Retracted · 2026-08-30 · rules version v0
Ling 3 0 Fla_26a vs MiniMax M3
MiniMax M3 won in 19 turns · 17 min wall clock · 170,768 tokens
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Decisions
- Turn 1MiniMax M3 used
MakeitrainMirror match: my Scarf Gholdengo (293 Spe) outspeed opponent's Gholdengo. Both Steel/Ghost with Good as Gold, so Trick is dead. Make It Rain is 120 BP STAB vs Shadow Ball 80 BP STAB — clear damage winner. No need to Tera on turn 1; save it for a key moment. Just click the biggest hit.
Ling 3 0 Fla_26a usedShadowballOpponent's gholdengo is Steel/Ghost with 87 base HP (~162-195 HP). Shadowball is Ghost-type, so it's super effective (2x) against the Ghost half of gholdengo's typing. With 365 SPA, shadowball deals ~396 damage — a guaranteed OHKO. Make it rain would be resisted 0.5x by Steel typing, making it far inferior. No need to switch or setup when a clean OHKO is available.
MiniMax M3 switched toIronMy Gholdengo fainted — must switch. Opposing Gholdengo at 64% with Shadow Ball revealed. Iron Valiant is optimal: 364 Spe outspeeds Gholdengo's 293, and Moonblast (Fairy STAB + SE on Steel/Ghost) deals massive damage threatening an OHKO on the weakened foe. Ribombee (Sash) could set Sticky Web, but Iron Valiant punishes immediately and forces the opponent on the back foot. Switching to a slow Kingambit or frail Samurott would let Gholdengo fire off free Shadow Balls. Take the aggressive punish.
- Turn 2MiniMax M3 used
ShadowballGholdengo (Steel/Ghost, 64% HP) is weak to Ghost (2x super effective). Iron Valiant outspeeds (364 > ~293) and has STAB Shadow Ball (80 BP). Close Combat is immune (Ghost type), Moonblast is resisted (Steel type), and Encore is blocked by Good As Gold. Shadow Ball will deal massive damage (~2x STAB effective BP 160) and likely secure the KO. No need to Tera yet—save it for a more critical moment. Just click Shadow Ball.
Ling 3 0 Fla_26a usedNastyplotGholdengo at 63.8% HP faces ironvaliant (Fairy/Fighting, 116 SPE). Key factors: 1. **Speed**: Gholdengo (293 SPE) outspeeds ironvaliant (116 SPE) — we act first. 2. **Type matchup**: Ironvaliant's Fighting STAB is 2x super effective against Steel, but gholdengo's bulk (226 DEF, 315 HP) means Close Combat only does ~30% — survivable. 3. **Goodasgold**: Already likely activated (gholdengo took damage), boosting SpA by 1 stage. 4. **Nasty Plot**: Boosts SpA +2 stages. After setup, even Shadowball OHKOs ironvaliant (74 HP) with gholdengo's massive SpA (365 base + goodasgold + 2 Nasty Plot stages). 5. **Focus Blast**: 2x vs Fairy, could OHKO now, but only 70% accuracy — missing leaves us vulnerable. 6. **Next turn plan**: Tera Fighting + Focus Blast for STAB + 2x Fairy weakness = devastating. Nasty Plot has ~95% expected win rate (survive + guaranteed KO next turn) vs Focus Blast's 70% (only wins if it connects). Setup is optimal.
Ling 3 0 Fla_26a switched toGreatIronvaliant (Fairy/Fighting, 130 Atk/120 SpA) is a strong mixed attacker. Evaluating switch-ins: **Greattusk** (Ground/Fighting, 371 HP, 299 DEF, 142 SPE) with Protosynthesis boosting Attack 30% to ~469: - Close Combat (120 BP) OHKOs ironvaliant (~277 damage vs 74 HP) - Ironvaliant's Fighting STAB is 0.5x vs Fighting typing; Fairy STAB (Moonblast) deals only ~35 damage to greattusk - Essentially safe in all scenarios while securing a KO **Kingambit** (Dark/Steel): Both of ironvaliant's STAB moves are super effective (Fairy vs Steel 2x, Fighting vs Dark 2x) — bad matchup. **Dragapult** (Choice Specs): Can OHKO with Dracometeor but is frail and locked into one move. **Tinglu**: Slow, frail, poor offensive matchup despite Vessel of Ruin. **Dragonite**: Can OHKO with Earthquake but is slow to set up and less impactful immediately. Greattusk is the clear best: OHKO guaranteed, takes minimal recoil, and remains a strong pivot.
- Turn 3Ling 3 0 Fla_26a used
HeadlongrushGreattusk (Ground/Fighting) vs Iron Valiant (Fairy/Fighting): Ground is super effective against Fairy (2x), and Headlongrush has STAB (1.5x), giving 3x total damage. Iron Valiant's low HP (74 base) and DEF (90) mean Headlongrush OHKOs. Close Combat is only 0.5x effective (Fighting vs Fairy), making it far inferior. Greattusk's SPE 300 outspeeds Iron Valiant's SPE 116, guaranteeing the attack lands first. No need to switch or Tera — Headlongrush is the clear KO.
MiniMax M3 usedMoonblastIron Valiant (364 Spe) outspeeds Great Tusk (max 297). Great Tusk is Ground/Fighting - Close Combat is resisted (Fighting on Fighting), Moonblast and Shadow Ball are neutral. Great Tusk is physically bulky (131 Def), so physical attacks hurt less anyway. Moonblast is the best neutral hit with a chance to drop its (usually unused) SpAtk. Tera isn't necessary here - save it for more important moments. No need to switch since Iron Valiant handles Great Tusk well and outspeeds it.
Ling 3 0 Fla_26a switched toKingambitGreattusk has fainted, requiring a switch. Ironvaliant (Fairy/Fighting, 116 SPE) is at full HP. Kingambit is the optimal switch: Supreme Overlord has stacked from 2 fainted allies (greattusk, gholdengo), giving massive Attack boost. Kingambit outspeeds ironvaliant (147 > 116), and its Dark/Steel typing resists Fairy (0.25x) and Fighting (1x net). It can immediately pressure with Kowtow Cleave or set up with Swords Dance. Other options like Dragonite risk 2x Fairy weakness, and Tinglu's slower speed and frailer bulk make it less reliable against a potentially strong Fighting-type move.
- Turn 4Ling 3 0 Fla_26a used
KowtowcleaveteraKingambit is faster (147 SPE vs 116) and must KO Iron Valiant before it can retaliate. With Supreme Overlord active from 2 fainted allies, Kingambit has +2 Attack boosts. Tera Dark Kowtow Cleave (85 BP, always hits) combines STAB, Tera boost, and Supreme Overlord for an OHKO on Iron Valiant (74 HP, 90 DEF). Swords Dance risks being KO'd; Sucker Punch is too weak. Kowtow Cleave [TERA] wins the game this turn.
MiniMax M3 usedMoonblastIron Valiant (364 Spe) outspeeds Kingambit (50 base, max ~200). Kingambit is Dark/Steel - Moonblast (Fairy) hits 2x super effective (Fairy > Steel). Shadow Ball does 0x (Ghost blocked by Dark). Close Combat is only neutral (Steel resists Fighting). Kingambit will likely Sucker Punch back (priority Dark, 0.5x resisted by Fairy), doing ~25-30% chip - manageable at 289 HP. Going Tera here is wasteful - save it for a more critical moment. Simple Moonblast chunks their main threat significantly. If they switch out, I keep momentum. If they stay and Sucker Punch, I survive easily. Encore is too risky - could lock them into Sucker Punch for free chip turns. Best play: chip Kingambit hard with super-effective Moonblast.
- Turn 5MiniMax M3 used
MoonblastIron Valiant outspeeds Kingambit (364 vs ~100). The opponent's Kingambit Terastallized to Flying, becoming pure Flying type (losing Dark/Steel STAB). Weaknesses: Electric, Rock, Ice (4x Ice). Move matchups against pure Flying: - Moonblast (Fairy, 95 BP): neutral - Close Combat (Fighting, 120 BP): resisted (0.5x = 60 effective) - Shadow Ball (Ghost, 80 BP): neutral Moonblast is the best option. Iron Valiant's SPA 339 vs Kingambit 59% HP (≈201 HP left) - STAB Moonblast should deal ~230+ damage, securing the KO without needing Tera. Saving Tera for later threats is valuable given the winning position (4 healthy mons + 81% Valiant vs 1 at 59% HP). No need to switch; Iron Valiant can take a non-STAB Kowtow Cleave easily. Commit Tera only if Moonblast misses the roll, but it's a safe bet.
Ling 3 0 Fla_26a usedKowtowcleaveKingambit (SPE 147) outspeeds Iron Valiant (SPE 116) and can OHKO with Kowtow Cleave (85 BP Dark, 405 Atk vs ~60 HP at 90 Def ≈ 170+ damage). Suckerpunch (70 BP) is too weak to guarantee OHKO. Iron Valiant at 81% HP is nearly finished — wasting the turn switching forfeits the Supreme Overlord stack from the KO. Kowtow Cleave secures the knock, grants +1 Atk from Supreme Overlord, and maintains offensive momentum.
- Turn 6MiniMax M3 used
MoonblastOpponent's Kingambit is at 17% HP and terastallized Flying. It's locked into Kowtow Cleave (Dark), which is resisted by my Fairy typing—negligible damage back. Any of my attacking moves easily OHKO at this HP threshold. Moonblast (95 BP STAB) is the safest, most reliable option. No need to Tera on a near-fainted target—save it for a bigger threat later. Close Combat also works but drops my defenses unnecessarily.
Ling 3 0 Fla_26a usedKowtowcleaveKingambit at 16% HP is dangerous, but it outspeeds Iron Valiant (147 vs 116 base SPE) and can OHKO with Kowtow Cleave. Kowtow Cleave is Dark-type, 85 BP, with Dark STAB (1.5x) and super effectiveness against Iron Valiant's Fairy typing (2x). At Level 100 with 405 ATK vs 90 DEF, damage exceeds 800 — a guaranteed OHKO. Since Kingambit moves first, Iron Valiant never attacks, so Kingambit survives at ~64/394. This is a free KO. Switching to Dragonite would preserve Kingambit but forfeit the free kill. Swords Dance is suicidal at 16% HP. Iron Head and Sucker Punch are inferior in damage. Attack with Kowtow Cleave.
Ling 3 0 Fla_26a switched toDragapultautopilotIncident report
[TIMEOUT] Turn calculation exceeded limit (100.0s). Automated move executed.
- Turn 7Ling 3 0 Fla_26a used
Dracometeordragapult (SPE 421) outspeeds ironvaliant (SPE 116) and can KO it with dracometeor (BP 130, STAB). Ironvaliant is at 62% HP with only 90 DEF — dracometeor from 299 SPA will OHKO. Using dracometeor secures the KO and wins the game. shadowball (BP 80) is too weak to reliably finish, and uturn wastes the turn without securing the KO.
MiniMax M3 usedMoonblastautopilotIncident report
[TIMEOUT] Turn calculation exceeded limit (100.0s). Automated move executed.
Ling 3 0 Fla_26a switched toTing-LuIronvaliant is a special attacker (Fairy/Fighting) with high SpA. Switching to tinglu activates Vessel of Ruin, immediately dropping Ironvaliant's SpA by 1 stage — crucial for surviving its special moves. Dragonite's Multiscale is passive and doesn't hinder the opponent. Tinglu also resists Dark-type moves and can threaten with Earthquake. Vessel of Ruin is the decisive tactical factor here.
- Turn 8Ling 3 0 Fla_26a used
EarthquakeIron Valiant is at 62% HP and vulnerable to Earthquake. With tinglu's 256 Attack vs Iron Valiant's 90 Defense, Earthquake deals ~77% damage even without STAB (no Tera available), guaranteeing a KO. I'm faster (126 vs 116 SPE), so I move first. Ruination would only lower stats without securing the KO, and Stealthball/Whirlwind waste this knockout opportunity. Earthquake is the decisive play.
MiniMax M3 switched toOgerponIron Valiant at 61% HP faces a 100% Ting-Lu. Ting-Lu's Ruination can halve my HP to ~30%, putting me in dangerous KO range, while Earthquake threatens an outright KO. Ting-Lu is a common Ruination user in this meta. Ogerpon-Wellspring is an excellent pivot: Water Absorb makes it immune to Water moves, it resists Ground (Ting-Lu's likely STAB), and it threatens 2x SE with Ivy Cudgel (Grass on Ground). With Wellspring Mask boost (1.2x) + STAB (1.5x) + SE (2x), Ivy Cudgel becomes a massive hit next turn (~360 effective BP) that can OHKO or severely damage Ting-Lu. Switching also preserves Iron Valiant (my only fast special attacker) for the opponent's hidden 6th Pokémon, which may be a special threat. The risk of staying in is too high given my HP and Ting-Lu's movepool. Ogerpon handles Ting-Lu much better. While Moonblast would deal ~50% to Ting-Lu, the Ruination/Earthquake risk on Iron Valiant makes the switch safer and more strategic.
- Turn 9MiniMax M3 used
IvycudgelOgerpon-Wellspring outspeeds Ting-Lu (350 vs 45 Spe). Ting-Lu is 2x weak to Grass, and Ivy Cudgel with STAB will hit incredibly hard (100 BP + STAB + super effective vs 125 Def). Ting-Lu's Earthquake at 110 Atk won't threaten Ogerpon much (~80 damage). No need to Tera (default Grass Tera gives no boost). Swords Dance is unnecessary since Ivy Cudgel already OHKOs/2HKOs hard, and Ting-Lu is slow enough to give me a free hit. Attack directly for maximum pressure and chip damage on their defensive pivot.
Ling 3 0 Fla_26a usedEarthquaketinglu's Earthquake deals neutral damage against Grass/Water (Ground is 2x vs Grass, 0.5x vs Water, netting 1x), but with 256 Attack vs 84 Defense, it should OHKO ogerponwellspring at 77% HP. Keeping Vessel of Ruin active is critical—it passively shreds the opponent's SpA, which matters against Iron Valiant's special moves (Moonblast, Shadowball) on the bench. Ruination wastes the turn without damage; Stealth Rock is valuable but hazards aren't urgently needed yet; Whirlwind surrenders Vessel of Ruin's benefit; switching to Dragonite loses the passive entirely. Earthquake is the clear priority.
- Turn 10Ling 3 0 Fla_26a used
Earthquaketinglu at 37% HP needs to finish off ogerponwellspring (52% HP, Grass/Water). Earthquake is 2x super effective (Grass is 4x weak to Ground... actually Grass/Water: Ground hits Grass for 2x, neutral to Water = 2x overall). With tinglu's 256 Attack vs 84 DEF, this should OHKO. Ruination doesn't deal damage. Stealth Rock/Whirlwind waste momentum. Switching to dragonite forfeits Vessel of Ruin's offensive boost and current advantage. Earthquake is the clear KO attempt.
MiniMax M3 switched toKingambitOgerpon-Wellspring can't meaningfully damage Ting-Lu: Dark/Ground 4x resists Grass (Ivy Cudgel/Horn Leech deal ~20% max) and Dark is immune to Fairy (Play Rough = 0). Ting-Lu at 37% won't fall to any of my attacks. Swords Dance is risky—Ting-Lu will EQ and put me near KO range. Best play: switch to Kingambit. Tank the EQ comfortably (Dark/Steel resists Dark, bulky 277 Def), then threaten massive damage with Kowtow Cleave or set up Swords Dance freely. Preserves Ogerpon for later matchups (Dragapult was already fainted, opponent's remaining threats likely weak to Grass).
- Turn 11Ling 3 0 Fla_26a used
EarthquakeKingambit is at 32% HP — critically low. Tinglu (Dark/Ground) gets STAB on Earthquake (1.5x), with 256 ATK vs Kingambit's 120 DEF. Calculated damage (~141+) exceeds Kingambit's remaining HP (~66), guaranteeing a KO. This triggers Supreme Overlord, dropping the next incoming Pokémon's Attack by 1 stage — a free offensive debuff on whatever replaces Kingambit (likely Ironvaliant or Ogerpon, both weak to Ground). Ruination is unnecessary since Earthquake already OHKOs; switching to Dragonite wastes the guaranteed KO and Supreme Overlord trigger. Earthquake is the decisive play.
MiniMax M3 usedKowtowcleaveKingambit vs Ting-Lu: Ting-Lu is the last opponent mon at ~44% HP (likely ~226 HP based on 252 HP spread). My Kingambit at 31% (107 HP). With Supreme Overlord (1 fainted ally = 1.2x), Kowtow Cleave: 85 BP * 1.5 STAB * 1.2 = 153 effective power. Damage: (42 * 153 * 405/277) / 50 + 2 ≈ 190 dmg. This 2HKOs Ting-Lu (226 HP), and Ting-Lu's Leftovers won't save it. Ting-Lu's Earthquake (~118 dmg) likely OHKOs my Kingambit at 107 HP. If I switch, I lose tempo and Ting-Lu gets free recovery. If I SD, Ting-Lu KOs me before I attack. Best play: Attack with Kowtow Cleave to chunk Ting-Lu hard, force it low, then bring in Samurott-Hisui (Focus Sash) to finish with Ceaseless Edge (141 dmg OHKOs at ~71 HP after Leftovers). Kingambit likely dies but it doesn't matter—Ting-Lu is the last opponent, and Samurott-H can clean up while setting Spikes. No Tera needed (waste on a sacrifice play).
MiniMax M3 switched toOgerponTing-Lu is at 36% HP with only Earthquake revealed. Ogerpon-Wellspring outspeeds (350 vs 45) and can KO with Ivy Cudgel (100 BP + STAB + Wellspring Mask boost) before Ting-Lu moves. Even if Ting-Lu hits first somehow, neutral Earthquake won't OHKO Ogerpon at 51.8% HP. Water Absorb also gives Ogerpon a free switch-in if opponent pivots to a Water-type. Clean removal of Ting-Lu is the priority since it's the only revealed active threat.
- Turn 12Ling 3 0 Fla_26a used
RuinationEarthquake is completely wasted against ogerponwellspring due to Water Absorb. Ruination is the best offensive option — it scales with the target's remaining HP (52%), dealing massive damage that could potentially KO. This is the decisive tactical factor: maximizing damage output against a Water Absorb user where my STAB Ground move is nullified.
MiniMax M3 usedIvycudgelOgerpon-Wellspring (350 SPE) outspeeds Ting-Lu (45 SPE) and hits first. Ting-Lu is at 36% HP (likely ~123 HP remaining). With Ogerpon-W's 339 Atk (Wellspring Mask boosted) and STAB 100 BP Ivy Cudgel, this should easily KO Ting-Lu despite its 125 base Def. Ting-Lu's Vessel of Ruin only reduces my SpA, not Atk. If I let Ting-Lu hit me with Earthquake, it could threaten my Ogerpon at 51.8% HP. Tera isn't needed since base Ivy Cudgel KOs. Just attack and clean up.
Ling 3 0 Fla_26a switched toDragoniteThe active Pokémon tinglu has fainted (0/514), requiring an immediate switch. Dragonite is the only healthy Pokémon remaining on the bench at 359/359 HP. All other team members (greattusk, kingambit, gholdengo, dragapult) are also fainted. Switching to dragonite is the only legal action available and allows entry into the battle against the opponent's ogerponwellspring at 52% HP. Dragonite's Multiscale ability provides additional bulk at full HP, and its typing resists the Grass portion of ogerponwellspring's STAB while taking neutral damage from Water moves. This is the optimal and only viable continuation.
- Turn 13Ling 3 0 Fla_26a used
EarthquakeDragonite (224 SPE) is faster than Ogeron Wellspring (110 SPE). Earthquake (100 BP, Ground STAB, 403 ATK) will OHKO Ogeron at 52% HP. Extremespeed (80 BP) is outclassed since Dragonite already has speed advantage. Dragon Dance wastes the turn on a mon that can likely KO back. Roost is unnecessary with full HP. Earthquake is the clear optimal move for a guaranteed KO.
MiniMax M3 usedIvycudgelteraOgerpon-Wellspring outspeeds Dragonite (350 SPE vs 80 base). Dragonite is the opponent's last Pokémon and likely has Multiscale at 100% HP. At 51.8% HP, Ogerpon is vulnerable to Dragonite's Outrage/Extreme Speed, but I move first. Dragonite's Multiscale halves damage at full HP. Regular Ivy Cudgel (100 BP STAB Grass, no mask boost since Wellspring Mask boosts Water) might not secure the OHKO. Tera Grass adds ~1.5x damage, guaranteeing the KO through Multiscale. Since this is the opponent's last mon, saving Tera isn't relevant — sealing the win is. Ivy Cudgel [TERA] ends the game immediately.
- Turn 14Ling 3 0 Fla_26a used
EarthquakeOgerpon Wellspring is at 1.0% HP (base 80 HP, so ~1 actual HP remaining). Dragonite's Earthquake (100 BP, 403 ATK vs 84 DEF) will OHKO regardless of STAB (Ground isn't Dragonite's type, but the damage is still ~200+). There's no reason to set up with Dragondance or recover with Roost when the opponent is at 1% HP. Extreme Speed priority is unnecessary since Dragonite (224 SPD) outspeeds Ogerpon Wellspring (110 + 1 SPD boost). Simply finish the KO with Earthquake.
MiniMax M3 usedIvycudgelautopilotIncident report
[TIMEOUT] Turn calculation exceeded limit (69.8s). Automated move executed.
MiniMax M3 switched toRibombeeautopilotIncident report
[TIME BANK EXHAUSTED] Match time bank depleted. Automated move executed.
- Turn 15MiniMax M3 used
StickywebautopilotIncident report
[TIME BANK EXHAUSTED] Match time bank depleted. Automated move executed.
Ling 3 0 Fla_26a usedEarthquakeRibombee is at full HP but slower (SPE 124 vs Dragonite's 224). Dragonite at 42.3% HP can still KO with Earthquake (100 BP, super effective vs Bug/Fairy). Extremespeed is viable but Earthquake is the higher-BP STAB option for a guaranteed finish. Roost would waste the turn; Dragon Dance is too risky at low HP.
- Turn 16MiniMax M3 used
StickywebautopilotIncident report
[TIME BANK EXHAUSTED] Match time bank depleted. Automated move executed.
Ling 3 0 Fla_26a usedEarthquakeDragonite (403 ATK) vs Ribombee (60 DEF) with Earthquake (100 BP, neutral) yields ~250+ damage — Ribombee only has ~38 HP remaining at 64%. Guaranteed OHKO. After Ribombee falls, opponent switches to Ironvaliant (90 DEF), where Earthquake again OHKOs (~170+ damage vs ~46 HP). I'm faster (224 SPE vs 124/116), so priority isn't needed. Dragon Dance risks taking a unnecessary hit at 42% HP when I can end the game immediately. Roost gives Ribombee a free setup turn. Earthquake wins the game this turn.
- Turn 17MiniMax M3 used
StickywebautopilotIncident report
[TIME BANK EXHAUSTED] Match time bank depleted. Automated move executed.
Ling 3 0 Fla_26a usedExtremespeedRibombee is at 4% HP — nearly KO'd. Dragonite at 42.3% HP should finish the game immediately. Extremespeed has priority, guaranteeing the KO before Ribombee can recover or pivot. Earthquake would also KO but lacks priority, risking a potential Protect or recovery. Roost wastes the turn, and Dragon Dance is too risky at low HP. Secure the win now.
MiniMax M3 switched toSamurottautopilotIncident report
[TIME BANK EXHAUSTED] Match time bank depleted. Automated move executed.
- Turn 18MiniMax M3 used
CeaselessedgeautopilotIncident report
[TIME BANK EXHAUSTED] Match time bank depleted. Automated move executed.
Ling 3 0 Fla_26a usedEarthquakeDragonite (224 SPE) outspeeds Samurott Hisui (85 SPE) and moves first. Dragonite is at 42.3% HP and vulnerable to Water STAB (super effective vs Dragon). Samurott Hisui is at full HP. Earthquake (100 BP, STAB 1.5x) from 403 Atk against ~80-100 DEF will likely OHKO Samurott Hisui, eliminating the Water/Dark threat before it can retaliate. Extreme Speed (80 BP) lacks the power to reliably KO. Dragon Dance wastes the turn when a KO is available. Roost loses tempo against a full-HP opponent. Earthquake is the decisive play.
- Turn 19MiniMax M3 used
CeaselessedgeautopilotIncident report
[TIME BANK EXHAUSTED] Match time bank depleted. Automated move executed.
Ling 3 0 Fla_26a usedRoostDragonite at 1.9% HP is essentially doomed this turn. Samurotthisui at 53% HP can likely OHKO. Roost is the best option to maximize HP recovery and survival chances, as extremespeed would barely dent the opponent and dragondance setup is unlikely to matter if Dragonite faints anyway.