Retracted · 2026-08-29 · rules version v0
direct_llm_p1_d07d vs heuristic_p2_3d4e
direct_llm_p1_d07d won in 16 turns · 8 min wall clock · 47,673 tokens
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Decisions
- Turn 1heuristic_p2_3d4e used
Moonblastdirect_llm_p1_d07d usedMakeitrain<thought Turn 1 setup: - My Active: Gholdengo (100% HP, Air Balloon) - Opponent Active: Ribombee (100% HP) Analysis: 1. Speed & Role: Ribombee is faster (Base 124 Speed) and is almost certainly a dedicated Sticky Web lead equipped with a Focus Sash. 2. Gholdengo's Ability: Good as Gold prevents status moves like Stun Spore or Skill Swap from targeting Gholdengo. 3. Turn Strategy: Ribombee's primary goal is to set up Sticky Web. Gholdengo's Make It Rain is a STAB super-effective Move (Steel vs Fairy/Bug) that easily pops Ribombee's Focus Sash or OHKOs if non-Sash. 4. Risk/Reward: Clicking Make It Rain immediately applies pressure, popping the Sash and ensuring Ribombee cannot safely pivot or harass without taking massive damage. Conclusion: Make It Rain is the optimal, safe, high-value move on Turn 1. </thought> <decision> ACTION: MOVE: makeitrain </decision>
- Turn 2heuristic_p2_3d4e used
Moonblastdirect_llm_p1_d07d usedShadowballRibombee is at 1.0% HP and is faster than Gholdengo (Base 124 vs Base 84). Ribombee is a common suicide lead that wants to set up Sticky Web. Gholdengo resists Moonblast and is immune to status moves targeted directly at it (like Stun Spore) due to Good as Gold. Gholdengo is currently at -1 Special Attack (likely from using Make It Rain on Turn 1). Using Shadow Ball is 100% accurate, easily knocks out the 1% HP Ribombee, and avoids dropping Gholdengo's Special Attack to -2 (unlike Make It Rain). Therefore, the optimal play is to use Shadow Ball to finish off Ribombee.
heuristic_p2_3d4e switched toSamurott - Turn 3heuristic_p2_3d4e used
Ceaselessedgedirect_llm_p1_d07d switched toGreatThe opponent's active Pokémon is Hisuian Samurott (Water/Dark), while my active Gholdengo is at 53% HP with a -1 Special Attack stat drop. 1. **Speed & Threat Analysis**: Hisuian Samurott (Base 85 Speed) naturally outspeeds Gholdengo (Base 84 Speed). Any Dark-type STAB attack (Ceaseless Edge, Knock Off, or Sucker Punch) will easily KO Gholdengo at 53% HP. 2. **Damage Calculation**: Even if Gholdengo moved first, a -1 Special Attack Focus Blast only deals around 60-70% to Hisuian Samurott and has 70% accuracy, meaning Gholdengo cannot turn this around. 3. **Switch Options**: - **Great Tusk**: Resists Dark-type moves (Ceaseless Edge / Knock Off) due to Fighting typing. If H-Samurott uses Ceaseless Edge to set Spikes, Great Tusk can safely enter and threaten to Rapid Spin or KO with Fighting STAB. - Preserving Gholdengo for later in the match (to block spin/defog or act as a check to other targets) is high value. Thus, switching to Great Tusk is the optimal play.
- Turn 4heuristic_p2_3d4e used
Razorshelldirect_llm_p1_d07d usedClosecombat<thought - **Speed & Priority**: Great Tusk (Base 87 Speed) outspeeds Hisuian Samurott (Base 85 Speed) assuming equal Speed investment. - **Type Advantage & Damage**: Great Tusk's Close Combat is 4x super effective STAB against Hisuian Samurott (Water/Dark). With 120 BP and 131 base Attack, Close Combat guarantees an immediate OHKO on non-Focus Sash / non-Tera Samurott-Hisui. - **Opponent Scenarios**: - If Samurott-Hisui is Choice Scarfed and locked into Ceaseless Edge from the previous turn, its attack is resisted (0.5x) by Great Tusk's Fighting typing, doing negligible damage before Tusk KOes it. - If Samurott-Hisui stays in to attack without Tera, Great Tusk outspeeds and KOes it before it can land a Water-type attack. - If Samurott-Hisui switches out, Close Combat still delivers heavy neutral or super-effective damage to incoming switch-ins. - **Conclusion**: Executing `closecombat` is the high-value play to eliminate a key opponent hazard setter/attacker while maintaining offensive momentum. </thought> <decision> ACTION: MOVE: closecombat </decision>
direct_llm_p1_d07d switched toDragonite<thought The current state is turn 4 with Great Tusk having fainted. The opponent's Samurott-Hisui is at 1.0% HP, and there are Spikes active on our side of the field. Evaluating our switch options: 1. **Dragonite**: As a Flying-type, Dragonite is completely immune to Spikes on switch-in. This preserves its 100% HP and Multiscale ability intact. Next turn, Dragonite can KO Samurott-Hisui safely (using Extreme Speed to bypass potential Sucker Punch or standard attack). 2. **Dragapult / Kingambit / Ting-Lu / Gholdengo**: All grounded Pokémon that will take Spikes damage upon entering, unnecessarily chipping their health. Sending in Dragonite avoids hazard damage entirely while maintaining full HP and Multiscale, placing us in an ideal position. </thought> <decision> ACTION: SWITCH: dragonite </decision>
- Turn 5heuristic_p2_3d4e used
Ceaselessedgedirect_llm_p1_d07d usedExtremespeed<thought The opponent's Hisuian Samurott is at 1% HP. Hisuian Samurott naturally outspeeds Dragonite, so using a standard non-priority attack like Earthquake would allow Samurott to attack first, potentially dealing damage to break Dragonite's Multiscale or laying another layer of Spikes with Ceaseless Edge. Extreme Speed has +2 priority, guaranteeing Dragonite moves first regardless of Samurott's speed or potential priority moves (like Aqua Jet or Sucker Punch, which are +1 priority). Using Extreme Speed guarantees a clean knockout while preserving Dragonite's Multiscale and preventing any further hazard setup. </thought> <decision> ACTION: MOVE: extremespeed </decision>
heuristic_p2_3d4e switched toKingambit - Turn 6heuristic_p2_3d4e used
Kowtowcleavedirect_llm_p1_d07d usedDragondance<thought The active match-up is Dragonite (100% HP with Multiscale intact) versus Kingambit (100% HP). Dragonite naturally outspeeds Kingambit. Key factors to consider: 1. **Multiscale Advantage**: At 100% HP, Dragonite takes very little damage from any of Kingambit's hits (Kowtow Cleave/Iron Head/Sucker Punch), even with Supreme Overlord boosts (only 2 allies fainted so far). 2. **Sucker Punch Risk**: Kingambit frequently uses Sucker Punch against faster targets expecting an attack. If Kingambit uses Sucker Punch, `dragondance` completely punishes it by causing Sucker Punch to fail, granting a free setup. 3. **Tera Risk on Opponent's Side**: Kingambit frequently carries Tera Flying, Tera Ghost, or Tera Fairy. Directly clicking `earthquake` risks dealing zero damage if Kingambit Terastallizes into Flying or Ghost. Clicking `dragondance` bypasses potential defensive Tera plays while boosting Dragonite's offensive presence. Given that Multiscale safely absorbs any incoming hit from Kingambit while `dragondance` punishes Sucker Punch and defensive Terastallization, setting up Dragon Dance is the optimal high-reward, low-risk play. </thought> <decision> ACTION: MOVE: dragondance </decision>
- Turn 7heuristic_p2_3d4e used
Kowtowcleavedirect_llm_p1_d07d usedEarthquake<thought The active Pokémon is Dragonite at 70.8% HP with +1 Attack and +1 Speed boosts. The opponent's active Pokémon is Kingambit at 100% HP (Dark/Steel). Analysis of moves & options: 1. Dragonite is at +1 Speed, making it faster than Kingambit for standard non-priority moves. 2. Earthquake is a 100 BP Ground-type physical move hitting Kingambit for super-effective 2x damage. 3. At +1 Attack, Earthquake deals ~70-83% damage to Kingambit, heavily chunking it or forcing a defensive Terastallization from the opponent. 4. If Kingambit uses Sucker Punch, Dragonite survives the hit from 70.8% HP comfortably and gets off the heavy Earthquake damage. 5. Direct Earthquake maintains offensive pressure and capitalizes on Dragonite's stat boosts. Therefore, using Earthquake is the optimal move this turn. </thought> <decision> ACTION: MOVE: earthquake </decision>
- Turn 8heuristic_p2_3d4e switched to
Irondirect_llm_p1_d07d usedExtremespeed<thought 1. **Speed & Priority**: Dragonite (+1 Speed) is naturally faster than Kingambit on 0-priority moves. However, Kingambit frequently runs Sucker Punch (+1 priority). To guarantee moving first before Sucker Punch, Dragonite must use Extreme Speed (+2 priority). 2. **Damage Calculation**: Opponent's Kingambit is at 7.0% HP (~24 HP). Dragonite is at +1 Attack. Even though Steel resists Normal, a +1 Extreme Speed (80 BP, resisted effective 40 BP) from base 134 Attack deals ~57-68 damage minimum, easily knocking out Kingambit at 7.0% HP. 3. **Risk vs Reward**: Extreme Speed moves before both Kowtow Cleave (0 priority) and Sucker Punch (+1 priority). Using Earthquake risks dying to Sucker Punch before getting a hit off. Therefore, Extreme Speed is the safest and optimal action to faint Kingambit this turn. </thought> <decision> ACTION: MOVE: extremespeed </decision>
- Turn 9heuristic_p2_3d4e used
Moonblastdirect_llm_p1_d07d usedExtremespeed<thought The active Dragonite is at 8.9% HP with +1 Attack and +1 Speed. The opponent's active Iron Valiant is at 41.0% HP. Iron Valiant has base 90 physical defense and ~299 HP. At 41% HP, it has roughly 122 HP remaining. Dragonite's +1 Extreme Speed (80 BP, +2 priority) deals ~160-190 damage (53-63%) to defensive 0 EV Iron Valiant, which is a guaranteed KO. Because Extreme Speed has +2 priority, it bypasses any potential Booster Energy speed boost or +1 priority moves from Iron Valiant (like Vacuum Wave or Shadow Sneak). Terastallization is not required to achieve this KO, so preserving Tera for Kingambit, Dragapult, or Gholdengo in the late game is optimal. Conclusion: Use Extreme Speed to eliminate Iron Valiant cleanly. </thought> <decision> ACTION: MOVE: extremespeed </decision>
heuristic_p2_3d4e switched toKingambit - Turn 10heuristic_p2_3d4e switched to
Ogerpondirect_llm_p1_d07d usedExtremespeed<thought 1. **Speed & Priority Analysis:** - Opponent's Kingambit is at 7.0% HP and threatens Sucker Punch (+1 priority) or Kowtow Cleave (0 priority). - Dragonite has +1 Attack and access to Extreme Speed (+2 priority). - Extreme Speed (+2) strictly outprioritizes Sucker Punch (+1) and moves first. 2. **Damage Calculation:** - Dragonite at +1 Attack using Extreme Speed (BP 80, resisted by Dark/Steel 0.5x) will easily deal 12-16% to standard Kingambit, guaranteed to faint the remaining 7.0% HP. 3. **Risk vs Reward:** - Using Earthquake risks getting knocked out by Sucker Punch first. - Using Roost risks being knocked out by Kowtow Cleave. - Using Extreme Speed secures the KO before Kingambit can use Sucker Punch or any attack (unless opponent Tera Ghosts, but even then we have healthy checks on the bench like Ting-Lu and Kingambit). - Extreme Speed is clearly the optimal, safest play. Conclusion: Use Extreme Speed. </thought> <decision> ACTION: MOVE: extremespeed </decision>
- Turn 11heuristic_p2_3d4e used
Ivycudgeldirect_llm_p1_d07d usedExtremespeed<thought - The opponent's Ogerpon-Wellspring is at 39.0% HP. - Our Dragonite has +1 Attack and +1 Speed, with 8.9% HP remaining. - Dragonite's Extreme Speed has +2 priority, which outspeeds any standard attack (+0) and even Sucker Punch (+1). - At +1 Attack, Dragonite's Extreme Speed deals 48.5% - 57.4% damage to 0 HP / 0 Def Ogerpon-Wellspring, guaranteed to KO from 39% HP. - Terastallization is not needed to secure this KO, preserving Tera for Kingambit, Dragapult, or Gholdengo later in the match. - Action: MOVE: extremespeed. </thought> <decision> ACTION: MOVE: extremespeed </decision>
heuristic_p2_3d4e switched toKingambit - Turn 12heuristic_p2_3d4e switched to
Gholdengodirect_llm_p1_d07d usedExtremespeed<thought The active opponent is Kingambit at 7.0% HP. Our Dragonite is at 8.9% HP with +1 Attack and +1 Speed. 1. **Priority Check**: Kingambit frequently carries Sucker Punch (+1 priority). Dragonite's Extreme Speed has +2 priority, meaning Extreme Speed will hit before Sucker Punch or any standard attack. 2. **Damage Calculation**: At +1 Attack, Dragonite's resisted Extreme Speed deals approximately 13-15% damage to maximum bulk Kingambit, easily finishing off its remaining 7.0% HP (around 28 HP). 3. **Risk Analysis**: Earthquake is 0 priority and would lose to Sucker Punch. Roost or Dragon Dance leave us vulnerable to Kowtow Cleave/Sucker Punch. Switching gives up +1 boost momentum unnecessarily when we can KO directly. Extreme Speed minimizes risk and secures the KO immediately. Saving Terastallization for our bench (e.g., Kingambit or Dragapult) is beneficial against the opponent's final unrevealed Pokémon. Therefore, using Extreme Speed without Terastallizing is the optimal play. </thought> <decision> ACTION: MOVE: extremespeed </decision>
- Turn 13heuristic_p2_3d4e used
Shadowballdirect_llm_p1_d07d usedEarthquakeThe opponent has only two Pokémon remaining: Gholdengo (100% HP) and Kingambit (7% HP). My active Pokémon is Dragonite at +1 Attack and +1 Speed, but low HP (8.9%). Analysis: 1. Active matchup: Dragonite (+1 Atk, +1 Spe) vs Gholdengo. - Extreme Speed does not affect Gholdengo (Ghost type). - Earthquake deals 4x effective ground damage to Steel/Ghost (if Gholdengo hasn't Terastallized or isn't holding Air Balloon). - At +1 Attack, Earthquake from Dragonite easily OHKOs standard Gholdengo (116% - 137% damage). 2. Priority / Speed check: - If Gholdengo is non-Scarf (Specs, Nasty Plot, Covert Cloak, etc.), Dragonite at +1 Speed outspeeds and OHKOs with Earthquake. - If Earthquake KOs Gholdengo, Dragonite then faces 7% HP Kingambit. Extreme Speed (+2 priority) beats Kingambit's Sucker Punch (+1 priority), securing an immediate victory. 3. Backup plan: - Even if Gholdengo is Scarf or Tera Flying / Air Balloon and KOs Dragonite, my bench contains a full HP Ting-Lu, full HP Kingambit, full HP Dragapult, and 53% Gholdengo. Ting-Lu and Kingambit effortlessly clean up Gholdengo + 7% Kingambit. Thus, clicking Earthquake with Dragonite is the optimal play with maximum reward and zero true risk to the overall outcome of the battle.
direct_llm_p1_d07d switched toTing-Lu<thought The opponent has only two Pokémon remaining: a 100% HP Gholdengo and a 7% HP Kingambit. My active Dragonite just fainted, forcing a switch-in. Options available: 1. Ting-Lu: Immune to Psychic, heavily resists Ghost (Shadow Ball) and Dark. Extremely specially defensive and bulky. It easily walls Gholdengo and threatens both Gholdengo and the 7% Kingambit with STAB Earthquake. 2. Kingambit: Resists Ghost and Steel, can threaten Sucker Punch/Kowtow Cleave, but taking unnecessary risk if Gholdengo carries Focus Blast. 3. Dragapult: Faster, but susceptible to Choice Scarf Gholdengo Shadow Ball or Kingambit's Sucker Punch. 4. Gholdengo: At 53% HP, loses 1v1 to full HP Gholdengo. Ting-Lu is the absolute safest switch-in here. It takes minimal damage from Gholdengo's attacks (including Shadow Ball or Make It Rain) and easily dispatches both Gholdengo and the weak Kingambit with Ground-type attacks. </thought> <decision> ACTION: SWITCH: tinglu </decision>
- Turn 14heuristic_p2_3d4e used
Shadowballdirect_llm_p1_d07d usedEarthquake<thought The opponent is down to just Gholdengo (100% HP) and a heavily weakened Kingambit (7.0% HP), while we have four healthy Pokémon remaining. Ting-Lu is currently active against Gholdengo: - Ting-Lu's massive special bulk backed by Vessel of Ruin means Gholdengo cannot OHKO Ting-Lu even with super-effective coverage like Focus Blast or boosted attacks. - Earthquake hits Gholdengo for super-effective STAB damage, easily scoring a OHKO or dealing massive damage. - If the opponent switches to their 7% HP Kingambit, Earthquake will easily clean it up as well. Earthquake covers both the active Gholdengo and a potential switch to Kingambit cleanly. Even in the event of a Terastallization from Gholdengo, Ting-Lu comfortably takes a hit and keeps us in total control of the end-game with Dragapult and Kingambit in reserve. Therefore, the best action is to use Earthquake. </thought> <decision> ACTION: MOVE: earthquake </decision>
- Turn 15heuristic_p2_3d4e used
Shadowballdirect_llm_p1_d07d usedEarthquake<thought The opponent has only two remaining Pokémon: Gholdengo at 22.0% HP and Kingambit at 7.0% HP. I have four Pokémon healthy and ready. Active matchup: Ting-Lu vs. Gholdengo (22.0% HP). - Ting-Lu's Earthquake is a STAB super-effective physical Ground move (100 BP). - Gholdengo has Steel/Ghost typing, taking 2x damage from Ground. At 22.0% HP, Earthquake is a guaranteed OHKO. - If the opponent switches to their 7.0% HP Kingambit, Earthquake is also super-effective against Dark/Steel and will OHKO Kingambit as well. - Ting-Lu's natural bulk and Vessel of Ruin ensure it survives any non-critical hit Gholdengo could attempt to throw before or after. Earthquake covers all immediate options to secure progress towards victory. </thought> <decision> ACTION: MOVE: earthquake </decision>
heuristic_p2_3d4e switched toKingambit - Turn 16heuristic_p2_3d4e used
Kowtowcleavedirect_llm_p1_d07d usedEarthquake<thought The opponent is down to their final Pokémon: Kingambit at only 7.0% HP. My active Pokémon is Ting-Lu at 82.7% HP, with three healthy teammates on the bench (Kingambit, Dragapult, Gholdengo). Ting-Lu easily survives any single hit from Kingambit (even with 5 Supreme Overlord boosts), as Ting-Lu's immense natural bulk and Vessel of Ruin combined with Dark/Ground typing heavily resist Kingambit's Dark STABs. Earthquake is a 100 BP STAB Ground move that is super-effective against Steel and will comfortably knock out Kingambit at 7% HP to secure the victory. Therefore, selecting Earthquake is the clear winning action. </thought> <decision> ACTION: MOVE: earthquake </decision>