bring in Garchomp or Kingambit safely.
    
    But if Gholdengo survives at 10 HP after Life Orb and Rotom survives Shadow Ball at low HP... Rotom at 43%, Shadow Ball did62% before? Then it KO's. If Shadow Ball only does ~50%, Rotom lives with small HP and KOs us... same as dying.
    
    I think Shadow Ball is the best play — go for the KO. Alternatively switch to Kingambit to preserve Gholdengo for later chip... Gholdengo at 29 HP isn't worth much later, but it could fire one Shadow Ball on a switch-in.
    
    Actually consider: opponent might switch out Rotom to save it (Dragonite/Kingambit/Volcarona incoming). Shadow Ball chips the incoming: Dragonite neutral, Volcarona neutral (resists? Bug/Fire: Ghost neutral), Kingambit takes neutral? Dark/Steel — Ghost is neutral on Steel, neutral on Dark... Ghost vs Dark = 2x? No, Ghost is super effective against Ghost and Psychic. Ghost vs Dark = neutral. So neutral everywhere except... fine.
    
    If opponent switches, Gholdengo stays in with29 HP (well, 10 after Life Orb) and gets KO'd next turn. Hmm.
    
    Alternatively Nasty Plot — if we're faster, +2 and then next turn sweep. But if slower, we die. Same speed risk as Shadow Ball. And Nasty Plot with a potential switch doesn't accomplish much.
    
    I'd go Shadow Ball: best if we're faster (KO Rotom), acceptable if slower (free switch-in).
    
    Actually, is there an argument for switching to Kingambit? If we think we're slower, Gholdengo dies for free. Kingambit on Hydro Pump takes neutral ~? Rotom SpA ~112-172, Hydro Pump neutral on Kingambit 140 SpD... probably30-40%. Then Kingambit Kowtow cleaves Rotom for big damage. But Kingambit is our wincon vs their last mon.
    
    Let me just Shadow Ball — going for the KO preserves Kingambit/Garchomp full health regardless of outcome.
    
    Hmm, but one consideration: if Rotom is faster and uses Volt Switch instead of Hydro Pump, Volt Switch on Gholdengo (Steel/Ghost): Electric vs Steel = 0.5x, Ghost neutral → 0.5x. Volt Switch would do maybe 25-30%, Gholdengo survives at ~29-... wait Gholdengo at 29, Volt Switch half damage might do ~30 damage. Uncertain. If Rotom uses Volt Switch and we survive, we Shadow Ball back. If Rotom uses Hydro Pump, we die.
    
    Either way Shadow Ball is fine. Go.
    Muse Spark Open switched to Dragonite
    Incident report
    Only one legal action: played without asking.
    MiMo V2.6 Flash switched to Kingambit3,564 tok · 23.7 s · $0.0004

    Turn 5: Dragonite in at full HP (Multiscale possible). Send Kingambit: resists Dragon, Flying, and Extreme Speed (0.5x via Steel), immune... only weak to Earthquake/Fire. Preserves Garchomp's Focus Sash for their last mon (likely Kingambit or Volcarona — both lose to EQ). If Dragonite Dragon Dances, Sucker Punch + Black Glasses still trades well. Their Rotom sits at 43%.

    Reasoning trace (402 words)
    Dragonite at full HP with Multiscale possible. Kingambit resists Dragon, takes neutral from... Dragonite's likely moves: Dragon Dance, Extreme Speed, Earthquake (immune for Kingambit? No, Kingambit is Steel/Dark, Ground hits it super effectively). Iron Head/Fire Punch could hit Kingambit.
    
    Garchomp has sash; switching in Garchomp on Dragonite — Dragonite could Earthquake or Dragon move. Garchomp is Dragon/Ground: immune to Electric, weak to Ice (Dragonite often has Ice coverage... Ice Punch, not common). Rough Skin chip.
    
    Kingambit is generally the safer answer to Dragonite: resists Dragon and Flying, Sucker Punch priority. But if Dragonite has Earthquake, Kingambit takes super effective. However, Dragonite just came in; it may Dragon Dance.
    
    Garchomp: sash intact, Earthquake is super effective vs Kingambit (their last mon likely Kingambit... wait opponent's team: gholdengo fainted, rotom 43%, dragonite active. So last mon is Kingambit, Volcarona, or Garchomp).
    
    If Dragonite Dragon Dances, could sweep. Kingambit's Sucker Punch (black glasses) does big damage to Dragonite, but Inner Focus blocks... Sucker Punch works fine.
    
    Which is safer? Kingambit takes SE from Earthquake, but Dragonite at 100% may DD first. If DD, Kingambit's Sucker Punch still hits hard; with Black Glasses, sucker vs Dragonite (multiscale halves first hit): 70 BP * 1.5 (black glasses) * 2 (STAB) ... decent but multiscale halves. Could still3HKO.
    
    Garchomp with sash: Earthquake 100 BP STAB vs Dragonite — but Multiscale halves it. Dragonite's Ice coverage? Dragonite typically runs Dragon Dance, Extreme Speed, Earthquake, Fire Punch/Ice Punch. Ice Punch/Earthquake would be super effective vs Garchomp. If I bring Garchomp and it takes an Ice move, sash breaks and it dies next hit (or I do0). Losing Garchomp's sash is bad.
    
    Kingambit: neutral to Extreme Speed? Dark resists... no, Dark is neutral to Normal? Normal hits Steel for 0.5... Kingambit Steel/Dark: Normal → Dark neutral, Steel resists → 0.5x total. So Extreme Speed is resisted. Earthquake SE (Ground vs Steel 2x, Dark neutral → 2x). Dragon moves resisted (Dragon vs Steel 0.5, Dark neutral → 0.5).
    
    Kingambit is a solid answer unless Dragonite has Earthquake. But even so, Kingambit at 207 HP with Black Glasses can likely trade and Sucker Punch finish.
    
    I'll go Kingambit. It also preserves Garchomp sash for their last mon (Volcarona/Kingambit/Garchomp — Kingambit weak to EQ, Volcarona weak to EQ, Garchomp mirror).
    
    Notes: lead Kingambit on Dragonite; expect Dragon Dance or Earthquake. Preserve Garchomp sash. Their last mon likely Kingambit or Volcarona; Garchomp's EQ handles both.
  7. Turn 6
    Muse Spark Open used Earthquakemega3,036 tok · 2.3 s · $0.0032

    Kingambit 4x weak to Ground? Actually 2x, but EQ is best. Dragonite outspeeds and has Multiscale at full HP to survive any hit. Mega evolve now for extra power to secure OHKO vs bulky Kingambit and prepare for Garchomp last. Don't DD risk Sucker Punch.

    Reasoning trace (133 words)
    We have Dragonite vs Kingambit. Dragonite at full HP with Multiscale. Kingambit unknown moves but likely Sucker Punch, Iron Head, Kowtow Cleave, etc. Earthquake is super effective. Dragonite speed 145 vs Kingambit 63-112, we outspeed. Earthquake should KO? Kingambit is Dark/Steel, 4x weak to Fighting, 2x to Ground, Fire. So Earthquake super effective. Dragonite Atk 186, Earthquake 100 BP. Kingambit Def 126-189. Could be bulky. Might not OHKO? But with Multiscale we survive any hit. Best to Earthquake. Should we Mega? Dragonite Mega? What does Mega Dragonite do? Probably gains? Need check. Dragoninite mega evolution: likely boosts stats. Should mega now to get extra power/speed. Earthquake [MEGA] seems good.
    
    Alternatively Dragon Dance then sweep? But Kingambit may have Sucker Punch? Earthquake is safer.
    
    We should Mega Earthquake.
    
    Notes need 60 words max.
    
    
    MiMo V2.6 Flash used Suckerpunch3,601 tok · 27.2 s · $0.0005

    Turn 6: Dragonite at full HP — Multiscale likely halves my hit either way. Sucker Punch (Black Glasses) breaks Multiscale safely and punishes any attack; if they Dragon Dance instead, Sucker fails but Kingambit tanks the follow-up (resists Extreme Speed) and a +2 Sucker then KOs through Multiscale. Then Garchomp's sash handles their last mon (Rotom at 43% — EQ can't hit it, but Chomp SD + scaleshot/rock coverage... note EQ is Ground-immune vs Rotom; rely on Kingambit for Rotom). Chip Dragonite now.

    Reasoning trace (269 words)
    Kingambit at +0 vs Dragonite. Sucker Punch with Black Glasses: 70 * 1.2 = 84 BP dark. Super effective? Dragonite is Dragon/Flying, Dark is neutral. So neutral 84 BP physical. Dragonite Def range 103-161. Kingambit Atk 205. Damage: 205*84/50 - ... roughly 344*0.85=292 raw at Def 100. At Def 140: 344*100/140=246, minus... about 225. Dragonite HP 166-198. So Sucker Punch OHKO-ish but Multiscale halves at full HP → ~112-130, not KO. Multiscale likely (unknown item though).
    
    If Dragonite Dragon Dances: Multiscale still at full. After SD I'd be at +2. Sucker at +2: ~450 raw → halved 225 → OHKO. But if they attack instead, Sucker Punch still hits (it's an attack). Risk: they use a non-attack? Unlikely.
    
    Actually Sucker Punch fails only if they use status. Dragonite likely attacks or DDs. If DD (status move), Sucker fails and I take a boosted hit—but Kingambit is bulky, Dragon/Flying resisted... Extreme Speed resisted0.5. Dragon Claw neutral. After DD +1, a Dragon Claw does maybe 40-50%. Then next turn +2 Sucker KOs through Multiscale? Multiscale requires full HP—after taking DD turn no damage, still full. +2 Sucker: 84 BP * 4 = 336 BP effective... damage ~985 raw /2 multiscale ~490 → OHKO.
    
    Safest: Sucker Punch now. If they attack (likely, they don't know my moves), we break Multiscale (they're at ~50% HP after), then Kowtow next turn KOs. If they DD, Sucker fails but we're healthy.
    
    Alternative: Kowtow Cleave 85 BP is more damage but slower and Dragonite might KO... Kingambit resists Extreme Speed. Neutral STAB Dragonite hit ~ fine.
    
    I'll Sucker Punch: safe chip breaking Multiscale, and punishes attack.
  8. Turn 7
    Muse Spark Open used Earthquake3,199 tok · 15.5 s · $0.0050

    Kingambit at 47% dies to second EQ; Sucker Punch will hit first but only did 39 last time so we survive. EQ secures KO and keeps Dragonite healthy enough for Garchomp last, which can't hit us with EQ due to Flying.

    Reasoning trace (296 words)
     to=self<|message|>Need to decide. Dragonite vs Kingambit 47% HP. Earthquake super effective will KO? Last time did ~53% damage. So second EQ should KO. But Kingambit has Sucker Punch priority. If we use Earthquake, Sucker Punch will hit first if we attack? Actually Sucker Punch only works if opponent uses attacking move. So if we use Earthquake, Sucker Punch will go first (priority +1). Dragonite at 129 HP, Sucker Punch damage? Last did 39 damage (168-129=39). So another Sucker Punch would bring to ~90 HP, still alive, then EQ KO.
    
    If we use Dragon Dance, Sucker Punch fails (since not attacking move), we get +1 Atk Spe. Then next turn we can EQ.
    
    If we use ExtremeSpeed, we have priority +2 vs Sucker +1, so ExtremeSpeed goes first. But not very effective. Might not KO. Then Sucker Punch fails? Actually ExtremeSpeed is attacking move, so Sucker Punch would have triggered but ExtremeSpeed has higher priority, so we hit first, then Sucker Punch hits after? Wait priority: ExtremeSpeed +2, Sucker +1, so ExtremeSpeed goes first, then Sucker Punch goes second (still hits because we used attacking move). So we take damage.
    
    Best is Earthquake to KO. Or Roost to heal? But we can just KO.
    
    Check Garchomp in back full HP. After Kingambit dies, Garchomp comes in. Dragonite will be at ~90 HP after Sucker Punch. Garchomp EQ? Dragonite is Flying, but after Mega? Dragonite-Mega is Dragon/Flying? Actually Mega Dragonite? In this format maybe Dragon/Flying still. So immune to EQ? Wait Dragonite is Dragon/Flying, so immune to Ground? No Flying immune to Ground. So Garchomp EQ does nothing. But Garchomp may have other moves like Dragon Claw, Stone Edge.
    
    We should just Earthquake now to KO Kingambit.
    
    Also consider switching to Rotom? No.
    
    So MOVE earthquake.
    
    
    MiMo V2.6 Flash used Suckerpunch4,773 tok · 57.3 s · $0.0008

    Turn 7: Dragonite Mega at 76%, last used EQ so it's in attacking mode. Sucker Punch (Black Glasses, STAB) is ~78% avg — likely KOs low-Def Dragonite, guaranteed put it in Chomp's range. If it fails (they switch Rotom in), Kingambit lives and Kowtowcleave KOs Rotom (43%) next turn — Dark hits Rotom neutrally, massive overkill. Preserve Chomp sash as backup revenge killer. Sucker Punch punishes both attack and status-passivity here.

    Reasoning trace (657 words)
    Kingambit at 99/207. Dragonite at 76% used Earthquake last turn — it's attacking, so Sucker Punch works. But if they switch to Rotom, Sucker Punch fails. Kowtowcleave hits everything except... it's Dark, hits Rotom neutrally, Dragonite neutrally. If they switch Rotom in, Kowtowcleave does decent damage to Rotom (43%). If they attack with Dragonite, Kowtowcleave still does ~24% to Dragonite? Let me think: Kowtowcleave 85 BP + STAB 1.5 = 127.5, Black Glasses 1.2 = 153. vs Mega Dragonite defense ~150: 153*182/2/150*... atk 205, def 150: 205*153/300 ≈ 104 power... damage≈ 104 * (100/150-ish)... standard calc: (2*50/50+2)*100/... simplified: damage ≈ (2*50/50+2)*power*A/D = 4*153*205/2/150 ≈ 4*153*205/300 ≈ 419? that's wrong. Formula: ((2*Level/5+2)*Power*A/D)/50+2. = ((22)*153*205/150)/50+2 = (22*153*205/150)/50 = (22*209.7)/50 ≈ 92.3+2 ≈ 94%. So Kowtowcleave nearly KOs Dragonite at 76%. But Dragonite moves first and can KO Kingambit (already took 100 from EQ). Dragonite at 76% likely attacks again with EQ. Kingambit would faint. But if I Sucker Punch first, I go first and KO. Risk: they switch to Rotom (Sucker fails), or they use a non-attack (unlikely — Mega Dragonite at 76% wants to attack).
    
    Sucker Punch: 70*1.2*1.5 = 126 power vs Dragonite. Damage≈ (22*126*205/150)/50 = (22*172.2)/50 ≈ 75.8+2 ≈ 78%. Dragonite at 76% — close, might just miss KO. Hmm. With Dragonite def range 121-183. If def is low (121), Sucker does more: (22*126*205/121)/50 ≈ (22*213)/50 ≈ 93.7% — KO. If def high (183): (22*126*205/183)/50 ≈ (22*140.6)/50 ≈ 61.9% — not KO. Roughly coinflip. But Sucker is priority and safe vs switching? No — fails vs switch.
    
    Alternative: switch to Garchomp (Focus Sash intact). Dragonite EQ is super effective but sash survives, then Chomp outspeeds? Chomp Spe 169, Dragonite Spe 108-167 — Chomp likely faster. Chomp EQ at 76% Dragonite: EQ 100 BP STAB, Chomp Atk 182. Damage ≈ (22*100*182/150)/50 ≈ (22*121.3)/50 ≈ 53+2 ≈ 56%. Not KO. Then Dragonite KOs Chomp through sash? Sash survives one hit, Chomp hits again — scaleshot multi-hit. Scaleshot 25 BP x up to 5 hits, STAB. Roughly 5 hits = 125 BP. Could KO. But risky.
    
    Better: Sucker Punch — if it KOs (likely with def low roll), great. If not, Dragonite attacks Kingambit and KOs, then Chomp comes in with sash and finishes Dragonite with EQ/scaleshot, then faces Rotom at 43%. Chomp EQ can't hit Rotom (Levitate). Chomp vs Rotom: scaleshot is Dragon, hits neutrally. Chomp atk 182, Rotom def ~140: scaleshot 25*5*1.5 = ~187 effective... per hit calc: (22*25*182/140)/50 ≈ (22*32.5)/50 ≈ 14.3 per hit, x5 ≈ 72%. Not KO from 43%? 43% < 72%, so scaleshot KOs if all 5 hits.3 hits = 43% — borderline. Hmm.
    
    Also Rotom is at 43% and Leftovers — Kingambit's Kowtowcleave on Rotom: (22*85*1.5*1.2*205/140)/50 ≈ (22*153*205/140)/50 = (22*223.9)/50 ≈ 98.5% — KOs Rotom easily. Kingambit handles Rotom well.
    
    So plan: Sucker Punch Dragonite now. If it KOs → great, then Kingambit faces Rotom and Kowtowcleaves it (Kingambit dies to Hydro Pump probably, but then Chomp cleans up Rotom with scaleshot... wait if Kingambit KOs Dragonite then Rotom comes in, Kingambit Sucker... Rotom at 43%, Kowtowcleave KOs. Kingambit survives Hydro Pump? At 99 HP with 140 Def but Hydro is special, SpD 107: Hydro Pump 110 BP: (22*110*172/107)/50 ≈ (22*175.5)/50 ≈ 77% — Kingambit takes ~77% — 99 HP, ~160 HP total → dies. Hmm.
    
    Actually simpler: Sucker Punch — most likely KO Dragonite, or at least put it in range for Chomp's sash revenge. If Dragonite attacks and KOs Kingambit, Chomp comes in, Dragonite at low %, Chomp EQ KOs (even24% left). Then Chomp vs Rotom at 43% — need scaleshot to hit enough times, or Chomp SD first? Rotom can Volt Switch/Hydro. Chomp with sash: survives one hit, then needs to KO. Scaleshot avg 3.5 hits × 14.3 ≈ 50% — close to Rotom's 43%. Risky but decent.
    
    Sucker Punch is the strongest line. If they switch to Rotom, Sucker fails but Kingambit lives and can Kowtowcleave Rotom next turn.
    MiMo V2.6 Flash switched to Garchomp
    Incident report
    Only one legal action: played without asking.
  9. Turn 8
    Muse Spark Open switched to Rotom3,093 tok · 14.2 s · $0.0045

    Dragonite 25% vs full Garchomp. Garchomp EQ is useless vs our Flying/Levitate, so it must have Dragon coverage to hit us. Dragonite dies to any Dragon hit. Rotom immune to EQ and can scout/take hit. Preserve Dragonite for ESpeed revenge later.

    Reasoning trace (192 words)
     to=self<|message|>Dragonite at 25% vs Garchomp full. Garchomp has EQ but Dragonite is Flying immune. So Garchomp likely has Dragon move or Rock. Dragonite has 42 HP. Need to consider. Rotom Wash immune to EQ, resists? Garchomp EQ vs Rotom immune. So we can switch to Rotom to scout. But Dragonite can use ExtremeSpeed priority to do damage. Garchomp speed unknown. Dragonite 167 speed. Garchomp max 169 could outspeed. At 42 HP, any Dragon Claw etc will KO. Rotom at 69 HP can take hit.
    
    Best play: Switch to Rotom Wash. Rotom levitate immune to EQ, can Will-O-Wisp or Volt Switch. Dragonite low, need to preserve? Actually Dragonite with ESpeed can revenge kill if Garchomp low. But now Garchomp full. So switch.
    
    If we stay, Earthquake does 0 to Garchomp? No, Garchomp Ground/Dragon, EQ neutral? Actually EQ vs Garchomp neutral (Ground vs Ground? Not effective). Dragonite EQ vs Garchomp? Garchomp is Ground/Dragon, EQ hits? Ground vs Ground neutral, vs Dragon neutral. So not super effective. ESpeed maybe better.
    
    But switching to Rotom is safe vs EQ. If Garchomp has Dragon move, Rotom takes neutral. Rotom can then Hydro Pump.
    
    So SWITCH rotomwash.
    MiMo V2.6 Flash used Scaleshot3,577 tok · 18.1 s · $0.0004

    Turn 8: Dragonite at 25% (no Multiscale), I outspeed at 169 Spe. EQ can't touch it. Scaleshot is SE STAB — even 2 hits KOs easily from 25%. Then Rotom-Wash (43%) comes in — Levitate blocks EQ, but I'll have +1 Spe from Scaleshot and can SD to threaten it. Scaleshot is the only way to hit Dragonite. Must not miss (90% acc).

    Reasoning trace (204 words)
    Dragonite at 25% HP, no multiscale active (not full HP). Scaleshot is super effective,90% accuracy. My Chomp outspeeds (169 vs max 167). Scaleshot at 25 BP STAB, super effective, even one hit at 25% Dragonite HP should do significant damage. Let me estimate: Chomp Atk 182, Dragonite Def at 25% (mega evolved, so 121-183 range, probably around 130-140ish). 
    
    Scaleshot single hit: 25 BP * 1.5 STAB * 2 SE = 150 BP effective. Against ~135 Def, that's roughly 182/135 * 150/50 ≈ 36% of Dragonite's HP range (166-198). So one hit does about 30-40%. Dragonite is at 25%. Even one hit likely KOs, and scaleshot hits 2-5 times guaranteed at least 2 hits (well, 2-5, minimum 2 actually... wait, it can hit 1 time? No, 2-5 times). Actually the range is 2-5 hits, minimum 2. So even if both hits are low roll, that's ~36-72% damage. Dragonite at 25% will definitely get KO'd.
    
    The only concern is accuracy (90%). If it misses, Dragonite gets a free hit. But EQ can't hit Dragonite (Flying type). Scaleshot is the only offensive option that hits it. SD doesn't help since EQ is immune on Dragonite.
    
    So scaleshot is the clear play. It outspeeds and KOs Dragonite easily.
  10. Turn 9
    Muse Spark Open used Hydropump3,429 tok · 26.7 s · $0.0043

    Garchomp at -1 Def, +1 Spe. Last Scale Shot 2 hits did only 18 to Rotom, so Rotom at 44 can survive another. Volt Switch does 0 vs Ground. Need Hydro Pump damage to put Garchomp in ESpeed range for Dragonite revenge. Protect stalls but doesn't advance. Stay and attack.

    Reasoning trace (333 words)
     to=self<|message|>We have Rotom 28% vs Garchomp 100% with Def -1 Spe+1. Garchomp used Scale Shot 2 hits did ~? Rotom at 53 then 35 so 18 damage? Actually 53 to 35 is 18. Wait log: Rotom at 53 then 35 after 2 hits. So each hit ~9. So Garchomp attack not huge.
    
    We have Dragonite 25% with ESpeed priority. Rotom vs Garchomp: Volt Switch does 0 (ground immune). Hydro Pump is best damage. But Garchomp is faster and will kill Rotom next turn with Scale Shot. Rotom at 44 HP, Garchomp will do maybe 30-40 damage, so Rotom dies. Could Protect to stall? But then still dies next turn. Could switch to Dragonite? Dragonite resists? Dragonite is Dragon/Flying, takes neutral to Scale Shot? Actually Dragon resists? No Dragon vs Dragon is 2x? Dragonite is Dragon/Flying, so Scale Shot is super effective? Dragon vs Dragon is 2x. So Dragonite would take super effective. At 25% dies.
    
    Better to Hydro Pump try to do damage, then next turn Dragonite ESpeed to finish? Need to calculate.
    
    Garchomp Def -1, so Hydro Pump will do decent. Rotom SpA 125 vs Garchomp SpD ~ maybe 100. Hydro Pump 110 power. Could do ~40-50%. Then Dragonite ESpeed 80 power priority, Atk 176, vs Garchomp maybe 30%? Could finish.
    
    If we Protect, we heal leftovers to 53, then Garchomp maybe Scale Shot again but Protect blocks. Then next turn we still need to attack.
    
    But we are at 44 HP, Garchomp Scale Shot will KO Rotom (needs ~44 damage). Last Scale Shot did 18 total for 2 hits. But that was vs Rotom with maybe? Actually Rotom Def 174, Garchomp Atk maybe low. So 18 damage total. So Rotom can survive another Scale Shot! Wait 44 HP, takes 18, survives to 26. So we can Hydro Pump.
    
    We should Hydro Pump now. If we survive, we get damage.
    
    Switching to Dragonite now would be bad because Dragonite dies to Scale Shot (super effective). So stay.
    
    Use Hydro Pump.
    
    
    MiMo V2.6 Flash used Scaleshot3,932 tok · 28.5 s · $0.0005

    Turn 9: Rotom at 28%, only target I can hit — EQ immune via Levitate. Scale Shot is my sole damage option. At 28% HP, even 2 hits from STAB Dragon should KO or come close. If I SD instead, Will-O-Wisp cripples me permanently. Scale Shot now to try to finish Rotom. Dragonite at 25% is also cleaned up by Scale Shot if Rotom switches.

    Reasoning trace (406 words)
    Rotom is at 28% HP. I'm at +1 Spe, 183 HP, sash intact (full HP). My only way to hit Rotom is Scale Shot (EQ is immune due to Levitate). Scale Shot at +1 Atk... actually I have no Atk boost, just -1 Def +1 Spe. Scale Shot 25 BP STAB, 2-5 hits. At 28% HP, even 2 hits should do decent damage but might not KO. Let me think: Scale Shot 25 BP × 2 hits = 50 BP STAB Dragon, physical. Rotom-Wash has high Def (114-174 range). This might not KO from 28%.
    
    But it's my only option to hit it. Swordsdance next turn could help but Rotom can attack me. My sash is intact at full HP though, so I survive one hit.
    
    Actually, let me consider: if I SD this turn, Rotom attacks (Hydro Pump or Volt Switch). I survive with sash (1 HP). Then next turn I +2 Scale Shot should KO. But if Rotom Volt Switches out to Dragonite...
    
    Actually Dragonite is at 25%, so if Rotom Volt Switches, Dragonite comes in and I can hit it. But Dragonite has EQ which is SE on me.
    
    Wait, I'm at full HP with sash. If Rotom attacks, I go to 1 HP (sash). Then Scale Shot kills Rotom. 
    
    If I Scale Shot now and it does ~28%+ damage, Rotom dies. If not, Rotom attacks me, I survive with sash, then Scale Shot again.
    
    Actually, the smarter play might be Swordsdance first. Rotom attacks, I survive with sash at 1 HP. Then +2 Scale Shot definitely KOs. But if Rotom Volt Switches out to Dragonite, Dragonite comes in, I'm at 1 HP (or full HP if sash not consumed). Hmm.
    
    Wait - if I SD and Rotom uses Will-O-Wisp, I get burned (my Gholdengo was immune because Good as Gold, but Garchomp isn't). Burn would cut my Attack in half and deal residual damage. That would be bad.
    
    But Rotom has shown Will-O-Wisp, Volt Switch, and Hydro Pump. Will-O-Wisp on Garchomp would cripple me. So SD is risky.
    
    Scale Shot now seems best - it's the attack I need. At 28% HP, let me estimate damage: Scale Shot 25 BP, STAB = 37.5 effective, physical. With my182 Atk vs Rotom's Def (probably around 140-160), even 2 hits (50 total BP × STAB) should do around 30-40%. That could KO from 28%.
    
    I'll go with Scale Shot to try to KO Rotom now.
    Muse Spark Open switched to Dragonite
    Incident report
    Only one legal action: played without asking.
  11. Turn 10
    Muse Spark Open used Extremespeed3,347 tok · 12.6 s · $0.0036

    Garchomp +2 Spe outspeeds, -2 Def. At 42 HP any Scale Shot KOs us. Only priority ExtremeSpeed lets us attack first. Need max damage before fainting; DD/Roost/EQ all lose to going second.

    Reasoning trace (235 words)
     to=self<|message|>We are Dragonite Mega 25% vs Garchomp 100% with -2 Def +2 Spe. Garchomp will outspeed. We have ExtremeSpeed priority +2. Need to see if we can win. Garchomp at -2 Def, ESpeed 80 BP from 176 Atk vs Garchomp defense 103-161 minus 2 stages (so effectively 0.5x). Might do decent. But Garchomp at 100% HP, we at 42 HP. Garchomp's Scale Shot will KO us if we don't priority? Actually we have priority, we go first with ESpeed. Can we 2HKO? Let's see. Earthquake vs Garchomp? Ground vs Dragon/Ground neutral? Actually Ground vs Garchomp? Dragon/Ground: Ground neutral? Ground vs Dragon neutral, vs Ground neutral. But Earthquake won't hit? Wait Garchomp is Ground, Earthquake hits. But Dragonite is Flying, but we are attacker. So Earthquake does damage. But ESpeed is priority.
    
    We need to calculate: At -2 Def, ESpeed might do ~? Let's estimate. Garchomp HP ~ 200. Dragonite Atk 176. ESpeed 80. At -2 Def, damage maybe ~ 40-50%? Could be 2HKO? But Garchomp will attack after and KO us with Scale Shot (25* hits). We have 42 HP, any hit kills.
    
    So we need to see if ESpeed can KO? Probably not from 100%. So we lose? But maybe we can Roost? No, Garchomp outspeeds and KOs.
    
    But we have to try ESpeed; it's only chance to do damage. Dragon Dance useless. Earthquake slower, we die before.
    
    So ESpeed is best.
    
    
    MiMo V2.6 Flash used Scaleshot3,566 tok · 20.6 s · $0.0003

    Turn 10: Dragonite-Mega at 25%, I'm at full HP with Focus Sash intact, +2 Spe so I move first. Scale Shot is SE STAB — 2 hits should KO from 25%. EQ is immune (Flying). If Scale Shot misses (90%), Dragonite attacks but my sash keeps me at 1 HP and I finish it next turn. Nothing else to save; this is the last opponent mon.

    Reasoning trace (165 words)
    Dragonite at 25%, I have sash intact, +2 Spe. Scale Shot SE STAB should KO from 25%. 90% accuracy — risk miss, then Dragonite EQ KOs me (Def -2, sash... actually sash would keep me at 1 HP if attack KOs — wait, sash survives with 1 HP). But if Scale Shot misses, Dragonite attacks, sash triggers, I survive at 1 HP, then I'm at 1 HP with... actually sash consumed. Then next turn I still outspeed and Scale Shot.
    
    Wait — sash only works at full HP. I'm at full HP. So even if Dragonite attacks first... no, I move first (338 speed). So Scale Shot first. If it hits (90%), Dragonite at 25% takes SE Dragon damage — likely KO. If miss, Dragonite attacks, sash saves me at 1 HP, next turn I KO.
    
    Either way Scale Shot is the play. EQ doesn't affect Dragonite. SD pointless.
    
    Actually consider: Dragonite could have Extreme Speed priority. But sash saves me. Scale Shot it is.