ROUTE 101
◀ Battle Bench v2 MIRROR MATCH  GAME 2 · SEED 7122

Gemini 3 Flash vs Haiku 4.5 · Mirror match 2

HAIKU 4.5 WON36 turns · 266 s · $0.11
Teams

Who brought what

ModelTeamKOsMissed KOsPer decisionCost
Gemini 3 Flash
opponent's side · Lv 50
Swampert, Salamence, Gardevoir30 4.0 s$0.032
Haiku 4.5 WON
player's side · Lv 50
Swampert, Salamence, Gardevoir30 8.4 s$0.081
Frames

7 moments that mattered

  • Turn 1 · gemini-3-flash-preview opens with Use Muddy WaterTurn 1 · gemini-3-flash-preview opens with Use Muddy Water
  • Turn 13 · claude-haiku-4.5 used Dragon Breath — knockoutTurn 13 · claude-haiku-4.5 used Dragon Breath — knockout
  • Turn 12 · gemini-3-flash-preview used Dragon Breath — knockoutTurn 12 · gemini-3-flash-preview used Dragon Breath — knockout
  • Turn 27 · claude-haiku-4.5 used Psychic — knockoutTurn 27 · claude-haiku-4.5 used Psychic — knockout
  • Turn 22 · gemini-3-flash-preview used Psychic — knockoutTurn 22 · gemini-3-flash-preview used Psychic — knockout
  • Turn 32 · gemini-3-flash-preview used Psychic — knockoutTurn 32 · gemini-3-flash-preview used Psychic — knockout
  • Turn 36 · claude-haiku-4.5 used Psychic — knockoutTurn 36 · claude-haiku-4.5 used Psychic — knockout
Turns

Every decision

#ModelPickOptionsTime
1Gemini 3 FlashGemini 3 Flash · Use Muddy Water
Muddy Water deals the most damage of all available moves while benefiting from STAB.
62.8 s
2Haiku 4.5Haiku 4.5 · Use Muddy Water
Muddy Water deals the most damage (47-55) to maximize the damage race against the opponent's identical Swampe…
65.1 s
3Gemini 3 FlashGemini 3 Flash · Use Muddy Water
Muddy Water is the most powerful move available and has the highest damage output in this mirror match.
64.1 s
4Haiku 4.5Haiku 4.5 · Use Muddy Water
Muddy Water deals 47-55 damage to the opponent's 125 HP, potentially securing a knockout or significant damag…
68.4 s
5Gemini 3 FlashGemini 3 Flash · Switch to Salamence
Salamence resists the foe's Water-type moves and has full health, providing a safer matchup than staying in w…
66.1 s
6Haiku 4.5Haiku 4.5 · Use Muddy Water
Muddy Water deals 47-55 damage, likely KOing the foe Swampert at 76 HP and ending the battle.
66.5 s
7Gemini 3 FlashGemini 3 Flash · Use Fly
Fly deals the most damage and provides a turn of invulnerability against the foe's attacks.
63.3 s
8Haiku 4.5Haiku 4.5 · Use Take Down
Take Down deals 45-53 damage versus Muddy Water's 29-35 (resisted), maximizing damage to wear down opponent's…
68.7 s
9Haiku 4.5Haiku 4.5 · Switch to Salamence
Switching to my full-health Salamence gives me a fresh Pokémon with Dragon-type moves that are super effectiv…
610.8 s
10Gemini 3 FlashGemini 3 Flash · Use Dragon Breath
Dragon Breath deals super effective damage and is the most reliable way to lower the foe's HP significantly.
62.9 s
11Haiku 4.5Haiku 4.5 · Use Dragon Breath
Dragon Breath is 2x super effective and deals 102-120 damage, nearly KOing the opponent's Salamence.
64.7 s
12Gemini 3 FlashGemini 3 Flash · Use Dragon Breath KO
Dragon Breath is a 100% accuracy move that will guaranteed KO the foe if it hits.
63.3 s
13Haiku 4.5Haiku 4.5 · Use Dragon Breath KO
Dragon Breath deals 102-120 damage with 100% accuracy to the foe's 16 HP for a guaranteed KO.
66.7 s
14Gemini 3 FlashGemini 3 Flash · Switch to Gardevoir forced
Gardevoir is at full health and can safely finish off the low-HP foe.
23.3 s
15Haiku 4.5Haiku 4.5 · Send out Gardevoir forced
Salamence is critically damaged at 30/163 HP and vulnerable; switch to full-health Gardevoir to preserve team…
310.2 s
16Gemini 3 FlashGemini 3 Flash · Use Imprison
Imprison prevents the foe from using any of its moves since they share the exact same moveset.
52.5 s
17Haiku 4.5Haiku 4.5 · Use Imprison
Imprison locks the opponent out of all their moves since they share the same moveset, giving you complete con…
65.9 s
18Gemini 3 FlashGemini 3 Flash · Use Psychic
The foe is locked by Imprison and forced to Struggle, so I should deal damage with Psychic.
59.5 s
19Haiku 4.5Haiku 4.5 · Use Calm Mind
In this mirror match, Calm Mind boosts both Special Attack and Special Defense to gain an advantage over the…
610.6 s
20Gemini 3 FlashGemini 3 Flash · Use Psychic
Imprison is already active from the previous turn, so I should now use Psychic to chip away at the opponent's…
55.2 s
21Haiku 4.5Haiku 4.5 · Use Psychic
Attack with Psychic while opponent is forced to use Struggle and take recoil damage, guaranteeing a win.
613.3 s
22Gemini 3 FlashGemini 3 Flash · Use Psychic KO
Psychic provides consistent damage to defeat the foe while it is potentially locked out of moves by Imprison.
54.6 s
23Haiku 4.5Haiku 4.5 · Use Psychic
Opponent is locked into Struggle due to Imprison, taking recoil damage each turn, so attacking with Psychic w…
69.6 s
24Gemini 3 FlashGemini 3 Flash · Use Imprison
Imprison prevents the foe from using any of its moves since they are identical to mine, forcing it to use Str…
54.4 s
25Haiku 4.5Haiku 4.5 · Use Psychic
Psychic will deal 25-30 damage to finish the weakened opponent before it can act again.
69.0 s
26Gemini 3 FlashGemini 3 Flash · Switch to Swampert
Gardevoir is at 3 HP and likely to be knocked out this turn; Swampert can safely switch in and finish the foe.
51.2 s
27Haiku 4.5Haiku 4.5 · Use Psychic KO
Psychic deals 25-30 damage to finish off the foe's 3 HP Gardevoir and win the battle immediately with guarant…
67.0 s
28Gemini 3 FlashGemini 3 Flash · Switch to Gardevoir forced 10 ms
29Haiku 4.5Haiku 4.5 · Send out Swampert forced
Swampert has high health (127/175) and can match the opponent's Swampert type matchup better than damaged Gar…
312.2 s
30Gemini 3 FlashGemini 3 Flash · Use Psychic
Psychic provides the most immediate damage to Swampert before Gardevoir likely faints due to its extremely lo…
43.5 s
31Haiku 4.5Haiku 4.5 · Use Take Down
Take Down KOs the opponent's Gardevoir which is at 3 HP, immediately ending the battle.
69.4 s
32Gemini 3 FlashGemini 3 Flash · Use Psychic KO
Psychic is a 100% accurate move that will reliably KO the opponent's Swampert.
41.3 s
33Haiku 4.5Haiku 4.5 · Use Muddy Water
Muddy Water KOs the opponent's Gardevoir with only 3 HP remaining.
69.9 s
34Haiku 4.5Haiku 4.5 · Send out Gardevoir forced
Gardevoir resists Psychic and can finish the heavily damaged opponent's Gardevoir (3 HP), while Salamence wou…
24.3 s
35Gemini 3 FlashGemini 3 Flash · Use Imprison
Imprison prevents the foe from using any moves we both share, effectively disabling its entire moveset in thi…
45.5 s
36Haiku 4.5Haiku 4.5 · Use Psychic KO
Psychic will reliably KO the foe's Gardevoir at 3 HP with guaranteed 100% accuracy.
56.8 s
Every option on every turn
  1. Gemini 3 Flash: Use Mud Sport (status move) · Use Take Down · Use Muddy Water · Use Protect (status move) · Switch to Salamence (resists Water) · Switch to Gardevoir
  2. Haiku 4.5: Use Mud Sport (status move) · Use Take Down · Use Muddy Water · Use Protect (status move) · Switch to Salamence (resists Water) · Switch to Gardevoir
  3. Gemini 3 Flash: Use Mud Sport (status move) · Use Take Down · Use Muddy Water · Use Protect (status move) · Switch to Salamence (resists Water) · Switch to Gardevoir
  4. Haiku 4.5: Use Mud Sport (status move) · Use Take Down · Use Muddy Water · Use Protect (status move) · Switch to Salamence (resists Water) · Switch to Gardevoir
  5. Gemini 3 Flash: Use Mud Sport (status move) · Use Take Down · Use Muddy Water · Use Protect (status move) · Switch to Salamence (resists Water) · Switch to Gardevoir
  6. Haiku 4.5: Use Mud Sport (status move) · Use Take Down · Use Muddy Water · Use Protect (status move) · Switch to Salamence (resists Water) · Switch to Gardevoir
  7. Gemini 3 Flash: Use Protect (status move) · Use Dragon Breath · Use Scary Face (status move) · Use Fly · Switch to Swampert · Switch to Gardevoir
  8. Haiku 4.5: Use Mud Sport (status move) · Use Take Down · Use Muddy Water (0.5× not very effective) · Use Protect (status move) · Switch to Salamence (hits up to 2×, weak to Dragon 2×) · Switch to Gardevoir
  9. Haiku 4.5: Use Mud Sport (status move) · Use Take Down · Use Muddy Water (0.5× not very effective) · Use Protect (status move) · Switch to Salamence (hits up to 2×, weak to Dragon 2×) · Switch to Gardevoir
  10. Gemini 3 Flash: Use Protect (status move) · Use Dragon Breath (2× super effective) · Use Scary Face (status move) · Use Fly · Switch to Swampert · Switch to Gardevoir
  11. Haiku 4.5: Use Protect (status move) · Use Dragon Breath (2× super effective) · Use Scary Face (status move) · Use Fly · Switch to Swampert · Switch to Gardevoir
  12. Gemini 3 Flash: Use Protect (status move) · Use Dragon Breath (2× super effective, KOs) · Use Scary Face (status move) · Use Fly (KOs) · Switch to Swampert · Switch to Gardevoir
  13. Haiku 4.5: Use Protect (status move) · Use Dragon Breath (2× super effective, KOs) · Use Scary Face (status move) · Use Fly (KOs) · Switch to Swampert · Switch to Gardevoir
  14. Gemini 3 Flash: Switch to Swampert · Switch to Gardevoir
  15. Haiku 4.5: Keep Salamence in · Send out Swampert · Send out Gardevoir
  16. Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert
  17. Haiku 4.5: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert · Switch to Salamence
  18. Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert
  19. Haiku 4.5: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert · Switch to Salamence
  20. Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert
  21. Haiku 4.5: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert · Switch to Salamence
  22. Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert
  23. Haiku 4.5: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert · Switch to Salamence
  24. Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert
  25. Haiku 4.5: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert · Switch to Salamence
  26. Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective) · Switch to Swampert
  27. Haiku 4.5: Use Calm Mind (status move) · Use Psychic (0.5× not very effective, KOs) · Use Imprison (status move) · Use Future Sight (0.5× not very effective, KOs) · Switch to Swampert · Switch to Salamence
  28. Gemini 3 Flash: Switch to Gardevoir (hits up to 0.5×, resists Psychic)
  29. Haiku 4.5: Keep Gardevoir in · Send out Swampert · Send out Salamence
  30. Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic · Use Imprison (status move) · Use Future Sight
  31. Haiku 4.5: Use Mud Sport (status move) · Use Take Down (KOs) · Use Muddy Water (KOs) · Use Protect (status move) · Switch to Salamence · Switch to Gardevoir (hits up to 0.5×, resists Psychic)
  32. Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic (KOs) · Use Imprison (status move) · Use Future Sight (KOs)
  33. Haiku 4.5: Use Mud Sport (status move) · Use Take Down (KOs) · Use Muddy Water (KOs) · Use Protect (status move) · Switch to Salamence · Switch to Gardevoir (hits up to 0.5×, resists Psychic)
  34. Haiku 4.5: Send out Gardevoir (hits up to 0.5×, resists Psychic) · Send out Salamence
  35. Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic (0.5× not very effective) · Use Imprison (status move) · Use Future Sight (0.5× not very effective)
  36. Haiku 4.5: Use Calm Mind (status move) · Use Psychic (0.5× not very effective, KOs) · Use Imprison (status move) · Use Future Sight (0.5× not very effective, KOs) · Switch to Salamence

Harness 143a2b7ef+local changes (harness.diff). Still frames from our own run; no game files are hosted here.