Matches · 2026-10-17 · rules version c5
Muse Spark Open vs MiMo V2.6 Flash
MiMo V2.6 Flash won in 10 turns · 4 min wall clock · 80,496 tokens · $0.055
The replay player loads from play.pokemonshowdown.com. The full battle log is below.
Decisions
- Team previewMuse Spark Open brought
Rotomwash,annihilape,gholdengoPlan: Lead Rotom-Wash to pivot and burn physical threats (Garchomp, Kingambit, Palafin). Annihilape handles Kingambit/Gholdengo with Bulk Up + Drain Punch/Rage Fist. Scarf Gholdengo cleans late with Make It Rain/Shadow Ball. Keep Rotom healthy for Corviknight/Palafin.
Reasoning trace (152 words)
to=self<|message|>Need to pick 3. Opponent has Garchomp, Gholdengo, Kingambit, Slowking-Galar, Corviknight, Palafin. We have Mega Garchomp, Mega Dragonite, Rotom-Wash, Gholdengo scarf, Annihilape, Volcarona. Opponent likely brings Kingambit + Corviknight + Palafin? Or Gholdengo. We need coverage. Rotom-Wash good vs Palafin, Corviknight, Garchomp. Gholdengo scarf good vs Slowking-Galar? Actually ghost vs psychic. Volcarona good vs Kingambit, Corviknight, Gholdengo. Garchomp mega strong but opponent has Corviknight wall. Dragonite with ESpeed good vs Palafin? Palafin hero form fast. Annihilape with Bulk Up good vs Kingambit, Garchomp. Consider bring Rotom-Wash, Gholdengo, Volcarona? Or Annihilape. Opponent has Gholdengo blocks status. Kingambit threatens Gholdengo. We need fighting coverage for Kingambit. Annihilape drain punch. Let's bring Rotom-Wash lead, with Annihilape and Gholdengo? Or Volcarona. Volcarona weak to Garchomp rock? No rock. But Palafin Jet Punch? Maybe bring Rotom-Wash, Annihilape, Gholdengo. Balanced. Alternatively Dragonite mega can sweep. Choose: Rotom-Wash lead to pivot, Annihilape, Gholdengo scarf. BRING: rotomwash, annihilape, gholdengo
MiMo V2.6 Flash broughtGarchomp,kingambit,gholdengoPlan: lead Garchomp for Stealth Rock and early pressure; Kingambit (SD + Sucker Punch) cleans late; scarf Gholdengo checks Volcarona and Dragonite with Shadow Ball. Scaleshot Garchomp handles Dragonite, Kingambit's sucker punch handles Volcarona and Annihilape.
Reasoning trace (212 words)
Opponent has Volcarona, Dragonite, Gholdengo, Annihilape, Rotom-Wash, Garchomp. My team: Garchomp, Gholdengo, Kingambit, Slowking-Galar, Corviknight, Palafin. Good core: Garchomp (stealthrock + EQ), Gholdengo (scarf), Kingambit (SD sweeper). Palafin needs Hero form which requires switching out — in singles with 3v3, Palafin's Zero to Hero: it needs to switch out once. With only 3 Pokémon it's hard but possible. Actually in Champions battles... let's keep it simple. Garchomp lead with rocks + SD + scaleshot + EQ. Kingambit cleans up. Gholdengo scarf handles Volcarona/Dragonite (shadowball, focusblast... makeitrain). Volcarona is a threat — Gholdengo scarf shadowball OHKOs? Volcarona SpD... scarf Gholdengo makeitrain vs Volcarona, neutral steel. Volcarona resists... Fire resists Steel? No — Fire resists... Steel is resisted by Fire? Fire resists Steel yes. So makeitrain is not great vs Volcarona; shadowball 2x? Volcarona Bug/Fire: Ghost is neutral on Bug (not very effective? Ghost vs Bug is not very effective... actually Ghost is1x vs Bug? Bug resists... Bug resists Fighting, Ground, Grass; Ghost is neutral on Bug). Ghost vs Fire neutral. So shadowball neutral. Good. Kingambit sucker punch handles Volcarona and Dragonite. Corviknight walls Dragonite/Volcarona but slower. I'll go Garchomp lead, Kingambit, Gholdengo. Actually consider Corviknight over Gholdengo for Volcarona? Sucker punch Kingambit handles it. Garchomp scaleshot handles Dragonite. Fine. BRING: garchomp, kingambit, gholdengo
- Turn 1Muse Spark Open used
WillowispGarchomp outspeeds Rotom. Volt Switch useless vs Ground. Need to burn it to cripple physical damage. Hydro Pump is alternative but Will-O-Wisp fits long-term plan vs Garchomp/Kingambit/Palafin.
Reasoning trace (98 words)
We lead Rotom vs Garchomp. Rotom levitate immune to ground. Garchomp likely Swords Dance or EQ etc. We want to Will-o-wisp to cripple. But Garchomp may be faster. Volt Switch does no effect? Wait Electric no effect on Garchomp? Garchomp is Dragon/Ground, so Electric should be 0? Actually Ground immune to Electric. So Volt Switch listed as no effect on garchomp. So can't volt switch. Best is Will-o-wisp. Or Hydro Pump. Will-o-wisp burns physical threat. Protect to scout? Could Will-o-wisp. If they switch? But we should Will-o-wisp. Check plan: Rotom to pivot and burn. So MOVE willowisp.
MiMo V2.6 Flash switched toGholdengoPlan: Rotom has Levitate, so Earthquake won't work. Likely Will-O-Wish on my physical Garchomp — switch in Gholdengo, whose Good as Gold blocks status moves. Scarf Gholdengo then pressures with Shadow Ball/Make It Rain or Tricks the Rotom. Keep Garchomp healthy for late-game Scaleshot/SD; Kingambit cleans after.
Reasoning trace (272 words)
Rotom-Wash has Levitate, so Earthquake won't hit it. It's not super effective despite what the annotation says (the annotation is wrong—Levitate makes it immune). Actually the legal actions say "super effective on rotomwash" but Levitate blocks Ground. So Earthquake does 0. Best play: set up Stealth Rock, or switch. Rotom likely Will-O-Wisp or Hydro Pump. Garchomp with Life Orb—burn would cripple it. But Garchomp is valuable for setting rocks. Options: Stealth Rock is good long-term. Or switch to Gholdengo to absorb a Will-O-Wisp (Good as Gold blocks status moves? No—Good as Gold blocks status moves targeting it? Actually Good as Gold prevents the Pokémon from being affected by status moves... it blocks moves like Thunder Wave, Will-O-Wisp targeting it). Yes, Good as Gold makes Gholdengo immune to status moves. So switching to Gholdengo on Will-O-Wisp is great. But Rotom might Hydro Pump. Gholdengo resists... Water hits Steel for neutral? Water vs Steel/Ghost: Steel takes neutral from Water (not resistant). Actually Steel resists... no, Steel doesn't resist Water. Water is neutral on Steel. So Hydro Pump would do decent damage. Alternatively, set Stealth Rock with Garchomp. If Rotom Will-O-Wisps, Garchomp gets burned—bad for physical attacker. Risky. I think setting Stealth Rock is fine and valuable. But burn risk... Garchomp's main job after rocks is pressure. Hmm. Switching to Gholdengo seems safe-ish: Good as Gold blocks status, scarf Gholdengo outspeeds and can Shadow Ball or Trick. If Rotom Hydro Pumps, Gholdengo takes ~40-50%. Actually, let's think: opponent's Rotom lead likely wants to Will-O-Wisp or set up. Switching Gholdengo in seems strong. Then Gholdengo can threaten with Make It Rain/Shadow Ball. I'll switch to gholdengo.
- Turn 2MiMo V2.6 Flash used
ShadowballPlan: Scarf Gholdengo outspeeds Rotom (223 Spe). Shadow Ball is my best neutral option — Make It Rain is 1/4x, Focus Blast too inaccurate. Fire Shadow Ball; if Rotom stays in it takes solid damage, if it switches I still get chip. Keep Garchomp healthy for Scaleshot/SD late; Kingambit cleans with Sucker Punch.
Reasoning trace (166 words)
Rotom-Wash: Shadow Ball is best. Make It Rain is resisted 1/4x. Shadow Ball 80 BP neutral. Focus Blast 70% accuracy, risky. Trick could give Rotom the Choice Scarf, locking it — but Good as Gold... Trick is a status move targeting the opponent; Good as Gold makes Gholdengo immune to status moves, doesn't affect its own use. Trick would lock Rotom into one move, which is useful. But Rotom likely Volt Switches or Hydro Pumps. Shadow Ball is safe and does decent damage. Scarf Gholdengo speed 149*1.5 = 223, definitely outspeeds Rotom (max 151). So I move first. Shadow Ball 2x... wait, Rotom-Wash is Electric/Water, Ghost is neutral (1x). 80 BP neutral vs 120 BP 1/4x = 30 effective. Shadow Ball better. Opponent might switch to a Ghost resist... Gholdengo resists... their Gholdengo would take Shadow Ball neutrally? Ghost vs Steel/Ghost: Steel resists Ghost? No, Steel doesn't resist Ghost. Ghost is neutral on Gholdengo. Their Gholdengo could come in. Just fire Shadow Ball — safe, consistent.
Muse Spark Open usedVoltswitchOpp Gholdengo blocks Will-O-Wisp. Rotom wants to pivot with Volt Switch into our Scarf Gholdengo to pressure with Shadow Ball, or Annihilape to set up. Volt Switch keeps momentum vs their switch.
Reasoning trace (242 words)
to=self<|message|>We have Rotom vs Gholdengo. Rotom's Volt Switch does nothing? Actually Gholdengo is Steel/Ghost, Electric neutral? Volt Switch is Electric, hits Gholdengo neutral. But Gholdengo immune to status. Rotom's Will-O-Wisp useless vs Gholdengo. Best is Volt Switch to pivot to Annihilape or Gholdengo. But need consider opponent Gholdengo likely offensive. Rotom's Hydro Pump is super effective? Water vs Steel neutral? Actually Steel resists? No water neutral vs steel. But vs Gholdengo Steel/Ghost, Hydro Pump neutral. We want to bring Annihilape? Annihilape resists Ghost? Ghost vs Fighting/Ghost? Ghost hits Ghost super, Fighting neutral. Actually Ghost vs Annihilape: Ghost is super effective vs Ghost, so 2x. But Annihilape has bulk. Alternatively bring own Gholdengo to trade. Our Gholdengo has Choice Scarf, can outspeed and hit with Shadow Ball. Rotom Volt Switch is good to get momentum. Let's Volt Switch into Gholdengo? Or Annihilape? Opponent Gholdengo likely will Make It Rain or Shadow Ball. Rotom resists Steel? Rotom Wash Electric/Water: Steel neutral? Actually Steel vs Water? Not. Rotom takes neutral from Make It Rain, resists? No. Better to switch to Annihilape which resists Make It Rain? Steel vs Fighting neutral, vs Ghost? Steel vs Ghost? Actually Steel not effective vs Ghost? Let's see: Make It Rain Steel vs Annihilape Fighting/Ghost: Steel vs Fighting neutral, vs Ghost neutral. So neutral. But Annihilape can Bulk Up. Maybe best is Volt Switch to Gholdengo to threaten. We have Levitate, so immune Ground. We should Volt Switch.
Muse Spark Open switched toGholdengoForced Volt Switch pivot. Opp Gholdengo at 69% threatens Shadow Ball. Our Scarf Gholdengo resists and outspeeds to pressure, while Annihilape is weak to Ghost. Bring Gholdengo to keep momentum and threaten KO.
Reasoning trace (152 words)
to=self<|message|>We are forced to switch. Rotom used Volt Switch last turn, so must switch. Options: annihilape or gholdengo. We have Rotom at 81 HP, leftovers. Opponent Gholdengo at 69%. We need to decide switch-in. Our Gholdengo has Choice Scarf, so likely outspeeds. It can pressure with Shadow Ball. Annihilape is bulky but Gholdengo's Shadow Ball is super effective? Annihilape is Fighting/Ghost, Ghost weak to Ghost. So Shadow Ball hits Annihilape super effectively. Gholdengo resists Ghost? Gholdengo is Steel/Ghost, resists Ghost? Actually Ghost vs Steel/Ghost: Ghost is super effective vs Ghost, not very vs Steel? Let's see: Ghost vs Steel = neutral? Ghost vs Steel neutral, vs Ghost super. So overall neutral? Wait Steel resists? No. So Gholdengo takes neutral from Shadow Ball. Annihilape would take super effective. So better to go Gholdengo. Also Annihilape wants to setup vs physical, not special Gholdengo. So switch to Gholdengo. We need notes: plan.
- Turn 3MiMo V2.6 Flash used
ShadowballPlan: Scarf Gholdengo's Shadow Ball is super effective on their Gholdengo and nothing on their team resists Ghost, so it's safe chip either way. Likely speed tie if their Gholdengo is max Speed (149); I outspeed otherwise. If Gholdengo survives, Kingambit's Sucker Punch cleans later. Keep Garchomp healthy for late Scaleshot/SD; Kingambit cleans with Sucker Punch.
Reasoning trace (560 words)
Shadow Ball is super effective on opposing Gholdengo (Steel/Ghost — wait, Ghost is weak to Ghost? Steel/Ghost: Ghost weaknesses are Ghost and Dark. Steel resists Ghost? No — Steel does not resist Ghost. Ghost/Ghost matchup: Ghost is weak to Ghost. Steel typing: Ghost moves are neutral on Steel. So Steel/Ghost takes 2x from Ghost? Let's check: Ghost weaknesses: Ghost, Dark. Steel resists: Normal, Flying, Poison, Rock, Bug, Steel, Grass, Psychic, Ice, Dragon, Fairy. Steel does not resist Ghost. So Steel/Ghost takes super effective from Ghost. Yes, Gholdengo is weak to Ghost and Dark. So Shadow Ball is super effective. Speed tie-ish — my range 149 vs their 93-149. If they're max speed, tie. Their Gholdengo could outspeed if... no, max is 149, same as mine. So it's a speed tie if they're maxed, otherwise I outspeed. Shadow Ball is the obvious play. If they switch, I still get chip. Kingambit would be a good switch-in if they use Make It Rain, but I'm scarf locked anyway. Risk: their Gholdengo uses Shadow Ball and wins speed tie. But switching to Kingambit — Kingambit resists Steel (Make It Rain) and is immune to... Kingambit is Dark/Steel, takes super effective from Fighting, Ground. Their Gholdengo could have Focus Blast. Kingambit would take Shadow Ball neutrally? Dark resists Ghost? No, Dark takes... Ghost is super effective on Ghost and Dark? Ghost weaknesses: Ghost and Dark. So Dark is weak to Ghost. Kingambit (Dark/Steel) takes 2x from Ghost. Bad. So switching to Kingambit into Shadow Ball is bad. Garchomp into Shadow Ball: Dragon/Ground takes neutral from Ghost. But then I'd be locked into... no, Garchomp isn't scarfed. Best play: Shadow Ball. It's super effective, I likely outspeed (or speed tie), and even if they switch I get chip. Their Gholdengo at 100% — Shadow Ball does maybe 50-60%. They could survive and hit back. Actually, if I lose the speed tie, my Gholdengo at 113/162 could die to their Shadow Ball. Hmm. But switching gives up momentum. Let me think about what they might do. Their Gholdengo just came in. They know I'm scarfed (probably). They might switch to something that resists Ghost — Rotom-Wash at 51%, or their last unseen Pokémon. Ghost resists: nothing common. Normal is immune but none of their team is Normal. Dark resists Ghost — Annihilape is Fighting/Ghost (weak to Ghost). Their Garchomp takes neutral. Dragonite neutral. Volcarona neutral. Nothing on their team resists Ghost except... nothing. So Shadow Ball is safe chip regardless. If their Gholdengo stays in, it's a speed tie. Shadow Ball does ~55% to their Gholdengo. Their Shadow Ball does ~55% to mine too. Coin flip. Alternative: switch to Garchomp. Garchomp takes neutral Shadow Ball (~30-40%), and then I can Earthquake or set up rocks. But their Gholdengo could use Make It Rain (resisted by... Garchomp takes neutral from Steel? Dragon resists Steel? No. Ground doesn't resist Steel. Dragon doesn't resist Steel. So neutral). Or Focus Blast (super effective on... Garchomp is Dragon/Ground, Fighting hits Ground super effectively? Ground is weak to Fighting? No — Ground weaknesses: Water, Grass, Ice. Fighting is neutral on Ground. Dragon is neutral on Fighting. So neutral). Hmm, switching to Garchomp is safe-ish but gives up my scarfed Gholdengo's position. I think Shadow Ball is the right play. It's super effective, likely I outspeed, and worst case is a speed tie.
Muse Spark Open usedShadowballScarf Gholdengo outspeeds (223 effective vs max 149). Shadow Ball super effective vs opposing Gholdengo at 69% - likely KO. Make It Rain NVE. Keep pressure, don't Trick yet. Annihilape weak to Ghost, Rotom low.
Reasoning trace (214 words)
to=self<|message|>We have Scarf Gholdengo vs opposing Gholdengo at 69%. We outspeed likely? Our speed 149 max. Opponent range 93-149. With scarf we are 223 effective? Actually 149*1.5=223. So we outspeed. Shadow Ball is super effective vs Gholdengo. Make It Rain not very effective. So Shadow Ball best. But need consider Trick? Could trick scarf onto them. But Shadow Ball likely KO? Let's calc: Our SpA 185 vs their SpD ~ 99-157. Shadow Ball 80 BP super effective 160. At 69% HP, likely KO or close. Even if not KO, we do big damage. Opponent might switch to Garchomp? Garchomp resists? Garchomp takes neutral from Shadow Ball? Ghost vs Dragon/Ground neutral. But Gholdengo Shadow Ball vs Garchomp neutral. Make It Rain vs Garchomp not very effective? Steel vs Dragon/Ground? Steel vs Dragon neutral? Actually Steel vs Dragon neutral, vs Ground not very? Wait Steel vs Ground? Steel not very effective vs? No. Let's check: Steel vs Dragon neutral, vs Ground neutral? Actually Steel is not very effective vs Steel, Fire, Water, Electric. So vs Garchomp neutral. So Shadow Ball still good. We should Shadow Ball. If they stay, we KO. If they switch to Garchomp, Shadow Ball still decent. Trick could cripple but Shadow Ball better. So decision MOVE shadowball. Need notes <60 words.
MiMo V2.6 Flash switched toKingambitPlan: Gholdengo fainted; switch Kingambit in — it resists Ghost, so their 1% Gholdengo's Shadow Ball is negligible. Next turn Sucker Punch picks off Gholdengo, or Kowtow Cleave catches a switch. Their last unseen mon is garchomp/annihilape/dragonite/volcarona — watch for Annihilape (Defiant) and Dragonite. Keep Garchomp healthy for late Scaleshot/SD cleanup.
Reasoning trace (147 words)
Opponent Gholdengo at 1% — it will likely use Shadow Ball. Kingambit resists Ghost (Dark/Steel: Ghost is 0.5x? Dark resists Ghost — actually Dark takes 0.5x from Ghost... wait, Ghost is super effective against Ghost/Psychic, and Dark resists Ghost? Ghost vs Dark: Dark is immune? No — Dark resists Ghost (0.5x). Actually Ghost moves are not very effective against Dark types. Yes, Dark resists Ghost. So Kingambit takes 0.5x from Shadow Ball. Kingambit is the safe switch-in. Then Kingambit can Sucker Punch to finish Gholdengo — but Good as Gold doesn't block attacks. Sucker Punch works. However, opponent might switch. Kingambit with Black Glasses + Supreme Overlord... only one fainted (Gholdengo), so Overlord boost is small. Plan: switch in Kingambit, then Sucker Punch to kill Gholdengo, or Kowtow Cleave if they switch. Their remaining: Rotom-Wash 51%, Gholdengo 1%, and one unseen from garchomp/annihilape/dragonite/volcarona. Kingambit switch-in is safest.
- Turn 4MiMo V2.6 Flash used
KowtowcleavePlan: Their Gholdengo is at 1%. Kowtow Cleave is safer than Sucker Punch — it never misses, doesn't fail on a switch or status move, and still OHKOs. Supreme Overlord +1 (one fainted ally) + Black Glasses makes it hit their whole remaining team (Rotom 51%, plus unseen garchomp/annihilape/dragonite/volcarona) hard. Keep Garchomp healthy for late cleanup.
Reasoning trace (79 words)
Gholdengo at 1% — Sucker Punch kills unless it's not attacking. Risk: they might switch. Kowtow Cleave is safe, super effective, doesn't check accuracy, kills regardless. But if they switch to a resist... Kowtow Cleave is Dark, their switch-ins: Rotom resists Dark? No, Dark hits Rotom neutral. Annihilape neutral, Dragonite neutral, Volcarona neutral, Garchomp neutral. Kowtow Cleave is safe and always hits. Sucker Punch risk: if they switch or use status, fails. Kowtow Cleave is safer. Use Kowtow Cleave.
Muse Spark Open switched toAnnihilapeGholdengo at 2 HP locked into NVE Shadow Ball vs Kingambit will die to Sucker Punch. Must switch. Annihilape resists and threatens Kingambit with Drain Punch super effective, can Bulk Up. Rotom low and weak to Kingambit. Save Gholdengo for later.
Reasoning trace (296 words)
to=self<|message|>We have Gholdengo at 2 HP locked into Shadow Ball due to Choice Scarf. Kingambit active. Shadow Ball is NVE vs Kingambit (Dark/Steel resists Ghost). But we are locked. Switching is allowed? Choice Scarf locks move but switching is allowed. We have options: shadowball, switch to annihilape, switch to rotomwash. We are at 1.2% HP, will die to any hit. Kingambit likely has Sucker Punch priority. So we will die anyway. Best to switch to preserve? But we are forced? Actually we can switch. Should switch to Annihilape which resists? Annihilape Fighting/Ghost: resists Dark? Fighting resists Dark, Ghost immune? Actually Kingambit Dark/Steel. Annihilape takes neutral? Let's see: Dark vs Fighting/Ghost: Dark is neutral vs Fighting? Actually Dark vs Fighting is not very effective? Wait Dark vs Fighting is resisted? No, Fighting resists Dark. Ghost is neutral to Dark? Ghost resists? Actually Dark vs Ghost is super effective? Let's recall: Dark is super effective vs Ghost and Psychic. So Dark vs Ghost is super effective. So combined: Dark vs Fighting/Ghost: Fighting resists Dark (0.5), Ghost weak to Dark (2x) => neutral. Steel moves vs Annihilape: Steel vs Fighting neutral, vs Ghost neutral. So okay. Rotom-Wash is Water/Electric with Levitate, resists Steel, weak to? Not. Annihilape with Bulk Up, Rage Fist, Drain Punch. Good vs Kingambit (Fighting super effective vs Dark/Steel). So switch to Annihilape is best. We need to preserve Gholdengo? It's at 2 HP, essentially dead. But switching keeps it alive for maybe later trick? But it's locked into Shadow Ball anyway. If we switch, we lose lock? Choice Scarf lock resets on switch? Actually if you switch out, you can choose new move when you come back in. So we can save it. So switch to Annihilape. We must produce notes <=60 words.
- Turn 5Muse Spark Open used
DrainpunchKingambit 4x weak to Drain Punch, we heal. At 37% we die to next Kowtow if they outspeed, but Protect wastes heal. Need to attack and recover. Speed tie, hope to move first.
Reasoning trace (130 words)
to=self<|message|>Annihilape at 37% vs Kingambit full. Drain Punch 4x super effective, heals. Kingambit used Kowtow Cleave did ~62% to Annihilape (135 damage). Annihilape can Drain Punch to heal and damage. Bulk Up also good but need heal. Protect to scout? Kingambit likely has Sucker Punch? But we have Defiant. Best is Drain Punch to hit hard and recover. If Kingambit faster, we might die? Let's see: Kingambit Atk high, Supreme Overlord +10% (1 faint). Kowtow did 135 dmg. Annihilape HP 82 left. Next Kowtow would KO. But Drain Punch if we move first we heal. Speed tie 112 vs up to 112. Could be speed tie. Protect to scout? But Drain Punch is best aggressive. We have Lum Berry. Kingambit might have Thunder Wave? No. We should Drain Punch.
MiMo V2.6 Flash usedKowtowcleavePlan: Annihilape at 37% — Kowtow Cleave (Black Glasses + Supreme Overlord) is my strongest reliable KO option and never fails, unlike Sucker Punch vs a Bulk Up. Annihilape outspeeds and may Rage Fist (super effective on my Dark), but Kingambit is at full HP and should tank one hit. If it survives, Garchomp cleans up their 1% Gholdengo and 51% Rotom.
Reasoning trace (652 words)
Annihilape at 37%. Kowtow Cleave with Supreme Overlord +1 and Black Glasses should KO. Annihilape likely uses Rage Fist or Drain Punch. Sucker Punch could fail if it uses a status move (Bulk Up). Kowtow Cleave is safer — it kills at 37% regardless. Kowtow Cleave: 85 BP * 1.2 (Black Glasses) * 1.1 (Supreme Overlord) = ~112 BP Dark. Annihilape is Fighting/Ghost — Dark is super effective against Ghost (2x) and neutral... Fighting takes 1x from Dark? No: Dark vs Fighting = 1x (Fighting resists... actually Dark is not very effective vs Fighting? Let me recall: Dark is super effective vs Ghost and Psychic. Fighting is immune to... no. Dark vs Fighting: Fighting resists Dark? No — Dark hits Fighting for 1x. Actually, Dark is resisted by Fighting? Type chart: Dark dealing damage — Fighting type takes 1x from Dark? Hmm. Dark is not very effective against... Dark is resisted by Fighting? No, that's not right either. Type chart for Dark attacking: super effective vs Ghost, Psychic; not very effective vs Dark, Fighting... wait. Actually Dark IS resisted by Fighting? Let me think: Fighting resists Dark? Bug resists Dark, Dark resists Dark, Fighting resists Dark? Hmm. Dark attacking: NVE against Fighting? No — Fighting is immune to... no. Let me recall properly: Dark is not very effective against Dark, Fighting... Actually I believe Fighting resists Dark. Yes: Dark → Fighting is not very effective (Fighting resists Dark). And Dark → Ghost is super effective. So Annihilape (Fighting/Ghost): Dark hits Ghost 2x, Fighting 0.5x = 1x net. Hmm, so neutral. Wait, actually is Fighting resistant to Dark? Checking: In Gen 1 Dark didn't exist. Dark added in Gen 2. Type chart: Dark is resisted by... Fighting? I recall Fighting resists... Fighting resists Bug, Rock, Dark. Yes! Fighting resists Dark. Correct. So Dark vs Annihilape = 2 * 0.5 = 1x neutral. Kowtow Cleave 85 BP * 1.2 * 1.1 ≈ 112 effective. Annihilape at 37% with Def 90-145 range. Kingambit Atk 205. Damage: (205*2/50+2)*112/def... level 50 formula. At Def ~117 mid: (205*2/50 + 2) = 10.2; *112/117 ≈ 9.8; *HP... damage ≈ 9.8 * (185-217 HP)/... actually damage = ((2*50/5+2)*power*Atk/Def)/50 + 2, times modifiers. = ((20+2)*112*205/117)/50+2 = (22*112*1.752)/50+2 = (4321)/50+2 = 86+2 = 88. That's ~88/200 ≈ 44%. At 37% HP, that KOs if their HP is ~200 and damage 88. Yes, roughly KO. But Annihilape might be bulkier (higher Def). Range 90-145. At Def 145: (22*112*1.414)/50+2 = 69+2=71, ~35% of 200. Might not KO at 37%. Sucker Punch: 70 BP * 1.2 * 1.1 = 92.4. At Def 145: (22*92.4*1.414)/50+2 = 57+2=59 ≈ 30%. Less likely to KO but priority. Kowtow Cleave is stronger. If Annihilape attacks, Sucker Punch goes first and might not KO, then Annihilape hits Kingambit. Annihilape's Rage Fist could be strong but Kingambit resists... Ghost vs Dark = 2x super effective! Rage Fist would hurt Kingambit badly. Hmm. If Annihilape uses Rage Fist (Ghost), it hits Kingambit super effective. Kingambit at 207 HP. Annihilape Atk 121-183, Rage Fist base grows with hits taken — it's taken 1 hit (Kowtow Cleave), so 75 BP base? Rage Fist starts at 50, +50 per hit = 100 after 1 hit. If I Sucker Punch and it KOs, great. If not, Annihilape hits back with Ghost move super effective. Kowtow Cleave: I move second (Annihilape faster). If Annihilape attacks with Rage Fist, Kingambit takes big damage but might survive (Dark/Steel — Steel doesn't resist Ghost; Ghost is 2x on Dark). Then I Kowtow and KO. Alternatively switch to Garchomp — but Ghost moves hit Garchomp neutral, and Annihilape likely attacks. Best: Kowtow Cleave — highest damage, likely KO at 37%. If it doesn't KO, Annihilape's Rage Fist could be dangerous but Kingambit should survive one hit at full HP. Actually, could Annihilape use Drain Punch or Bulk Up? If Bulk Up, Sucker Punch fails. Kowtow Cleave always works. Go with kowtowcleave.
MiMo V2.6 Flash switched toGarchompIncident report
Only one legal action: played without asking.
- Turn 6Muse Spark Open used
BulkupGarchomp is physical threat; Annihilape at 85% can take a hit. Rage Fist now 100 BP after Kingambit hit, will grow if Garchomp hits us. Bulk Up boosts Atk/Def to tank EQ/Dragon and makes Drain Punch/Rage Fist stronger. Protect scouts but wastes momentum. Go Bulk Up.
Reasoning trace (318 words)
to=self<|message|>Annihilape vs Garchomp. Garchomp likely has Earthquake, Dragon Claw, maybe Swords Dance. Annihilape has Bulk Up, Rage Fist, Drain Punch, Protect. Garchomp is Dragon/Ground. Drain Punch neutral? Fighting vs Dragon neutral, vs Ground neutral. Rage Fist super effective vs? Ghost vs Dragon? No. Ghost vs Garchomp neutral. Actually Ghost neutral vs Dragon/Ground. We need to consider speed. Annihilape 112 Spe. Garchomp 109-169. Could be faster. Annihilape at 186 HP. Garchomp attack high. Could do big damage with EQ or Dragon move. Annihilape resists? Fighting/Ghost resists? Ghost immune to? No. Best play: Bulk Up to boost defense vs physical Garchomp, or Rage Fist to build power. Drain Punch heals but not super effective now. Protect to scout. Garchomp likely will attack. If we Bulk Up, we raise Atk/Def, good vs physical. Rage Fist starts 50 BP, increases when hit. We were hit by Kowtow Cleave last turn, so Rage Fist now 100 BP? Actually hit count: Annihilape was hit by Kowtow Cleave turn 4, so Rage Fist BP increased. So Rage Fist now 100 BP. That's strong. We should use Rage Fist? Or Drain Punch for sustain? Garchomp may be bulky. We have Lum Berry still. Could Bulk Up then sweep. Opponent Garchomp unknown item. Could be Lum, Life Orb, etc. We need to decide. Annihilape at 85% can take a hit. Bulk Up is safe to increase bulk. But if Garchomp is faster and does ~50%, we can then Drain Punch heal. Alternatively Protect to scout speed and move. Protect is safe to see what Garchomp does, and also Rage Fist will increase if they attack into Protect? No, Protect blocks damage, so no hit count? Actually Rage Fist increases when hit, Protect prevents hit, so no increase. Better to Bulk Up now. If they attack, we get hit, Rage Fist goes to 150 next turn, and we have +1 Def to tank. Let's Bulk Up.
MiMo V2.6 Flash usedEarthquakePlan: EQ (Life Orb, 2x vs Fighting/Ghost) OHKOs Annihilape from 85% at any defensive spread. Only failure is a Rotom-Wash switch-in (Levitate) — then follow with Scaleshot, which KOs Rotom's 51% in just 2 hits and boosts my Speed. Scaleshot risks leaving Annihilape alive and drops my Def. Their Gholdengo is at 1% (free kill), Rotom at 51%. Garchomp must stay healthy — it's my last mon.
Reasoning trace (1,029 words)
Annihilape at 85%, Garchomp at full with Life Orb. Earthquake is super effective? Annihilape is Fighting/Ghost — Ground hits Fighting super effective, Ghost neutral → 2x. Earthquake with Life Orb should KO from 85%? Annihilape defense range 90-145. Garchomp Atk 182, Life Orb 1.3x. Base 100 EQ at 182 Atk vs ~120 Def: roughly 50%+? Let's estimate: level 50, Atk 182, BP 100 → damage ≈ ((2*50/5+2)*100*182/def)/50 + 2 ≈ (22*100*182/def)/50... formula: (2*50/5+2)=22, *100*182/def = 400400/def... /50+2. For def 120: 400400/120=3337, /50=66.7+2=68.7. ×1.5 (STAB) = 103, ×2 SE = 206, ×1.3 LO = 268 → capped 100%? Wait that's before caps. Actually damage formula: base = ((2*50/5+2)*BP*A/D)/50+2 = ((22)*100*182/120)/50+2 = (400400/120)/50+2 = 3336.7/50+2 = 66.7+2 = 68.7. STAB ×1.5 = 103. SE ×2 = 206. Life orb ×1.3 = 268 → over 100%, so capped at 100%. Even at def 145: 400400/145=2761/50=55.2+2=57.2 ×1.5=85.8 ×2=171.6 ×1.3=223 → still OHKO. So Earthquake OHKOs Annihilape unless it's Ghost... wait, Annihilape is Fighting/Ghost? No! Annihilape is Fighting/Ghost only in... actually Annihilape is pure Fighting type. Wait the prompt says Fighting/Ghost. Hmm, that's Rage Fist... no, Annihilape is Fighting/Ghost? Let me recall: Annihilape, the Rage Monkey Pokémon, is Fighting/Ghost type. Yes! Annihilape is Fighting/Ghost (Gen 9). Correct. So Ground is super effective vs Fighting, neutral vs Ghost → 2x. Earthquake OHKOs. But Annihilape might have Drain Punch — it's slower potentially (99-156 vs 169). Garchomp moves first unless priority. Sucker punch? Annihilape doesn't have priority typically... it could have... no. So Earthquake kills. But wait — could they switch to Rotom (levitate immune to EQ)? Rotom at 51%. If they switch, EQ does nothing. Scaleshot hits Rotom? Dragon neutral on Rotom-Water/Electric... Dragon is neutral vs both. Scaleshot would hit Rotom. But Scaleshot is only 25 BP ×2-5 hits, with Life Orb. Rotom at 51% — 5 hits × 25 = 125 BP potential, but min 2 hits = 50 BP. Risky. Alternatively, they might stay in and Annihilape uses Drain Punch. If I use Scaleshot and they stay, scaleshot 2-5 hits at 25 BP each, STAB 1.5, Life orb 1.3. vs Annihilape def ~120: base per hit = (22*25*182/120)/50+2 = (100100/120)/50+2 = 834/50+2 = 18.7. ×1.5 = 28 ×1.3 = 36.4 per hit. 2 hits = 73%, 3 hits = 109%. Not guaranteed KO. Earthquake is guaranteed OHKO if they stay. If they switch to Rotom, EQ does 0 (levitate). Then next turn I can Scaleshot/Earthquake... Rotom would Volt Switch or Will-O-Wisp. Hmm. If they switch to Gholdengo (1%), it dies to rocks... no rocks. EQ vs Gholdengo (Steel/Ghost): Ground neutral? Steel resists... Ground vs Steel: not very effective? Ground is resisted by Steel? No — Steel resists: normal, flying, rock, bug, steel, grass, psychic, ice, dragon, fairy. Ground is not resisted by Steel. Ground vs Ghost neutral. So EQ hits Gholdengo neutrally, kills at 1%. Rotom is the only immunity. They might switch Rotom in to absorb EQ. But Rotom at 51% — Scaleshot would hurt it. Actually consider: if they switch to Rotom, and I use Scaleshot, I hit Rotom for decent damage. If they stay with Annihilape, Scaleshot might not KO (73-109%). Risk. Earthquake: guaranteed KO on Annihilape if stays, 0 damage if Rotom switches in. Which is more likely? Annihilape at 85% with Drain Punch — they might stay to Drain Punch my Garchomp (super effective vs... Ground/Dragon: Fighting is neutral on Dragon, super effective on... Ground? Fighting vs Ground: not very effective? Fighting is resisted by... fighting is not very effective against Poison, Bug, Psychic, Fairy, Ghost. Fighting vs Ground is neutral. Wait — Fighting moves vs Ground: neutral. Ground/Fighting... hmm. Fighting vs Dragon neutral. So Drain Punch on Garchomp is neutral damage. Actually wait, is Fighting super effective against anything here? Garchomp Dragon/Ground — Fighting hits both neutrally. So Drain Punch is neutral. Hmm, but Annihilape might have Rage Fist (Ghost, super effective vs Garchomp? Ghost vs Dragon/Ground: neutral. Ghost is super effective vs Ghost/Psychic only). Rage Fist neutral. Actually Annihilape could Bulk Up. If I EQ and they Bulk Up, I still KO next turn probably (EQ does ~100%+ even... with +1 Def: 268/1.5 ≈ 179% still KO). The main risk is Rotom switch-in absorbing EQ. But then Rotom takes Life Orb... no, no damage. Then Rotom at 51% can Will-O-Wisp my Garchomp — bad. Alternative: Swords Dance. If they stay and attack, I take a hit then +2 EQ sweeps everything. If they switch to Rotom, Rotom Wills-O-Wisps me... burn halves attack, ruining SD. Hmm. If they switch to Rotom on SD, Rotom likely Will-O-Wisp or Volt Switch. Burn kills my sweep. I think Earthquake is best: likely KO on Annihilape. If Rotom comes in, I lose a turn but Garchomp still healthy; then Scaleshot/EQ... Rotom levitates so EQ useless, need Scaleshot or... hmm, actually if Rotom comes in I'd be stuck — EQ does nothing to Rotom forever. That's a problem. But I have Scaleshot. Actually wait — Scaleshot is 90% accuracy, 2-5 hits. Against Rotom at 51%: per hit vs Rotom def ~145: (22*25*182/145)/50+2 = (100100/145)/50+2 = 690/50+2 = 15.8 ×1.5×1.3 = 30.8. 2 hits = 62 > 51%. So even 2 hits KO Rotom! Nice. And Scaleshot raises my speed. But Scaleshot vs Annihilape at 85%: 36.4/hit, need 3 hits (109%) — 2 hits leaves at 12%. Not guaranteed. Hmm. What about EQ vs Annihilape guaranteed KO, and if Rotom switches in, follow up with Scaleshot next turn (2+ hits KO from 51%). Also Scaleshot's defense drop (-1 Def) makes me vulnerable to Annihilape's Drain Punch if it survives. I'll go Earthquake. It's the cleanest KO on the active threat. Wait — could Annihilape have a Focus Sash? At 85%, no sash relevance (sash only at 100%). Could be bulky enough to survive? Max def 145: 223% — no. Could they switch to Gholdengo (1%)? EQ kills it too (neutral, huge damage). So EQ only fails against Rotom switch. Scaleshot fails to KO Annihilape ~40% of time (2 hits) and drops my Def. Decision: earthquake. Notes: Annihilape 85%, EQ Life Orb OHKOs (2x SE). Rotom switch-in only immunity — then Scaleshot (2 hits KO its 51%). Keep Garchomp healthy; opponent's Gholdengo at 1%.
- Turn 7Muse Spark Open switched to
RotomAnnihilape at 38 HP dies to next EQ (last EQ did 148). Rage Fist now 150 BP could KO but we likely die first if Garchomp outspeeds. Rotom-Wash Levitate hard walls EQ, preserves boosted Annihilape. Switch to Rotom.
Reasoning trace (284 words)
to=self<|message|>Annihilape at 38 HP 17.5% vs Garchomp 90% Life Orb. We have +1 Atk Def. Garchomp EQ did ~? We were at 186, went to 38 = 148 damage. That's huge. Now at 38, next EQ will kill us. We need to consider options. Rage Fist BP? Base 50, +50 per hit taken. We took Kowtow Cleave (1), Earthquake (2) => so 2 hits => 150 BP? Actually Rage Fist starts 50, each hit +50. So after 2 hits, 150 BP. That's strong. With +1 Atk, could KO Garchomp? Garchomp 90% HP. Rage Fist Ghost vs Dragon/Ground neutral. 150 BP physical with 183 Atk +1 vs ~130 Def. Likely KO? Let's estimate. But we are slower maybe. Garchomp speed range 109-169, we 112. Could be faster. If we attack and they outspeed, we die before hitting. Protect could scout and waste Life Orb recoil? But Protect priority +4, will block EQ, then we can see if they are faster? No, Protect doesn't reveal speed. Alternative switch to Rotom-Wash: Levitate immune to EQ. Rotom at 81 HP 51%. Garchomp likely has Dragon move or Fire? But EQ is blocked. Rotom can Will-O-Wisp or Hydro Pump. Good switch. Switch to Gholdengo 2 HP dies to any hit. So best is switch to Rotom to absorb EQ. Or Protect then Rage Fist? But at 38 HP, any hit kills. So we must either Protect or switch. Protect will keep Annihilape alive one more turn but then next turn still in danger. Switching to Rotom is better long term. Rotom Levitate hard counters EQ. Garchomp will be forced to switch or use other move. We preserve Annihilape with Bulk Up boosts for later. So SWITCH: rotomwash.
MiMo V2.6 Flash usedEarthquakePlan: EQ easily OHKOs Annihilape from 17% even at +1 Def (Life Orb, ~110-136 dmg vs ~34 HP). I outspeed (169 vs max 156) and Annihilape has no priority. Only failure is a Rotom-Wash switch-in (Levitate immune) — then follow with Scaleshot to finish Rotom's 51%. Gholdengo at 1% also dies to EQ. Garchomp must stay healthy; it's my last mon.
Reasoning trace (299 words)
Annihilape at 17%, +1 def. Earthquake with Life Orb: 182 atk * 1.3 = 236.6, vs +1 def. Neutral hit on Fighting/Ghost... Ground is neutral vs Fighting/Ghost (Fighting resists? Ground vs Fighting is neutral... actually Ground is not very effective vs Bug, resists by... Ground resisted by Bug and Grass, Flying immune. Fighting: Ground is neutral. Ghost: neutral). So neutral 100 BP. Def +1: def multiplier 1.5. Annihilape def maybe ~117 (mid). Damage = ((2*50/5+2)*100*236/117/50 +2) *1.5... let's compute: 2*50/5+2 = 22. 22*100 = 2200. *236/117 = 2200*2.017 = 4437. /50 = 88.7 +2 = 90.7. *1.5 (def boost) = 136. *0.85 (neutral... actually 1x) ≈ 136. Annihilape at 17% of ~200 HP = 34 HP. Overkill massively. Even at max def 145: 236/145=1.627, 2200*1.627=3580/50=71.6+2=73.6*1.5=110. Still way overkill. So EQ easily KOs. Unless they switch to Rotom (Levitate immune). If they switch Rotom in, EQ does nothing, then I need Scaleshot next. Rotom at 51%. Risk: Annihilape uses Drain Punch... but I move first (169 vs max 156). Unless priority move — Annihilape doesn't have priority revealed. Rage Fist is 80 BP, no priority. So EQ kills. Switch risk: if they switch to Rotom, EQ immune. Then next turn Scaleshot. That's fine — I'd still have Garchomp at 90% minus Life Orb. Alternatively Scaleshot: 90% accuracy, 2-5 hits. If it misses, Annihilape gets a free hit and possibly Bulk Up again. Risky. EQ is 100% accuracy and guaranteed KO if it stays in. Best: EQ. If Rotom switches in, follow with Scaleshot. Wait — could they switch to Gholdengo at 1%? EQ would kill it too (immune? Gholdengo is Steel/Ghost — Ground hits Steel super effectively... actually Ground vs Steel is 2x, vs Ghost 1x = 2x). So EQ kills Gholdengo too. Only Rotom is immune. Go with earthquake.
- Turn 8Muse Spark Open used
WillowispGarchomp locked to EQ vs Rotom immune. Willowisp halves its Atk, neuters Life Orb threat and lets low Annihilape potentially return. Hydro Pump is resisted (Dragon resists Water) so burn is higher value than chip. Protect stalls but burn now is priority.
Reasoning trace (148 words)
to=self<|message|>We have Rotom vs Garchomp. Garchomp life orb EQ. Rotom immune. We can Hydro Pump for damage. Volt Switch does no effect on Garchomp (ground immune). So Hydro Pump is best. Will-o-wisp could burn to reduce damage, but Garchomp may have fire move? But EQ is main. Hydro Pump 4x effective? Garchomp dragon/ground 4x weak to ice, 2x to dragon, fairy. Water neutral? Actually dragon resists water? No dragon resists water? Dragon resists water? Let's see: Dragon resists fire water electric grass. So water is 0.5x vs dragon, but ground neutral? So overall 0.5x. Still damage. Willowisp halves attack, good vs physical Garchomp. That would help Annihilape survive. Protect scouts. We have Annihilape low 38 HP, Gholdengo 2 HP. Rotom at 90. Best is Willowisp to cripple Garchomp, then Hydro Pump. Garchomp life orb, will take recoil. If we burn, its EQ damage halved. We should Willowisp.
MiMo V2.6 Flash usedScaleshotPlan: Rotom-Wash has Levitate, so EQ is useless against it — Scaleshot is my only move that connects (Dragon hits Rotom neutrally, kills 1% Gholdengo and 17% Annihilape on any switch-in too). Rotom is their healthiest mon so it likely stays in. Garchomp must stay healthy; -1 Def is fine since Rotom's revealed moves are special. Chip Rotom down over 2-3 Scaleshot turns.
Reasoning trace (807 words)
Rotom-Wash has Levitate — EQ is immune. Scaleshot is Dragon, hits Rotom neutrally. Rotom at 57%. Scaleshot 2-5 hits at 25 BP each, Life Orb 1.3x. Rotom Def range 114-174. Let's estimate: Garchomp Atk 182. Damage per hit ≈ (182*2/50+2)*25*1.3 ≈ (7.28+2)*25*1.3 ≈ 9.28*25*1.3 ≈ 301... wait that's the formula: ((2*Level/5+2)*Power*A/D)/50+2. Level 50: 2*50/5+2 = 22. So (22*182*25/D)*1.3/50+2... let me compute: 22*182*25 = 100,100. Divided by D (say 144) = 695. Times 1.3 (Life Orb) = 903.5. Divided by 50 = 18.07 + 2 = 20.07 per hit. 2 hits = 40, 3 hits = 60. Rotom at 57% of ~141 HP ≈ 80 HP. Need ~4 hits. Hmm, risky. Actually wait — Rotom's HP range 125-157, at 57% that's 71-89 HP. 3 hits ≈ 60 damage, 4 hits ≈ 80. So need 4 hits likely. Alternative: Rotom will likely Volt Switch or Hydro Pump. Garchomp at 165/183. Volt Switch from Rotom SpA 112-172: 22*SpA*70/(SpD 107)... (22*140*70/107)*1/50+2 ≈ (215,600/107)=2015 *1/50 = 40+2 = ~42 damage. Not too bad. Swordsdance could let EQ... no, EQ still immune. Hmm, what's the best play? Scaleshot is the only damaging move that hits Rotom. It also boosts speed. But 90% accuracy and 2-5 hits. Actually, could Rotom switch to Annihilape (17%) or Gholdengo (1%)? If they switch to Gholdengo, EQ kills it. If Annihilape, EQ kills it. So EQ is safe against switches but useless vs Rotom. Scaleshot hits everything neutrally except... Dragon vs Steel (Gholdengo) is resisted, but at 1% any hit kills. Annihilape at 17% — Dragon neutral, would kill. Actually Scaleshot is the safer general play: it hits Rotom (only real threat), kills Gholdengo/Annihilape on switch. But 90% accuracy and 2-hit minimum might not KO Rotom. Hmm, but if I use Scaleshot and get 2 hits (~40 dmg), Rotom at ~57%→~29%, then next turn another Scaleshot. Also I'd be at -1 Def, making Volt Switch hurt more. Alternatively Stealth Rock: would hurt switch-ins. Gholdengo at 1% dies to rocks (4x weak = 50%). Annihilape takes 25%... at 17% it dies too. Rotom takes 25%... wait Rotom is Water/Electric, takes 25%? No — Rock vs Water/Electric: neutral = 25%? Rock is resisted by... Water resists? No. Rock attacking: Fighting, Bug, Steel, Fire, Ground resist... Water doesn't resist Rock. So Rotom takes 25%. Actually Rock is neutral on Water and Electric. So 25%. Hmm, Stealth Rock would KO both Gholdengo (1%) and Annihilape (17%) on switch-in! That's huge. And chip Rotom on... no, Rotom is already in, rocks don't hurt it. But then I waste a turn not damaging Rotom. Rotom will attack me. But rocks guarantee that their two weakened mons die when they come in. Actually wait — their remaining mons are Annihilape 17% and Gholdengo 1%. Both die to rocks. So if I set up rocks, then when Rotom dies or switches, whatever comes in dies. Actually if Rotom stays and I kill it with Scaleshot later, then next mon comes in and dies to rocks. But actually — do I even need rocks? EQ kills both Annihilape and Gholdengo anyway when they switch in. The only mon I can't hit is Rotom. So rocks don't add much except if Rotom Volt Switches out to one of them — then rocks kill them, and I'd get the momentum. Hmm, but Volt Switch would bring in a mon that dies to rocks anyway... but then they'd have to bring Rotom back. Actually if Rotom Volt Switches to Annihilape and Annihilape dies to rocks, they're forced to bring Gholdengo (1%) which also dies to rocks... wait no, they'd bring in after Annihilape dies. Let me think about the cleanest path: I need to kill Rotom. Scaleshot is my only way. Let's just use Scaleshot. Actually consider: if they switch Rotom out to Gholdengo/Annihilape, Scaleshot kills them (Dragon neutral on Annihilape: 17% — yes easily; on Gholdengo: resisted but 1% — 4x resist... Dragon vs Steel is 0.5x. Damage ~10 per hit, 2 hits = 20 > 1% of ~178 = ~2 HP. Yes kills). So Scaleshot is good in all cases. EQ only good if they switch. Scaleshot it is. But wait — the -1 Def. If Rotom stays and uses Volt Switch, I take more damage. Garchomp at 165/183. After Life Orb (-18) = 147. Volt Switch at -1 Def doesn't matter (special). Hydro Pump is special too. Rotom's physical moves (maybe none revealed). So -1 Def is fine. Also +1 Spe helps outspeed... I already outspeed. Let's go Scaleshot. Actually, one concern: if Scaleshot gets only 2 hits (~40 dmg), Rotom goes to ~29%, and I'm at -1 Def. Then next turn another Scaleshot. Rotom might heal with Leftovers. It's a grind but fine. Alternatively EQ if they switch — but they're more likely to stay in with Rotom since it's their healthiest mon. Go with scaleshot.
Muse Spark Open switched toAnnihilapeGarchomp at 80% -1 Def +1 Spe Life Orb. Gholdengo at 2 HP dies to any hit and can't KO (Shadow Ball neutral, Thunderbolt immune). Annihilape at 38 HP +1 Atk/Def with 150 BP Rage Fist (2 hits taken) has best KO chance vs -1 Def Garchomp. Must gamble on Annihilape.
Reasoning trace (447 words)
to=self<|message|>We have Rotom fainted, must switch. Options: Gholdengo 2 HP, Annihilape 38 HP. Garchomp at 80% with Life Orb, Def -1, Spe +1. Garchomp moves: EQ, Scale Shot. Garchomp likely outspeeds both? Annihilape Spe 112, Gholdengo 149 scarf? Gholdengo has Choice Scarf, so 149 *1.5 = 223.5, outspeeds even +1 Garchomp (max 169+1 stage ~253? Actually +1 is 1.5x, so 169*1.5=253). So scarf Gholdengo may still be slower if Garchomp max speed. But Annihilape slower. We need to decide. Gholdengo at 2 HP will die to any attack, but can maybe revenge with Shadow Ball? Garchomp is Dragon/Ground, Shadow Ball neutral? Actually Ghost vs Dragon neutral, vs Ground neutral. But Gholdengo is 1% will die to Life Orb recoil? No. Annihilape has Bulk Up +1 Atk/Def, Rage Fist now? Let's track: Turn4 took Kowtow, Turn5 Drain Punch, Turn6 took EQ, Turn7 switched, Turn8 not hit. So Rage Fist hits taken: Kingambit hit (1), Garchomp EQ (2). So base 50 + 50*2 =150 BP. Plus +1 Atk. Could KO Garchomp? Garchomp at 80% with -1 Def. Rage Fist 150 BP physical ghost vs Garchomp neutral. With +1 Atk 183 base, might KO. Drain Punch also option but Rage Fist stronger. Gholdengo's Shadow Ball vs Garchomp: SpA 185, but Garchomp SpD maybe 94-150. Could do decent but not KO from 80%. Best chance is Annihilape to attempt KO with Rage Fist. Even if Garchomp outspeeds, Annihilape at 38 HP might die to Scale Shot or EQ. But Gholdengo at 2 HP dies for sure to any hit, and cannot survive. So Annihilape has bulk up defense boost, might survive? Garchomp Scale Shot did 4 hits to Rotom? Actually 5 hits total ~? Rotom took from 90 to 6 =84 damage over 5 hits = ~16.8 per hit. Annihilape has 100 Def +1 =150 effective. Might survive one hit? But Garchomp + Life Orb + Scale Shot 25 BP x5 =125 BP. Could KO 38 HP Annihilape? Let's see: Garchomp Atk maybe high. 38 HP is low. Likely dies. But Gholdengo with Scarf could outspeed and maybe KO? Let's calculate: Make It Rain 120 BP Steel vs Garchomp? Dragon resists Steel? Actually Steel vs Dragon neutral? Steel vs Dragon is neutral? No, Steel vs Dragon not very effective? Wait Steel vs Dragon is neutral? Actually Dragon resists Steel? No. Check: Steel is not very effective vs Fire, Water, Electric, Steel. So neutral vs Dragon/Ground. So Make It Rain neutral. Shadow Ball neutral. Thunderbolt neutral vs Ground? Electric vs Ground immune! So Thunderbolt useless vs Garchomp (Ground immune). So Shadow Ball is best. Which has higher chance? Annihilape with boosted Rage Fist likely KO, Gholdengo unlikely. So switch Annihilape.
- Turn 9MiMo V2.6 Flash used
EarthquakePlan: EQ easily OHKOs Annihilape from 17% even at +1 Def (~100-126 dmg vs ~31-37 HP), and I outspeed with no priority threat. EQ also kills their 1% Gholdengo on a switch-in (Ground is neutral on Steel/Ghost). Scaleshot risks a 90% accuracy miss — unnecessary. After Annihilape falls, clean up Gholdengo with EQ for the win. Garchomp must stay healthy; it's my last mon.
Reasoning trace (280 words)
Annihilape at 17%, +1 Atk, +1 Def. My EQ: Life Orb, 182 Atk vs +1 Def (1.5x). Base power 100, super effective? Annihilape is Fighting/Ghost — Ground hits Fighting super effective, Ghost neutral → 2x. Damage: ~ (182*2/... let's estimate: neutral EQ does ~50-60% to a neutral target; vs +1 Def halves → ~25-30%, times 2 SE → 50-60%. Annihilape at 17% dies easily. But Drain Punch heals... it's at 17%, if it attacks first? I outspeed (253 vs max 156). Annihilape has no priority moves revealed (Drain Punch isn't priority). So EQ kills. Risk: they switch to Gholdengo at 1%? EQ hits Gholdengo — Ground vs Steel/Ghost: neutral (not immune, Gholdengo isn't Flying/Levitate). Kills 1%. But wait — could Annihilape have Final Gambit or something? Doesn't matter, I move first. Scaleshot risk: 90% accuracy, multi-hit. EQ is 100% accuracy, one hit. EQ is safer. Actually could Annihilape survive EQ at 17% with +1 Def? Let's compute more carefully. Level 50, Garchomp Atk 182, Life Orb 1.3x. Annihilape HP ~200, Def at +1: base Def ~90-145, say 115 → ×1.5 = 172.5 effective. Damage formula: ((2*50/5+2)*100*182/172.5)/50 + 2 = ((22)*100*1.055)/50 + 2 = (2321)/50 + 2 ≈ 46.4 + 2 = 48.4. Times 2 (SE) = 96.8. Times Life Orb 1.3 = 125.8. Annihilape HP 185-217, at 17% = 31-37 HP. Easily dies. Even at max Def 145 → +1 = 217.5: ((22)*100*182/217.5)/50+2 = (22*100*0.837)/50+2 = 1841/50+2 = 36.8+2=38.8, ×2=77.6, ×1.3=100.9. Still way over 37. EQ it is. After that, Gholdengo at 1% — EQ kills it too (neutral). Then I win. Note: their Gholdengo could switch in on EQ — Ground vs Steel/Ghost is neutral, kills 1%. Plan: EQ.
Muse Spark Open usedRagefistGarchomp +1 Spe outspeeds and KOes 38 HP Annihilape with EQ/Scale Shot even at +1 Def. Protect only delays loss and Gholdengo at 2 HP also dies. Only slim hope is Rage Fist 150 BP +1 Atk vs -1 Def might KO if Garchomp misses or we survive on roll, so attack.
Reasoning trace (339 words)
to=self<|message|>We are at 38 HP, Garchomp at 80% -1 Def +1 Spe Life Orb. We have Rage Fist 150 BP? Actually hits taken: Kingambit hit, Garchomp EQ hit = 2 hits, so 150 BP. Plus +1 Atk. Could KO -1 Def Garchomp? Need to calculate. Garchomp HP ~ 183-215, 80% left ~ 146-172 HP remaining. Rage Fist 150 BP +1 Atk vs -1 Def should do huge. Likely KO. But Garchomp outspeeds and will KO us with EQ or Scale Shot. We have Protect to scout? But we are at 38 HP, any hit kills. Protect could waste Life Orb recoil? But Garchomp will attack, we protect, then next turn we still die first. Unless we can get Lum Berry? No. Alternative: Switch to Gholdengo 2 HP dies anyway. So we must attack and hope Garchomp misses? Or maybe Garchomp will use Scale Shot which is multi-hit, but we die anyway. Protect doesn't help because we can't outspeed next turn either. So best is Rage Fist to try to KO before dying? But we move second, so we will die before attacking. So Protect could be to see if Garchomp uses something that kills itself via Life Orb? No. Actually if we Protect, Garchomp takes Life Orb recoil 10% ~ 18-21 HP, goes to 70%. Still we die next turn. Maybe we can Protect to stall? No. We are going to lose if Garchomp attacks. But maybe Garchomp will not KO? Let's see damage: EQ did 148 to Annihilape before Bulk Up. Now +1 Def, so damage reduced ~ 1.5x? Actually +1 Def = 1.5x defense, so EQ damage ~ 98. Our HP 38, still dies. So any attack kills. So we have no winning line unless Garchomp misses or we have priority? Rage Fist not priority. But we must choose something. Rage Fist is best attempt; maybe Garchomp is low enough that Life Orb recoil kills it if we Protect? No. We could try Protect hoping opponent switches? No. We will lose but choose Rage Fist.
Muse Spark Open switched toGholdengoIncident report
Only one legal action: played without asking.
- Turn 10MiMo V2.6 Flash used
EarthquakePlan: Their last mon is 1% Gholdengo. Earthquake is super effective and I outspeed — guaranteed KO. No reason to risk anything else. Garchomp must stay healthy; it's my last mon.
Reasoning trace (8 words)
Gholdengo at 1%, EQ super effective. Just EQ.
Muse Spark Open usedMakeitrainGholdengo at 2 HP vs +1 Spe Life Orb Garchomp 70% -1 Def. We are slower (149 vs 163-253) so we faint to EQ before moving. No winning line; pick highest BP to try for any damage if they miss or we survive.
Reasoning trace (215 words)
to=self<|message|>We are at 2 HP Gholdengo vs 70% Garchomp -1 Def +1 Spe Life Orb. Gholdengo has Choice Scarf but locked? Actually we haven't moved with this Gholdengo yet? Wait Gholdengo came in after Annihilape fainted, hasn't acted. So we can choose any move, then locked. But we are at 2 HP, any attack kills us. Garchomp will EQ. We cannot survive. Need to do max damage. Make It Rain 120 BP Steel vs Garchomp? Dragon/Ground resists? Steel vs Dragon neutral? Actually Steel vs Dragon neutral, vs Ground neutral. So 120 BP. Shadow Ball 80 BP neutral (Ghost vs Dragon neutral, vs Ground neutral). Thunderbolt no effect. Trick could give Scarf to Garchomp? That would lock it into Earthquake? But we die anyway. Best damage is Make It Rain. But we are slower? Speed: our Gholdengo 149 vs opposing 163-253 after +1. So we move second and die before attacking. So any attack we choose we won't get to execute because we faint first. However Trick maybe? Still second. So we lose regardless. But we must pick something. Make It Rain is highest power. Could Trick steal Life Orb? Still die. We will lose but choose highest damage in case of priority? No priority. So notes: we are doomed, try Make It Rain.