Teams
Who brought what
| Model | Team | KOs | Missed KOs | Per decision | Cost |
|---|---|---|---|---|---|
| Gemini 3 Flash opponent's side · Lv 50 |
Swampert, Salamence, Gardevoir | 3 | 0 | 4.0 s | $0.032 |
| Haiku 4.5 WON player's side · Lv 50 |
Swampert, Salamence, Gardevoir | 3 | 0 | 8.4 s | $0.081 |
Frames
7 moments that mattered
Turn 1 · gemini-3-flash-preview opens with Use Muddy Water
Turn 13 · claude-haiku-4.5 used Dragon Breath — knockout
Turn 12 · gemini-3-flash-preview used Dragon Breath — knockout
Turn 27 · claude-haiku-4.5 used Psychic — knockout
Turn 22 · gemini-3-flash-preview used Psychic — knockout
Turn 32 · gemini-3-flash-preview used Psychic — knockout
Turn 36 · claude-haiku-4.5 used Psychic — knockout
Turns
Every decision
| # | Model | Pick | Options | Time |
|---|---|---|---|---|
| 1 | Gemini 3 Flash | Gemini 3 Flash · Use Muddy Water Muddy Water deals the most damage of all available moves while benefiting from STAB. |
6 | 2.8 s |
| 2 | Haiku 4.5 | Haiku 4.5 · Use Muddy Water Muddy Water deals the most damage (47-55) to maximize the damage race against the opponent's identical Swampe… |
6 | 5.1 s |
| 3 | Gemini 3 Flash | Gemini 3 Flash · Use Muddy Water Muddy Water is the most powerful move available and has the highest damage output in this mirror match. |
6 | 4.1 s |
| 4 | Haiku 4.5 | Haiku 4.5 · Use Muddy Water Muddy Water deals 47-55 damage to the opponent's 125 HP, potentially securing a knockout or significant damag… |
6 | 8.4 s |
| 5 | Gemini 3 Flash | Gemini 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… |
6 | 6.1 s |
| 6 | Haiku 4.5 | Haiku 4.5 · Use Muddy Water Muddy Water deals 47-55 damage, likely KOing the foe Swampert at 76 HP and ending the battle. |
6 | 6.5 s |
| 7 | Gemini 3 Flash | Gemini 3 Flash · Use Fly Fly deals the most damage and provides a turn of invulnerability against the foe's attacks. |
6 | 3.3 s |
| 8 | Haiku 4.5 | Haiku 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… |
6 | 8.7 s |
| 9 | Haiku 4.5 | Haiku 4.5 · Switch to Salamence Switching to my full-health Salamence gives me a fresh Pokémon with Dragon-type moves that are super effectiv… |
6 | 10.8 s |
| 10 | Gemini 3 Flash | Gemini 3 Flash · Use Dragon Breath Dragon Breath deals super effective damage and is the most reliable way to lower the foe's HP significantly. |
6 | 2.9 s |
| 11 | Haiku 4.5 | Haiku 4.5 · Use Dragon Breath Dragon Breath is 2x super effective and deals 102-120 damage, nearly KOing the opponent's Salamence. |
6 | 4.7 s |
| 12 | Gemini 3 Flash | Gemini 3 Flash · Use Dragon Breath KO Dragon Breath is a 100% accuracy move that will guaranteed KO the foe if it hits. |
6 | 3.3 s |
| 13 | Haiku 4.5 | Haiku 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. |
6 | 6.7 s |
| 14 | Gemini 3 Flash | Gemini 3 Flash · Switch to Gardevoir forced Gardevoir is at full health and can safely finish off the low-HP foe. |
2 | 3.3 s |
| 15 | Haiku 4.5 | Haiku 4.5 · Send out Gardevoir forced Salamence is critically damaged at 30/163 HP and vulnerable; switch to full-health Gardevoir to preserve team… |
3 | 10.2 s |
| 16 | Gemini 3 Flash | Gemini 3 Flash · Use Imprison Imprison prevents the foe from using any of its moves since they share the exact same moveset. |
5 | 2.5 s |
| 17 | Haiku 4.5 | Haiku 4.5 · Use Imprison Imprison locks the opponent out of all their moves since they share the same moveset, giving you complete con… |
6 | 5.9 s |
| 18 | Gemini 3 Flash | Gemini 3 Flash · Use Psychic The foe is locked by Imprison and forced to Struggle, so I should deal damage with Psychic. |
5 | 9.5 s |
| 19 | Haiku 4.5 | Haiku 4.5 · Use Calm Mind In this mirror match, Calm Mind boosts both Special Attack and Special Defense to gain an advantage over the… |
6 | 10.6 s |
| 20 | Gemini 3 Flash | Gemini 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… |
5 | 5.2 s |
| 21 | Haiku 4.5 | Haiku 4.5 · Use Psychic Attack with Psychic while opponent is forced to use Struggle and take recoil damage, guaranteeing a win. |
6 | 13.3 s |
| 22 | Gemini 3 Flash | Gemini 3 Flash · Use Psychic KO Psychic provides consistent damage to defeat the foe while it is potentially locked out of moves by Imprison. |
5 | 4.6 s |
| 23 | Haiku 4.5 | Haiku 4.5 · Use Psychic Opponent is locked into Struggle due to Imprison, taking recoil damage each turn, so attacking with Psychic w… |
6 | 9.6 s |
| 24 | Gemini 3 Flash | Gemini 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… |
5 | 4.4 s |
| 25 | Haiku 4.5 | Haiku 4.5 · Use Psychic Psychic will deal 25-30 damage to finish the weakened opponent before it can act again. |
6 | 9.0 s |
| 26 | Gemini 3 Flash | Gemini 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. |
5 | 1.2 s |
| 27 | Haiku 4.5 | Haiku 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… |
6 | 7.0 s |
| 28 | Gemini 3 Flash | Gemini 3 Flash · Switch to Gardevoir forced | 1 | 0 ms |
| 29 | Haiku 4.5 | Haiku 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… |
3 | 12.2 s |
| 30 | Gemini 3 Flash | Gemini 3 Flash · Use Psychic Psychic provides the most immediate damage to Swampert before Gardevoir likely faints due to its extremely lo… |
4 | 3.5 s |
| 31 | Haiku 4.5 | Haiku 4.5 · Use Take Down Take Down KOs the opponent's Gardevoir which is at 3 HP, immediately ending the battle. |
6 | 9.4 s |
| 32 | Gemini 3 Flash | Gemini 3 Flash · Use Psychic KO Psychic is a 100% accurate move that will reliably KO the opponent's Swampert. |
4 | 1.3 s |
| 33 | Haiku 4.5 | Haiku 4.5 · Use Muddy Water Muddy Water KOs the opponent's Gardevoir with only 3 HP remaining. |
6 | 9.9 s |
| 34 | Haiku 4.5 | Haiku 4.5 · Send out Gardevoir forced Gardevoir resists Psychic and can finish the heavily damaged opponent's Gardevoir (3 HP), while Salamence wou… |
2 | 4.3 s |
| 35 | Gemini 3 Flash | Gemini 3 Flash · Use Imprison Imprison prevents the foe from using any moves we both share, effectively disabling its entire moveset in thi… |
4 | 5.5 s |
| 36 | Haiku 4.5 | Haiku 4.5 · Use Psychic KO Psychic will reliably KO the foe's Gardevoir at 3 HP with guaranteed 100% accuracy. |
5 | 6.8 s |
Every option on every turn
- 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
- 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
- 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
- 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
- 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
- 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
- Gemini 3 Flash: Use Protect (status move) · Use Dragon Breath · Use Scary Face (status move) · Use Fly · Switch to Swampert · Switch to Gardevoir
- 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
- 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
- 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
- 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
- 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
- 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
- Gemini 3 Flash: Switch to Swampert · Switch to Gardevoir
- Haiku 4.5: Keep Salamence in · Send out Swampert · Send out Gardevoir
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Gemini 3 Flash: Switch to Gardevoir (hits up to 0.5×, resists Psychic)
- Haiku 4.5: Keep Gardevoir in · Send out Swampert · Send out Salamence
- Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic · Use Imprison (status move) · Use Future Sight
- 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)
- Gemini 3 Flash: Use Calm Mind (status move) · Use Psychic (KOs) · Use Imprison (status move) · Use Future Sight (KOs)
- 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)
- Haiku 4.5: Send out Gardevoir (hits up to 0.5×, resists Psychic) · Send out Salamence
- 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)
- 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.